From c46cb37865340a56676888a0c55bb24502e341f2 Mon Sep 17 00:00:00 2001 From: Petr Mrázek Date: Wed, 18 Apr 2012 01:40:07 +0200 Subject: Reformat readme.rst to fit in some reasonable limits --- Readme.html | 1247 +++++++++++++++++++++++++++++++++++++++++------------------ 1 file changed, 869 insertions(+), 378 deletions(-) (limited to 'Readme.html') diff --git a/Readme.html b/Readme.html index 4e1a06eb..b4cda960 100644 --- a/Readme.html +++ b/Readme.html @@ -318,7 +318,7 @@ ul.auto-toc {
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 @@ -326,190 +326,208 @@ access DF memory and allow for easier development of new tools.
Contents
The project is currently hosted on github, for both source and binaries at http://github.com/peterix/dfhack
Releases can be downloaded from here: https://github.com/peterix/dfhack/downloads
All new releases are announced in the bay12 thread: http://tinyurl.com/dfhack-ng
DFHack works on Windows XP, Vista, 7 or any modern Linux distribution. OSX is not supported due to lack of developers with a Mac.
Currently, only versions 0.34.06 and 0.34.07 are supported. If you need DFHack @@ -518,7 +536,7 @@ for older versions, look for older releases.
It is possible to use the Windows DFHack under wine/OSX.
Installing DFhack involves copying files into your DF folder. Copy the files from a release archive so that:
@@ -535,36 +553,61 @@ Copy the files from a release archive so that:
The stonesense plugin might require some additional libraries on Linux.
-If any of the plugins or dfhack itself refuses to load, check the stderr.log file created in your DF folder.
+If any of the plugins or dfhack itself refuses to load, check the stderr.log +file created in your DF folder.
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 (so, make sure you start from a terminal). -Basic interaction with dfhack involves entering commands into the console. For some basic instroduction, use the 'help' command. To list all possible commands, use the 'ls' command. -Many commands have their own help or detailed description. You can use 'command help' or 'command ?' to show that.
-The command line has some nice line editing capabilities, including history that's preserved between different runs of DF (use up/down keys to go through the history).
-The second way to interact with DFHack is to bind the available commands to in-game hotkeys. The old way to do this is via the hotkey/zoom menu (normally opened with the 'h' key). Binding the commands is done by assigning a command as a hotkey name (with 'n').
-A new and more flexible way is the keybinding command in the dfhack console. However, bindings created this way are not automatically remembered between runs of the game, so it becomes necessary to use the dfhack.init file to ensure that they are re-created every time it is loaded.
+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 +(so, make sure you start from a terminal). Basic interaction with dfhack +involves entering commands into the console. For some basic instroduction, +use the 'help' command. To list all possible commands, use the 'ls' command. +Many commands have their own help or detailed description. You can use +'command help' or 'command ?' to show that.
+The command line has some nice line editing capabilities, including history +that's preserved between different runs of DF (use up/down keys to go through +the history).
+The second way to interact with DFHack is to bind the available commands +to in-game hotkeys. The old way to do this is via the hotkey/zoom menu (normally +opened with the 'h' key). Binding the commands is done by assigning a command as +a hotkey name (with 'n').
+A new and more flexible way is the keybinding command in the dfhack console. +However, bindings created this way are not automatically remembered between runs +of the game, so it becomes necessary to use the dfhack.init file to ensure that +they are re-created every time it is loaded.
Interactive commands like 'liquids' cannot be used as hotkeys.
Most of the commands come from plugins. Those reside in 'hack/plugins/'.
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. -If you found a bug, you can either report it in the bay12 DFHack thread, the issues tracker on github, contact me (peterix@gmail.com) or visit the #dfhack IRC channel on freenode.
+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. +If you found a bug, you can either report it in the bay12 DFHack thread, +the issues tracker on github, contact me (peterix@gmail.com) or visit the +#dfhack IRC channel on freenode.
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 if