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@@ -1,3 +1,7 @@ +############# +DFHack Readme +############# + ============ Introduction ============ @@ -97,46 +101,178 @@ the issues tracker on github, contact me (peterix@gmail.com) or visit the ============= The init file ============= -If your DF folder contains a file named dfhack.init, its contents will be run +If your DF folder contains a file named ``dfhack.init``, its contents will be run every time you start DF. This allows setting up keybindings. An example file -is provided as dfhack.init-example - you can tweak it and rename to dfhack.init +is provided as ``dfhack.init-example`` - you can tweak it and rename to dfhack.init if you want to use this functionality. +Setting keybindings +=================== + +To set keybindings, use the built-in ``keybinding`` command. Like any other +command it can be used at any time from the console, but it is also meaningful +in the DFHack init file. + +Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z. + +Possible ways to call the command: + +:keybinding list <key>: List bindings active for the key combination. +:keybinding clear <key> <key>...: Remove bindings for the specified keys. +:keybinding add <key> "cmdline" "cmdline"...: Add bindings for the specified + key. +:keybinding set <key> "cmdline" "cmdline"...: Clear, and then add bindings for + the specified key. + +The *<key>* parameter above has the following *case-sensitive* syntax:: + + [Ctrl-][Alt-][Shift-]KEY[@context] + +where the *KEY* part can be F1-F9 or A-Z, and [] denote optional parts. + +When multiple commands are bound to the same key combination, DFHack selects +the first applicable one. Later 'add' commands, and earlier entries within one +'add' command have priority. Commands that are not specifically intended for use +as a hotkey are always considered applicable. + +The *context* part in the key specifier above can be used to explicitly restrict +the UI state where the binding would be applicable. If called without parameters, +the ``keybinding`` command among other things prints the current context string. +Only bindings with a *context* tag that either matches the current context fully, +or is a prefix ending at a '/' boundary would be considered for execution, i.e. +for context ``foo/bar/baz``, possible matches are any of ``@foo/bar/baz``, ``@foo/bar``, +``@foo`` or none. + + ======== Commands ======== +DFHack command syntax consists of a command name, followed by arguments separated +by whitespace. To include whitespace in an argument, quote it in double quotes. +To include a double quote character, use ``\"`` inside double quotes. + +If the first non-whitespace character of a line is ``#``, the line is treated +as a comment, i.e. a silent no-op command. + +If the first non-whitespace character is ``:``, the command is parsed in a special +alternative mode: first, non-whitespace characters immediately following the ``:`` +are used as the command name; the remaining part of the line, starting with the first +non-whitespace character *after* the command name, is used verbatim as the first argument. +The following two command lines are exactly equivalent: + + * ``:foo a b "c d" e f`` + * ``foo "a b \"c d\" e f"`` + +This is intended for commands like ``rb_eval`` that evaluate script language statements. + Almost all the commands support using the 'help <command-name>' built-in command to retrieve further help without having to look at this document. Alternatively, some accept a 'help'/'?' option on their command line. + +Game progress +============= + +die +--- +Instantly kills DF without saving. + +forcepause +---------- +Forces DF to pause. This is useful when your FPS drops below 1 and you lose +control of the game. + + * Activate with 'forcepause 1' + * Deactivate with 'forcepause 0' + +nopause +------- +Disables pausing (both manual and automatic) with the exception of pause forced +by 'reveal hell'. This is nice for digging under rivers. + +fastdwarf +--------- +Makes your minions move at ludicrous speeds. + + * Activate with 'fastdwarf 1' + * Deactivate with 'fastdwarf 0' + + +Game interface +============== + +follow +------ +Makes the game view follow the currently highlighted unit after you exit from +current menu/cursor mode. Handy for watching dwarves running around. Deactivated +by moving the view manually. + +tidlers +------- +Toggle between all possible positions where the idlers count can be placed. + +twaterlvl +--------- +Toggle between displaying/not displaying liquid depth as numbers. + +copystock +---------- +Copies the parameters of the currently highlighted stockpile to the custom +stockpile settings and switches to custom stockpile placement mode, effectively +allowing you to copy/paste stockpiles easily. + +rename +------ +Allows renaming various things. + +Options: + + :rename squad <index> "name": Rename squad by index to 'name'. + :rename hotkey <index> \"name\": Rename hotkey by index. This allows assigning + longer commands to the DF hotkeys. + :rename unit "nickname": Rename a unit/creature highlighted in the DF user + interface. + :rename unit-profession "custom profession": Change proffession name of the + highlighted unit/creature. + :rename building "name": Set a custom name for the selected building. + The building must be one of stockpile, workshop, furnace, trap, + siege engine or an activity zone. + + +Adventure mode +============== + adv-bodyswap -============ +------------ This allows taking control over your followers and other creatures in adventure mode. For example, you can make them pick up new arms and armor and equip them properly. -Usage ------ +Usage: + * When viewing unit details, body-swaps into that unit. * In the main adventure mode screen, reverts transient swap. advtools -======== +-------- A package of different adventure mode tools (currently just one) - -Usage ------ -:list-equipped [all]: List armor and weapons equipped by your companions. - If all is specified, also lists non-metal clothing. -:metal-detector [all-types] [non-trader]: Reveal metal armor and weapons in - shops. The options disable the checks - on item type and being in shop. +Usage: + + :list-equipped [all]: List armor and weapons equipped by your companions. + If all is specified, also lists non-metal clothing. + :metal-detector [all-types] [non-trader]: Reveal metal armor and weapons in + shops. The options disable the checks + on item type and being in shop. + + +Map modification +================ changelayer -=========== +----------- Changes material of the geology layer under cursor to the specified inorganic RAW material. Can have impact on all surrounding regions, not only your embark! By default changing stone to soil and vice versa is not allowed. By default @@ -149,18 +285,18 @@ as well, though. Mineral veins and gem clusters will stay on the map. Use tl;dr: You will end up with changing quite big areas in one go, especially if you use it in lower z levels. Use with care. -Options -------- -:all_biomes: Change selected layer for all biomes on your map. +Options: + + :all_biomes: Change selected layer for all biomes on your map. Result may be undesirable since the same layer can AND WILL be on different z-levels for different biomes. Use the tool 'probe' to get an idea how layers and biomes are distributed on your map. -:all_layers: Change all layers on your map (only for the selected biome + :all_layers: Change all layers on your map (only for the selected biome unless 'all_biomes' is added). Candy mountain, anyone? Will make your map quite boring, but tidy. -:force: Allow changing stone to soil and vice versa. !!THIS CAN HAVE + :force: Allow changing stone to soil and vice versa. !!THIS CAN HAVE WEIRD EFFECTS, USE WITH CARE!! Note that soil will not be magically replaced with stone. You will, however, get a stone floor after digging so it @@ -169,16 +305,16 @@ Options You will, however, get a soil floor after digging so it could be helpful for creating farm plots on maps with no soil. -:verbose: Give some details about what is being changed. -:trouble: Give some advice about known problems. + :verbose: Give some details about what is being changed. + :trouble: Give some advice about known problems. Examples: ---------- -``changelayer GRANITE`` + + ``changelayer GRANITE`` Convert layer at cursor position into granite. -``changelayer SILTY_CLAY force`` + ``changelayer SILTY_CLAY force`` Convert layer at cursor position into clay even if it's stone. -``changelayer MARBLE all_biomes all_layers`` + ``changelayer MARBLE all_biomes all_layers`` Convert all layers of all biomes which are not soil into marble. .. note:: @@ -197,17 +333,18 @@ Examples: You did save your game, right? changevein -========== +---------- Changes material of the vein under cursor to the specified inorganic RAW -material. +material. Only affects tiles within the current 16x16 block - for veins and +large clusters, you will need to use this command multiple times. Example: --------- -``changevein NATIVE_PLATINUM`` + + ``changevein NATIVE_PLATINUM`` Convert vein at cursor position into platinum ore. changeitem -========== +---------- Allows changing item material and base quality. By default the item currently selected in the UI will be changed (you can select items in the 'k' list or inside containers/inventory). By default change is only allowed if materials @@ -218,498 +355,289 @@ in weirdness. To get an idea how the RAW id should look like, check some items with 'info'. Using 'force' might create items which are not touched by crafters/haulers. -Options -------- -:info: Don't change anything, print some info instead. -:here: Change all items at the cursor position. Requires in-game cursor. -:material, m: Change material. Must be followed by valid material RAW id. -:quality, q: Change base quality. Must be followed by number (0-5). -:force: Ignore subtypes, force change to new material. - -Examples: ---------- -``changeitem m INORGANIC:GRANITE here`` - Change material of all items under the cursor to granite. -``changeitem q 5`` - Change currently selected item to masterpiece quality. - -cursecheck -========== -Checks a single map tile or the whole map/world for cursed creatures (ghosts, -vampires, necromancers, werebeasts, zombies). - -With an active in-game cursor only the selected tile will be observed. -Without a cursor the whole map will be checked. - -By default cursed creatures will be only counted in case you just want to find -out if you have any of them running around in your fort. Dead and passive -creatures (ghosts who were put to rest, killed vampires, ...) are ignored. -Undead skeletons, corpses, bodyparts and the like are all thrown into the curse -category "zombie". Anonymous zombies and resurrected body parts will show -as "unnamed creature". +Options: -Options -------- -:detail: Print full name, date of birth, date of curse and some status - info (some vampires might use fake identities in-game, though). -:nick: Set the type of curse as nickname (does not always show up - in-game, some vamps don't like nicknames). -:all: Include dead and passive cursed creatures (can result in a quite - long list after having FUN with necromancers). -:verbose: Print all curse tags (if you really want to know it all). + :info: Don't change anything, print some info instead. + :here: Change all items at the cursor position. Requires in-game cursor. + :material, m: Change material. Must be followed by valid material RAW id. + :quality, q: Change base quality. Must be followed by number (0-5). + :force: Ignore subtypes, force change to new material. Examples: ---------- -``cursecheck detail all`` - Give detailed info about all cursed creatures including deceased ones (no - in-game cursor). -``cursecheck nick`` - Give a nickname all living/active cursed creatures on the map(no in-game - cursor). - -.. note:: - * If you do a full search (with the option "all") former ghosts will show up - with the cursetype "unknown" because their ghostly flag is not set - anymore. But if you happen to find a living/active creature with cursetype - "unknown" please report that in the dfhack thread on the modding forum or - per irc. This is likely to happen with mods which introduce new types - of curses, for example. - -follow -====== -Makes the game view follow the currently highlighted unit after you exit from -current menu/cursor mode. Handy for watching dwarves running around. Deactivated -by moving the view manually. - -forcepause -========== -Forces DF to pause. This is useful when your FPS drops below 1 and you lose -control of the game. - - * Activate with 'forcepause 1' - * Deactivate with 'forcepause 0' + ``changeitem m INORGANIC:GRANITE here`` + Change material of all items under the cursor to granite. + ``changeitem q 5`` + Change currently selected item to masterpiece quality. -nopause -======= -Disables pausing (both manual and automatic) with the exception of pause forced -by 'reveal hell'. This is nice for digging under rivers. +colonies +-------- +Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies. -die -=== -Instantly kills DF without saving. +Options: -autodump -======== -This utility lets you quickly move all items designated to be dumped. -Items are instantly moved to the cursor position, the dump flag is unset, -and the forbid flag is set, as if it had been dumped normally. -Be aware that any active dump item tasks still point at the item. + :bees: turn colonies into honey bee colonies -Cursor must be placed on a floor tile so the items can be dumped there. +deramp (by zilpin) +------------------ +Removes all ramps designated for removal from the map. This is useful for replicating the old channel digging designation. +It also removes any and all 'down ramps' that can remain after a cave-in (you don't have to designate anything for that to happen). -Options +feature ------- -:destroy: Destroy instead of dumping. Doesn't require a cursor. -:destroy-here: Destroy items only under the cursor. -:visible: Only process items that are not hidden. -:hidden: Only process hidden items. -:forbidden: Only process forbidden items (default: only unforbidden). - -autodump-destroy-here -===================== -Destroy items marked for dumping under cursor. Identical to autodump -destroy-here, but intended for use as keybinding. - -autodump-destroy-item -===================== -Destroy the selected item. The item may be selected in the 'k' list, or inside -a container. If called again before the game is resumed, cancels destroy. - -burrow -====== -Miscellaneous burrow control. Allows manipulating burrows and automated burrow -expansion while digging. +Enables management of map features. -Options -------- -:enable feature ...: -:disable feature ...: Enable or Disable features of the plugin. -:clear-unit burrow burrow ...: -:clear-tiles burrow burrow ...: Removes all units or tiles from the burrows. -:set-units target-burrow src-burrow ...: -:add-units target-burrow src-burrow ...: -:remove-units target-burrow src-burrow ...: Adds or removes units in source - burrows to/from the target burrow. Set is equivalent to clear and add. -:set-tiles target-burrow src-burrow ...: -:add-tiles target-burrow src-burrow ...: -:remove-tiles target-burrow src-burrow ...: Adds or removes tiles in source - burrows to/from the target burrow. In place of a source burrow it is - possible to use one of the following keywords: ABOVE_GROUND, - SUBTERRANEAN, INSIDE, OUTSIDE, LIGHT, DARK, HIDDEN, REVEALED - -Features --------- -:auto-grow: When a wall inside a burrow with a name ending in '+' is dug - out, the burrow is extended to newly-revealed adjacent walls. - This final '+' may be omitted in burrow name args of commands above. - Digging 1-wide corridors with the miner inside the burrow is SLOW. +* Discovering a magma feature (magma pool, volcano, magma sea, or curious + underground structure) permits magma workshops and furnaces to be built. +* Discovering a cavern layer causes plants (trees, shrubs, and grass) from + that cavern to grow within your fortress. -catsplosion -=========== -Makes cats just *multiply*. It is not a good idea to run this more than once or -twice. +Options: -clean -===== -Cleans all the splatter that get scattered all over the map, items and -creatures. In an old fortress, this can significantly reduce FPS lag. It can -also spoil your !!FUN!!, so think before you use it. + :list: Lists all map features in your current embark by index. + :show X: Marks the selected map feature as discovered. + :hide X: Marks the selected map feature as undiscovered. -Options +liquids ------- -:map: Clean the map tiles. By default, it leaves mud and snow alone. -:units: Clean the creatures. Will also clean hostiles. -:items: Clean all the items. Even a poisoned blade. +Allows adding magma, water and obsidian to the game. It replaces the normal +dfhack command line and can't be used from a hotkey. Settings will be remembered +as long as dfhack runs. Intended for use in combination with the command +liquids-here (which can be bound to a hotkey). -Extra options for 'map' ------------------------ -:mud: Remove mud in addition to the normal stuff. -:snow: Also remove snow coverings. +For more information, refer to the command's internal help. -spotclean -========= -Works like 'clean map snow mud', but only for the tile under the cursor. Ideal -if you want to keep that bloody entrance 'clean map' would clean up. +.. note:: -cleanowned -========== -Confiscates items owned by dwarfs. By default, owned food on the floor -and rotten items are confistacted and dumped. + Spawning and deleting liquids can F up pathing data and + temperatures (creating heat traps). You've been warned. -Options -------- -:all: confiscate all owned items -:scattered: confiscated and dump all items scattered on the floor -:x: confiscate/dump items with wear level 'x' and more -:X: confiscate/dump items with wear level 'X' and more -:dryrun: a dry run. combine with other options to see what will happen - without it actually happening. +liquids-here +------------ +Run the liquid spawner with the current/last settings made in liquids (if no +settings in liquids were made it paints a point of 7/7 magma by default). -Example: --------- -``cleanowned scattered X`` : This will confiscate rotten and dropped food, garbage on the floors and any worn items with 'X' damage and above. +Intended to be used as keybinding. Requires an active in-game cursor. -colonies -======== -Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies. -Options -------- -:bees: turn colonies into honey bee colonies +tiletypes +--------- +Can be used for painting map tiles and is an interactive command, much like +liquids. -deramp (by zilpin) -================== -Removes all ramps designated for removal from the map. This is useful for replicating the old channel digging designation. -It also removes any and all 'down ramps' that can remain after a cave-in (you don't have to designate anything for that to happen). +The tool works with two set of options and a brush. The brush determines which +tiles will be processed. First set of options is the filter, which can exclude +some of the tiles from the brush by looking at the tile properties. The second +set of options is the paint - this determines how the selected tiles are +changed. -dfusion -======= -This is the DFusion lua plugin system by warmist/darius, running as a DFHack plugin. +Both paint and filter can have many different properties including things like +general shape (WALL, FLOOR, etc.), general material (SOIL, STONE, MINERAL, +etc.), state of 'designated', 'hidden' and 'light' flags. -See the bay12 thread for details: http://www.bay12forums.com/smf/index.php?topic=69682.15 +The properties of filter and paint can be partially defined. This means that +you can for example do something like this: -Confirmed working DFusion plugins: ----------------------------------- -:simple_embark: allows changing the number of dwarves available on embark. +:: -.. note:: + filter material STONE + filter shape FORTIFICATION + paint shape FLOOR - * Some of the DFusion plugins aren't completely ported yet. This can lead to crashes. - * This is currently working only on Windows. - * The game will be suspended while you're using dfusion. Don't panic when it doen't respond. +This will turn all stone fortifications into floors, preserving the material. -drybuckets -========== -This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye. +Or this: +:: -fastdwarf -========= -Makes your minions move at ludicrous speeds. + filter shape FLOOR + filter material MINERAL + paint shape WALL - * Activate with 'fastdwarf 1' - * Deactivate with 'fastdwarf 0' +Turning mineral vein floors back into walls. -feature -======= -Enables management of map features. +The tool also allows tweaking some tile flags: -* Discovering a magma feature (magma pool, volcano, magma sea, or curious - underground structure) permits magma workshops and furnaces to be built. -* Discovering a cavern layer causes plants (trees, shrubs, and grass) from - that cavern to grow within your fortress. +Or this: -Options -------- -:list: Lists all map features in your current embark by index. -:show X: Marks the selected map feature as discovered. -:hide X: Marks the selected map feature as undiscovered. +:: -filltraffic -=========== -Set traffic designations using flood-fill starting at the cursor. + paint hidden 1 + paint hidden 0 -Traffic Type Codes: -------------------- -:H: High Traffic -:N: Normal Traffic -:L: Low Traffic -:R: Restricted Traffic +This will hide previously revealed tiles (or show hidden with the 0 option). -Other Options: --------------- -:X: Fill accross z-levels. -:B: Include buildings and stockpiles. -:P: Include empty space. +Any paint or filter option (or the entire paint or filter) can be disabled entirely by using the ANY keyword: -Example: --------- -'filltraffic H' - When used in a room with doors, it will set traffic to HIGH in just that room. +:: -alltraffic -========== -Set traffic designations for every single tile of the map (useful for resetting traffic designations). + paint hidden ANY + paint shape ANY + filter material any + filter shape any + filter any -Traffic Type Codes: -------------------- -:H: High Traffic -:N: Normal Traffic -:L: Low Traffic -:R: Restricted Traffic +You can use several different brushes for painting tiles: + * Point. (point) + * Rectangular range. (range) + * A column ranging from current cursor to the first solid tile above. (column) + * DF map block - 16x16 tiles, in a regular grid. (block) Example: --------- -'alltraffic N' - Set traffic to 'normal' for all tiles. -fixdiplomats -============ -Up to version 0.31.12, Elves only sent Diplomats to your fortress to propose -tree cutting quotas due to a bug; once that bug was fixed, Elves stopped caring -about excess tree cutting. This command adds a Diplomat position to all Elven -civilizations, allowing them to negotiate tree cutting quotas (and allowing you -to violate them and potentially start wars) in case you haven't already modified -your raws accordingly. - -fixmerchants -============ -This command adds the Guild Representative position to all Human civilizations, -allowing them to make trade agreements (just as they did back in 0.28.181.40d -and earlier) in case you haven't already modified your raws accordingly. - -fixveins -======== -Removes invalid references to mineral inclusions and restores missing ones. -Use this if you broke your embark with tools like tiletypes, or if you -accidentally placed a construction on top of a valuable mineral floor. +:: -fixwagons -========= -Due to a bug in all releases of version 0.31, merchants no longer bring wagons -with their caravans. This command re-enables them for all appropriate -civilizations. + range 10 10 1 -flows -===== -A tool for checking how many tiles contain flowing liquids. If you suspect that -your magma sea leaks into HFS, you can use this tool to be sure without -revealing the map. +This will change the brush to a rectangle spanning 10x10 tiles on one z-level. +The range starts at the position of the cursor and goes to the east, south and +up. -getplants -========= -This tool allows plant gathering and tree cutting by RAW ID. Specify the types -of trees to cut down and/or shrubs to gather by their plant names, separated -by spaces. +For more details, see the 'help' command while using this. -Options -------- -:-t: Select trees only (exclude shrubs) -:-s: Select shrubs only (exclude trees) -:-c: Clear designations instead of setting them -:-x: Apply selected action to all plants except those specified (invert - selection) +tiletypes-commands +------------------ +Runs tiletypes commands, separated by ;. This makes it possible to change +tiletypes modes from a hotkey. -Specifying both -t and -s will have no effect. If no plant IDs are specified, -all valid plant IDs will be listed. +tiletypes-here +-------------- +Apply the current tiletypes options at the in-game cursor position, including +the brush. Can be used from a hotkey. -tidlers -======= -Toggle between all possible positions where the idlers count can be placed. +tiletypes-here-point +-------------------- +Apply the current tiletypes options at the in-game cursor position to a single +tile. Can be used from a hotkey. -twaterlvl -========= -Toggle between displaying/not displaying liquid depth as numbers. +tubefill +-------- +Fills all the adamantine veins again. Veins that were empty will be filled in +too, but might still trigger a demon invasion (this is a known bug). -job -=== -Command for general job query and manipulation. +extirpate +--------- +A tool for getting rid of trees and shrubs. By default, it only kills +a tree/shrub under the cursor. The plants are turned into ashes instantly. Options: - * no extra options - Print details of the current job. The job can be selected - in a workshop, or the unit/jobs screen. - * list - Print details of all jobs in the selected workshop. - * item-material <item-idx> <material[:subtoken]> - Replace the exact material - id in the job item. - * item-type <item-idx> <type[:subtype]> - Replace the exact item type id in - the job item. -job-material -============ -Alter the material of the selected job. + :shrubs: affect all shrubs on the map + :trees: affect all trees on the map + :all: affect every plant! -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. - -keybinding -========== - -Manages DFHack keybindings. +grow +---- +Makes all saplings present on the map grow into trees (almost) instantly. -Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z. +immolate +-------- +Very similar to extirpate, but additionally sets the plants on fire. The fires +can and *will* spread ;) -Options +regrass ------- -:keybinding list <key>: List bindings active for the key combination. -:keybinding clear <key> <key>...: Remove bindings for the specified keys. -:keybinding add <key> "cmdline" "cmdline"...: Add bindings for the specified - key. -:keybinding set <key> "cmdline" "cmdline"...: Clear, and then add bindings for - the specified key. +Regrows grass. Not much to it ;) -When multiple commands are bound to the same key combination, DFHack selects -the first applicable one. Later 'add' commands, and earlier entries within one -'add' command have priority. Commands that are not specifically intended for use -as a hotkey are always considered applicable. +weather +------- +Prints the current weather map by default. -liquids -======= -Allows adding magma, water and obsidian to the game. It replaces the normal -dfhack command line and can't be used from a hotkey. Settings will be remembered -as long as dfhack runs. Intended for use in combination with the command -liquids-here (which can be bound to a hotkey). +Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'. -For more information, refer to the command's internal help. +Options: -.. note:: + :snow: make it snow everywhere. + :rain: make it rain. + :clear: clear the sky. - Spawning and deleting liquids can F up pathing data and - temperatures (creating heat traps). You've been warned. -liquids-here -============ -Run the liquid spawner with the current/last settings made in liquids (if no -settings in liquids were made it paints a point of 7/7 magma by default). +Map inspection +============== -Intended to be used as keybinding. Requires an active in-game cursor. +cursecheck +---------- +Checks a single map tile or the whole map/world for cursed creatures (ghosts, +vampires, necromancers, werebeasts, zombies). -mode -==== -This command lets you see and change the game mode directly. -Not all combinations are good for every situation and most of them will -produce undesirable results. There are a few good ones though. +With an active in-game cursor only the selected tile will be observed. +Without a cursor the whole map will be checked. -.. admonition:: Example +By default cursed creatures will be only counted in case you just want to find +out if you have any of them running around in your fort. Dead and passive +creatures (ghosts who were put to rest, killed vampires, ...) are ignored. +Undead skeletons, corpses, bodyparts and the like are all thrown into the curse +category "zombie". Anonymous zombies and resurrected body parts will show +as "unnamed creature". - You are in fort game mode, managing your fortress and paused. - You switch to the arena game mode, *assume control of a creature* and then - switch to adventure game mode(1). - You just lost a fortress and gained an adventurer. - You could also do this. - You are in fort game mode, managing your fortress and paused at the esc menu. - You switch to the adventure game mode, then use Dfusion to *assume control of a creature* and then - save or retire. - You just created a returnable mountain home and gained an adventurer. +Options: + :detail: Print full name, date of birth, date of curse and some status + info (some vampires might use fake identities in-game, though). + :nick: Set the type of curse as nickname (does not always show up + in-game, some vamps don't like nicknames). + :all: Include dead and passive cursed creatures (can result in a quite + long list after having FUN with necromancers). + :verbose: Print all curse tags (if you really want to know it all). -I take no responsibility of anything that happens as a result of using this tool +Examples: -extirpate -========= -A tool for getting rid of trees and shrubs. By default, it only kills -a tree/shrub under the cursor. The plants are turned into ashes instantly. + ``cursecheck detail all`` + Give detailed info about all cursed creatures including deceased ones (no + in-game cursor). + ``cursecheck nick`` + Give a nickname all living/active cursed creatures on the map(no in-game + cursor). -Options -------- -:shrubs: affect all shrubs on the map -:trees: affect all trees on the map -:all: affect every plant! +.. note:: -grow -==== -Makes all saplings present on the map grow into trees (almost) instantly. + * If you do a full search (with the option "all") former ghosts will show up + with the cursetype "unknown" because their ghostly flag is not set + anymore. But if you happen to find a living/active creature with cursetype + "unknown" please report that in the dfhack thread on the modding forum or + per irc. This is likely to happen with mods which introduce new types + of curses, for example. -immolate -======== -Very similar to extirpate, but additionally sets the plants on fire. The fires -can and *will* spread ;) +flows +----- +A tool for checking how many tiles contain flowing liquids. If you suspect that +your magma sea leaks into HFS, you can use this tool to be sure without +revealing the map. probe -===== +----- Can be used to determine tile properties like temperature. prospect -======== +-------- Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned. -Options -------- -:all: Scan the whole map, as if it was revealed. -:value: Show material value in the output. Most useful for gems. -:hell: Show the Z range of HFS tubes. Implies 'all'. +Options: + + :all: Scan the whole map, as if it was revealed. + :value: Show material value in the output. Most useful for gems. + :hell: Show the Z range of HFS tubes. Implies 'all'. Pre-embark estimate -------------------- -If called during the embark selection screen, displays an estimate of layer -stone availability. If the 'all' option is specified, also estimates veins. -The estimate is computed either for 1 embark tile of the blinking biome, or -for all tiles of the embark rectangle. +................... -Options -------- -:all: processes all tiles, even hidden ones. +If prospect is called during the embark selection screen, it displays an estimate of +layer stone availability. -regrass -======= -Regrows grass. Not much to it ;) +.. note:: -rename -====== -Allows renaming various things. + The results of pre-embark prospect are an *estimate*, and can at best be expected + to be somewhere within +/- 30% of the true amount; sometimes it does a lot worse. + Especially, it is not clear how to precisely compute how many soil layers there + will be in a given embark tile, so it can report a whole extra layer, or omit one + that is actually present. -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. +Options: + + :all: Also estimate vein mineral amounts. 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 @@ -719,167 +647,325 @@ Reveal also works in adventure mode, but any of its effects are negated once you move. When you use it this way, you don't need to run 'unreveal'. unreveal -======== +-------- Reverts the effects of 'reveal'. revtoggle -========= +--------- Switches between 'reveal' and 'unreveal'. revflood -======== +-------- This command will hide the whole map and then reveal all the tiles that have a path to the in-game cursor. revforget -========= +--------- When you use reveal, it saves information about what was/wasn't visible before revealing everything. Unreveal uses this information to hide things again. This command throws away the information. For example, use in cases where you abandoned with the fort revealed and no longer want the data. -lair -==== -This command allows you to mark the map as 'monster lair', preventing item -scatter on abandon. When invoked as 'lair reset', it does the opposite. +showmood +-------- +Shows all items needed for the currently active strange mood. -Unlike reveal, this command doesn't save the information about tiles - you -won't be able to restore state of real monster lairs using 'lair reset'. -Options -------- -:lair: Mark the map as monster lair -:lair reset: Mark the map as ordinary (not lair) +Designations +============ -seedwatch -========= -Tool for turning cooking of seeds and plants on/off depending on how much you -have of them. +burrow +------ +Miscellaneous burrow control. Allows manipulating burrows and automated burrow +expansion while digging. -See 'seedwatch help' for detailed description. +Options: -showmood -======== -Shows all items needed for the currently active strange mood. + **enable feature ...** + Enable features of the plugin. + **disable feature ...** + Disable features of the plugin. + **clear-unit burrow burrow ...** + Remove all units from the burrows. + **clear-tiles burrow burrow ...** + Remove all tiles from the burrows. + **set-units target-burrow src-burrow ...** + Clear target, and adds units from source burrows. + **add-units target-burrow src-burrow ...** + Add units from the source burrows to the target. + **remove-units target-burrow src-burrow ...** + Remove units in source burrows from the target. + **set-tiles target-burrow src-burrow ...** + Clear target and adds tiles from the source burrows. + **add-tiles target-burrow src-burrow ...** + Add tiles from the source burrows to the target. + **remove-tiles target-burrow src-burrow ...** + Remove tiles in source burrows from the target. + + For these three options, in place of a source burrow it is + possible to use one of the following keywords: ABOVE_GROUND, + SUBTERRANEAN, INSIDE, OUTSIDE, LIGHT, DARK, HIDDEN, REVEALED + +Features: + + :auto-grow: When a wall inside a burrow with a name ending in '+' is dug + out, the burrow is extended to newly-revealed adjacent walls. + This final '+' may be omitted in burrow name args of commands above. + Digging 1-wide corridors with the miner inside the burrow is SLOW. -copystock -========== -Copies the parameters of the currently highlighted stockpile to the custom -stockpile settings and switches to custom stockpile placement mode, effectively -allowing you to copy/paste stockpiles easily. +digv +---- +Designates a whole vein for digging. Requires an active in-game cursor placed +over a vein tile. With the 'x' option, it will traverse z-levels (putting stairs +between the same-material tiles). -ssense / stonesense -=================== -An isometric visualizer that runs in a second window. This requires working -graphics acceleration and at least a dual core CPU (otherwise it will slow -down DF). +digvx +----- +A permanent alias for 'digv x'. -All the data resides in the 'stonesense' directory. For detailed instructions, -see stonesense/README.txt +digl +---- +Designates layer stone for digging. Requires an active in-game cursor placed +over a layer stone tile. With the 'x' option, it will traverse z-levels +(putting stairs between the same-material tiles). With the 'undo' option it +will remove the dig designation instead (if you realize that digging out a 50 +z-level deep layer was not such a good idea after all). -Compatible with Windows > XP SP3 and most modern Linux distributions. +diglx +----- +A permanent alias for 'digl x'. -Older versions, support and extra graphics can be found in the bay12 forum -thread: http://www.bay12forums.com/smf/index.php?topic=43260.0 +digexp +------ +This command can be used for exploratory mining. -Some additional resources: -http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository +See: http://df.magmawiki.com/index.php/DF2010:Exploratory_mining -tiletypes -========= -Can be used for painting map tiles and is an interactive command, much like -liquids. +There are two variables that can be set: pattern and filter. -The tool works with two set of options and a brush. The brush determines which -tiles will be processed. First set of options is the filter, which can exclude -some of the tiles from the brush by looking at the tile properties. The second -set of options is the paint - this determines how the selected tiles are -changed. +Patterns: -Both paint and filter can have many different properties including things like -general shape (WALL, FLOOR, etc.), general material (SOIL, STONE, MINERAL, -etc.), state of 'designated', 'hidden' and 'light' flags. + :diag5: diagonals separated by 5 tiles + :diag5r: diag5 rotated 90 degrees + :ladder: A 'ladder' pattern + :ladderr: ladder rotated 90 degrees + :clear: Just remove all dig designations + :cross: A cross, exactly in the middle of the map. -The properties of filter and paint can be partially defined. This means that -you can for example do something like this: +Filters: -:: + :all: designate whole z-level + :hidden: designate only hidden tiles of z-level (default) + :designated: Take current designation and apply pattern to it. - filter material STONE - filter shape FORTIFICATION - paint shape FLOOR +After you have a pattern set, you can use 'expdig' to apply it again. -This will turn all stone fortifications into floors, preserving the material. +Examples: -Or this: -:: + designate the diagonal 5 patter over all hidden tiles: + * expdig diag5 hidden + apply last used pattern and filter: + * expdig + Take current designations and replace them with the ladder pattern: + * expdig ladder designated - filter shape FLOOR - filter material MINERAL - paint shape WALL +digcircle +--------- +A command for easy designation of filled and hollow circles. +It has several types of options. -Turning mineral vein floors back into walls. +Shape: -The tool also allows tweaking some tile flags: + :hollow: Set the circle to hollow (default) + :filled: Set the circle to filled + :#: Diameter in tiles (default = 0, does nothing) -Or this: +Action: -:: + :set: Set designation (default) + :unset: Unset current designation + :invert: Invert designations already present - paint hidden 1 - paint hidden 0 +Designation types: -This will hide previously revealed tiles (or show hidden with the 0 option). + :dig: Normal digging designation (default) + :ramp: Ramp digging + :ustair: Staircase up + :dstair: Staircase down + :xstair: Staircase up/down + :chan: Dig channel -Any paint or filter option (or the entire paint or filter) can be disabled entirely by using the ANY keyword: +After you have set the options, the command called with no options +repeats with the last selected parameters. -:: +Examples: - paint hidden ANY - paint shape ANY - filter material any - filter shape any - filter any +* 'digcircle filled 3' = Dig a filled circle with radius = 3. +* 'digcircle' = Do it again. -You can use several different brushes for painting tiles: - * Point. (point) - * Rectangular range. (range) - * A column ranging from current cursor to the first solid tile above. (column) - * DF map block - 16x16 tiles, in a regular grid. (block) + +filltraffic +----------- +Set traffic designations using flood-fill starting at the cursor. + +Traffic Type Codes: + + :H: High Traffic + :N: Normal Traffic + :L: Low Traffic + :R: Restricted Traffic + +Other Options: + + :X: Fill accross z-levels. + :B: Include buildings and stockpiles. + :P: Include empty space. Example: -:: + 'filltraffic H' - When used in a room with doors, it will set traffic to HIGH in just that room. - range 10 10 1 +alltraffic +---------- +Set traffic designations for every single tile of the map (useful for resetting traffic designations). -This will change the brush to a rectangle spanning 10x10 tiles on one z-level. -The range starts at the position of the cursor and goes to the east, south and -up. +Traffic Type Codes: -For more details, see the 'help' command while using this. + :H: High Traffic + :N: Normal Traffic + :L: Low Traffic + :R: Restricted Traffic -tiletypes-commands -================== -Runs tiletypes commands, separated by ;. This makes it possible to change -tiletypes modes from a hotkey. +Example: -tiletypes-here -============== -Apply the current tiletypes options at the in-game cursor position, including -the brush. Can be used from a hotkey. + 'alltraffic N' - Set traffic to 'normal' for all tiles. -tiletypes-here-point -==================== -Apply the current tiletypes options at the in-game cursor position to a single -tile. Can be used from a hotkey. +getplants +--------- +This tool allows plant gathering and tree cutting by RAW ID. Specify the types +of trees to cut down and/or shrubs to gather by their plant names, separated +by spaces. + +Options: + + :-t: Select trees only (exclude shrubs) + :-s: Select shrubs only (exclude trees) + :-c: Clear designations instead of setting them + :-x: Apply selected action to all plants except those specified (invert + selection) + +Specifying both -t and -s will have no effect. If no plant IDs are specified, +all valid plant IDs will be listed. + + +Cleanup and garbage disposal +============================ + +clean +----- +Cleans all the splatter that get scattered all over the map, items and +creatures. In an old fortress, this can significantly reduce FPS lag. It can +also spoil your !!FUN!!, so think before you use it. + +Options: + + :map: Clean the map tiles. By default, it leaves mud and snow alone. + :units: Clean the creatures. Will also clean hostiles. + :items: Clean all the items. Even a poisoned blade. + +Extra options for 'map': + + :mud: Remove mud in addition to the normal stuff. + :snow: Also remove snow coverings. + +spotclean +--------- +Works like 'clean map snow mud', but only for the tile under the cursor. Ideal +if you want to keep that bloody entrance 'clean map' would clean up. + +autodump +-------- +This utility lets you quickly move all items designated to be dumped. +Items are instantly moved to the cursor position, the dump flag is unset, +and the forbid flag is set, as if it had been dumped normally. +Be aware that any active dump item tasks still point at the item. + +Cursor must be placed on a floor tile so the items can be dumped there. + +Options: + + :destroy: Destroy instead of dumping. Doesn't require a cursor. + :destroy-here: Destroy items only under the cursor. + :visible: Only process items that are not hidden. + :hidden: Only process hidden items. + :forbidden: Only process forbidden items (default: only unforbidden). + +autodump-destroy-here +--------------------- +Destroy items marked for dumping under cursor. Identical to autodump +destroy-here, but intended for use as keybinding. + +autodump-destroy-item +--------------------- +Destroy the selected item. The item may be selected in the 'k' list, or inside +a container. If called again before the game is resumed, cancels destroy. + +cleanowned +---------- +Confiscates items owned by dwarfs. By default, owned food on the floor +and rotten items are confistacted and dumped. + +Options: + + :all: confiscate all owned items + :scattered: confiscated and dump all items scattered on the floor + :x: confiscate/dump items with wear level 'x' and more + :X: confiscate/dump items with wear level 'X' and more + :dryrun: a dry run. combine with other options to see what will happen + without it actually happening. + +Example: + + ``cleanowned scattered X`` + This will confiscate rotten and dropped food, garbage on the floors and any + worn items with 'X' damage and above. + + + +Bugfixes +======== + +drybuckets +---------- +This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye. + +fixdiplomats +------------ +Up to version 0.31.12, Elves only sent Diplomats to your fortress to propose +tree cutting quotas due to a bug; once that bug was fixed, Elves stopped caring +about excess tree cutting. This command adds a Diplomat position to all Elven +civilizations, allowing them to negotiate tree cutting quotas (and allowing you +to violate them and potentially start wars) in case you haven't already modified +your raws accordingly. + +fixmerchants +------------ +This command adds the Guild Representative position to all Human civilizations, +allowing them to make trade agreements (just as they did back in 0.28.181.40d +and earlier) in case you haven't already modified your raws accordingly. + +fixveins +-------- +Removes invalid references to mineral inclusions and restores missing ones. +Use this if you broke your embark with tools like tiletypes, or if you +accidentally placed a construction on top of a valuable mineral floor. tweak -===== -Contains various tweaks for minor bugs (currently just one). +----- +Contains various tweaks for minor bugs. + +One-shot subcommands: -Options -------- :clear-missing: Remove the missing status from the selected unit. This allows engraving slabs for ghostly, but not yet found, creatures. @@ -908,136 +994,166 @@ Options for slaughter. Grabbing wagons results in some funny spam, then they are scuttled. -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). +Subcommands that persist until disabled or DF quit: + +:stable-cursor: Saves the exact cursor position between t/q/k/d/etc menus of dwarfmode. +:patrol-duty: Makes Train orders not count as patrol duty to stop unhappy thoughts. + Does NOT fix the problem when soldiers go off-duty (i.e. civilian). +:readable-build-plate: Fixes rendering of creature weight limits in pressure plate build menu. +:stable-temp: Fixes performance bug 6012 by squashing jitter in temperature updates. + In very item-heavy forts with big stockpiles this can improve FPS by 50-100% +:fast-heat: Further improves temperature update performance by ensuring that 1 degree + of item temperature is crossed in no more than specified number of frames + when updating from the environment temperature. This reduces the time it + takes for stable-temp to stop updates again when equilibrium is disturbed. +:fix-dimensions: Fixes subtracting small amount of thread/cloth/liquid from a stack + by splitting the stack and subtracting from the remaining single item. + This is a necessary addition to the binary patch in bug 808. +:advmode-contained: Works around bug 6202, i.e. custom reactions with container inputs + in advmode. The issue is that the screen tries to force you to select + the contents separately from the container. This forcefully skips child + reagents. +:fast-trade: Makes Shift-Enter in the Move Goods to Depot and Trade screens select + the current item (fully, in case of a stack), and scroll down one line. +:military-stable-assign: Preserve list order and cursor position when assigning to squad, + i.e. stop the rightmost list of the Positions page of the military + screen from constantly resetting to the top. +:military-color-assigned: Color squad candidates already assigned to other squads in brown/green + to make them stand out more in the list. + + +Mode switch and reclaim +======================= -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). +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. -digvx -===== -A permanent alias for 'digv x'. +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'. -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). +Options: -diglx -===== -A permanent alias for 'digl x'. + :lair: Mark the map as monster lair + :lair reset: Mark the map as ordinary (not lair) -digexp -====== -This command can be used for 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. -See: http://df.magmawiki.com/index.php/DF2010:Exploratory_mining +.. admonition:: Example -There are two variables that can be set: pattern and filter. + 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. -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. -Filters: --------- -:all: designate whole z-level -:hidden: designate only hidden tiles of z-level (default) -:designated: Take current designation and apply pattern to it. +I take no responsibility of anything that happens as a result of using this tool -After you have a pattern set, you can use 'expdig' to apply it again. -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 +Visualizer and data export +========================== -digcircle -========= -A command for easy designation of filled and hollow circles. -It has several types of options. +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). -Shape: --------- -:hollow: Set the circle to hollow (default) -:filled: Set the circle to filled -:#: Diameter in tiles (default = 0, does nothing) +All the data resides in the 'stonesense' directory. For detailed instructions, +see stonesense/README.txt -Action: -------- -:set: Set designation (default) -:unset: Unset current designation -:invert: Invert designations already present +Compatible with Windows > XP SP3 and most modern Linux distributions. -Designation types: ------------------- -:dig: Normal digging designation (default) -:ramp: Ramp digging -:ustair: Staircase up -:dstair: Staircase down -:xstair: Staircase up/down -:chan: Dig channel +Older versions, support and extra graphics can be found in the bay12 forum +thread: http://www.bay12forums.com/smf/index.php?topic=43260.0 -After you have set the options, the command called with no options -repeats with the last selected parameters. +Some additional resources: +http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository -Examples: +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. @@ -1050,7 +1166,8 @@ the frequency of jobs being toggled. Constraint examples -------------------- +................... + Keep metal bolts within 900-1000, and wood/bone within 150-200. :: @@ -1091,73 +1208,76 @@ 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 @@ -1166,7 +1286,8 @@ 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 @@ -1187,14 +1308,16 @@ 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 @@ -1205,7 +1328,8 @@ 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. @@ -1228,7 +1352,7 @@ 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 @@ -1240,15 +1364,15 @@ 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. @@ -1267,41 +1391,41 @@ 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 @@ -1333,8 +1457,8 @@ 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: @@ -1348,7 +1472,7 @@ another savegame you can use the command list_export: autolabor -========= +--------- Automatically manage dwarf labors. When enabled, autolabor periodically checks your dwarves and enables or @@ -1362,6 +1486,101 @@ also tries to have dwarves specialize in specific skills. For detailed usage information, see 'help autolabor'. +Other +===== + +catsplosion +----------- +Makes cats just *multiply*. It is not a good idea to run this more than once or +twice. + +dfusion +------- +This is the DFusion lua plugin system by warmist/darius, running as a DFHack plugin. + +See the bay12 thread for details: http://www.bay12forums.com/smf/index.php?topic=69682.15 + +Confirmed working DFusion plugins: + +:simple_embark: allows changing the number of dwarves available on embark. + +.. note:: + + * Some of the DFusion plugins aren't completely ported yet. This can lead to crashes. + * This is currently working only on Windows. + * The game will be suspended while you're using dfusion. Don't panic when it doen't respond. + + +======= +Scripts +======= + +Lua or ruby scripts placed in the hack/scripts/ directory are considered for +execution as if they were native DFHack commands. They are listed at the end +of the 'ls' command output. + +Note: scripts in subdirectories of hack/scripts/ can still be called, but will +only be listed by ls if called as 'ls -a'. This is intended as a way to hide +scripts that are obscure, developer-oriented, or should be used as keybindings. + +Some notable scripts: + +fix/* +===== + +Scripts in this subdirectory fix various bugs and issues, some of them obscure. + +* fix/dead-units + + Removes uninteresting dead units from the unit list. Doesn't seem to give any + noticeable performance gain, but migrants normally stop if the unit list grows + to around 3000 units, and this script reduces it back. + +* fix/population-cap + + Run this after every migrant wave to ensure your population cap is not exceeded. + The issue with the cap is that it is compared to the population number reported + by the last caravan, so once it drops below the cap, migrants continue to come + until that number is updated again. + +* fix/stable-temp + + Instantly sets the temperature of all free-lying items to be in equilibrium with + the environment and stops temperature updates. In order to maintain this efficient + state however, use ``tweak stable-temp`` and ``tweak fast-heat``. + +* fix/item-occupancy + + Diagnoses and fixes issues with nonexistant 'items occupying site', usually + caused by autodump bugs or other hacking mishaps. + + +gui/* +===== + +Scripts that implement dialogs inserted into the main game window are put in this +directory. + +quicksave +========= + +If called in dwarf mode, makes DF immediately auto-save the game by setting a flag +normally used in seasonal auto-save. + +setfps +====== + +Run ``setfps <number>`` to set the FPS cap at runtime, in case you want to watch +combat in slow motion or something :) + +siren +===== + +Wakes up sleeping units, cancels breaks and stops parties either everywhere, +or in the burrows given as arguments. In return, adds bad thoughts about +noise, tiredness and lack of protection. Also, the units with interrupted +breaks will go on break again a lot sooner. The script is intended for +emergencies, e.g. when a siege appears, and all your military is partying. growcrops ========= @@ -1414,16 +1633,16 @@ using this mode for birds is not recommanded.) Will target any unit on a revealed tile of the map, including ambushers. -Ex: -:: +Ex:: + slayrace gob -To kill a single creature, select the unit with the 'v' cursor and: -:: +To kill a single creature, select the unit with the 'v' cursor and:: + slayrace him -To purify all elves on the map with fire (may have side-effects): -:: +To purify all elves on the map with fire (may have side-effects):: + slayrace elve magma @@ -1435,8 +1654,8 @@ This script registers a map tile as a magma source, and every 12 game ticks that tile receives 1 new unit of flowing magma. Place the game cursor where you want to create the source (must be a -flow-passable tile, and not too high in the sky) and call -:: +flow-passable tile, and not too high in the sky) and call:: + magmasource here To add more than 1 unit everytime, call the command again. @@ -1446,3 +1665,327 @@ To remove all placed sources, call ``magmasource stop``. With no argument, this command shows an help message and list existing sources. + +digfort +======= +A script to designate an area for digging according to a plan in csv format. + +This script, inspired from quickfort, can designate an area for digging. +Your plan should be stored in a .csv file like this:: + + # this is a comment + d;d;u;d;d;skip this tile;d + d;d;d;i + +Available tile shapes are named after the 'dig' menu shortcuts: +``d`` for dig, ``u`` for upstairs, ``d`` downstairs, ``i`` updown, +``h`` channel, ``r`` upward ramp, ``x`` remove designation. +Unrecognized characters are ignored (eg the 'skip this tile' in the sample). + +Empty lines and data after a ``#`` are ignored as comments. +To skip a row in your design, use a single ``;``. + +The script takes the plan filename, starting from the root df folder. + +superdwarf +========== +Similar to fastdwarf, per-creature. + +To make any creature superfast, target it ingame using 'v' and:: + + superdwarf add + +Other options available: ``del``, ``clear``, ``list``. + +This plugin also shortens the 'sleeping' and 'on break' periods of targets. + +drainaquifer +============ +Remove all 'aquifer' tag from the map blocks. Irreversible. + +deathcause +========== +Focus a body part ingame, and this script will display the cause of death of +the creature. + + +======================= +In-game interface tools +======================= + +These tools work by displaying dialogs or overlays in the game window, and +are mostly implemented by lua scripts. + + +Dwarf Manipulator +================= + +Implemented by the manipulator plugin. To activate, open the unit screen and +press 'l'. + +This tool implements a Dwarf Therapist-like interface within the game UI. The +far left column displays the unit's Happiness (color-coded based on its +value), and the right half of the screen displays each dwarf's labor settings +and skill levels (0-9 for Dabbling thru Professional, A-E for Great thru Grand +Master, and U-Z for Legendary thru Legendary+5). Cells with red backgrounds +denote skills not controlled by labors. + +Use the arrow keys or number pad to move the cursor around, holding Shift to +move 10 tiles at a time. + +Press the Z-Up (<) and Z-Down (>) keys to move quickly between labor/skill +categories. The numpad Z-Up and Z-Down keys seek to the first or last unit +in the list. + +Press Enter to toggle the selected labor for the selected unit, or Shift+Enter +to toggle all labors within the selected category. + +Press the ``+-`` keys to sort the unit list according to the currently selected +skill/labor, and press the ``*/`` keys to sort the unit list by Name, Profession, +Happiness, or Arrival order (using Tab to select which sort method to use here). + +With a unit selected, you can press the "v" key to view its properties (and +possibly set a custom nickname or profession) or the "c" key to exit +Manipulator and zoom to its position within your fortress. + +The following mouse shortcuts are also available: + +* Click on a column header to sort the unit list. Left-click to sort it in one + direction (descending for happiness or labors/skills, ascending for name or + profession) and right-click to sort it in the opposite direction. +* Left-click on a labor cell to toggle that labor. Right-click to move the + cursor onto that cell instead of toggling it. +* Left-click on a unit's name or profession to view its properties. +* Right-click on a unit's name or profession to zoom to it. + +Pressing ESC normally returns to the unit screen, but Shift-ESC would exit +directly to the main dwarf mode screen. + + +Liquids +======= + +Implemented by the gui/liquids script. To use, bind to a key and activate in the 'k' mode. + +While active, use the suggested keys to switch the usual liquids parameters, and Enter +to select the target area and apply changes. + + +Mechanisms +========== + +Implemented by the gui/mechanims script. To use, bind to a key and activate in the 'q' mode. + +Lists mechanisms connected to the building, and their links. Navigating the list centers +the view on the relevant linked buildings. + +To exit, press ESC or Enter; ESC recenters on the original building, while Enter leaves +focus on the current one. Shift-Enter has an effect equivalent to pressing Enter, and then +re-entering the mechanisms ui. + + +Rename +====== + +Backed by the rename plugin, the gui/rename script allows entering the desired name +via a simple dialog in the game ui. + +* ``gui/rename [building]`` in 'q' mode changes the name of a building. + + The selected building must be one of stockpile, workshop, furnace, trap, or siege engine. + It is also possible to rename zones from the 'i' menu. + +* ``gui/rename [unit]`` with a unit selected changes the nickname. + +* ``gui/rename unit-profession`` changes the selected unit's custom profession name. + +The ``building`` or ``unit`` options are automatically assumed when in relevant ui state. + + +Room List +========= + +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. + +The script lists other rooms owned by the same owner, or by the unit selected in the assign +list, and allows unassigning them. + + +============= +Behavior Mods +============= + +These plugins, when activated via configuration UI or by detecting certain +structures in RAWs, modify the game engine behavior concerning the target +objects to add features not otherwise present. + + +Siege Engine +============ + +The siege-engine plugin enables siege engines to be linked to stockpiles, and +aimed at an arbitrary rectangular area across Z levels, instead of the original +four directions. Also, catapults can be ordered to load arbitrary objects, not +just stones. + +The configuration front-end to the plugin is implemented by the gui/siege-engine +script. Bind it to a key and activate after selecting a siege engine in 'q' mode. + +The main mode displays the current target, selected ammo item type, linked stockpiles and +the allowed operator skill range. The map tile color is changed to signify if it can be +hit by the selected engine: green for fully reachable, blue for out of range, red for blocked, +yellow for partially blocked. + +Pressing 'r' changes into the target selection mode, which works by highlighting two points +with Enter like all designations. When a target area is set, the engine projectiles are +aimed at that area, or units within it (this doesn't actually change the original aiming +code, instead the projectile trajectory parameters are rewritten as soon as it appears). + +After setting the target in this way for one engine, you can 'paste' the same area into others +just by pressing 'p' in the main page of this script. The area to paste is kept until you quit +DF, or select another area manually. + +Pressing 't' switches to a mode for selecting a stockpile to take ammo from. + +Exiting from the siege engine script via ESC reverts the view to the state prior to starting +the script. Shift-ESC retains the current viewport, and also exits from the 'q' mode to main +menu. + +.. admonition:: DISCLAIMER + + Siege engines are a very interesting feature, but sadly almost useless in the current state + 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. + + +Power Meter +=========== + +The power-meter plugin implements a modified pressure plate that detects power being +supplied to gear boxes built in the four adjacent N/S/W/E tiles. + +The configuration front-end is implemented by the gui/power-meter script. Bind it to a +key and activate after selecting Pressure Plate in the build menu. + +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. + + +Steam Engine +============ + +The steam-engine plugin detects custom workshops with STEAM_ENGINE in +their token, and turns them into real steam engines. + +Rationale +--------- + +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 +limited in supply, or actually flowing and thus laggy. + +Steam engines are an alternative to water reactors that actually makes +sense, and hopefully doesn't lag. Also, unlike e.g. animal treadmills, +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. + +Construction +------------ + +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. + +.. admonition:: ISSUE + + Since this building is a machine, and machine collapse + code cannot be hooked, 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. + +.. admonition:: ISSUE + + Like with collapse above, part of the code involved in + machine connection cannot be hooked. 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 +--------- + +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 +in the 't' view of the workshop. + +.. note:: + + The completion of the job will actually consume one unit + of the appropriate liquids from below the workshop. This means + that you cannot just raise 7 units of magma with a piston and + have infinite power. However, liquid consumption should be slow + enough that water can be supplied by a pond zone bucket chain. + +Every such item gives 100 power, up to a limit of 300 for coal, +and 500 for a magma engine. The building can host twice that +amount of items to provide longer autonomous running. When the +boiler gets filled to capacity, all queued jobs are suspended; +once it drops back to 3+1 or 5+1 items, they are re-enabled. + +While the engine is providing power, steam is being consumed. +The consumption speed includes a fixed 10% waste rate, and +the remaining 90% are applied proportionally to the actual +load in the machine. With the engine at nominal 300 power with +150 load in the system, it will consume steam for actual +300*(10% + 90%*150/300) = 165 power. + +Masterpiece mechanism and chain will decrease the mechanical +power drawn by the engine itself from 10 to 5. Masterpiece +barrel decreases waste rate by 4%. Masterpiece piston and pipe +decrease it by further 4%, and also decrease the whole steam +use rate by 10%. + +Explosions +---------- + +The engine must be constructed using barrel, pipe and piston +from fire-safe, or in the magma version magma-safe metals. + +During operation weak parts get gradually worn out, and +eventually the engine explodes. It should also explode if +toppled during operation by a building destroyer, or a +tantruming dwarf. + +Save files +---------- + +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 +to them, or machines they connect to (including by pulling levers), +can easily result in inconsistent state once this plugin is +available again. The effects may be as weird as negative power +being generated. + + +Add Spatter +=========== + +This plugin makes reactions with names starting with ``SPATTER_ADD_`` +produce contaminants on the items instead of improvements. The produced +contaminants are immune to being washed away by water or destroyed by +the ``clean items`` command. + +The plugin is intended to give some use to all those poisons that can +be bought from caravans. :) + +To be really useful this needs patches from bug 808, ``tweak fix-dimensions`` +and ``tweak advmode-contained``. |
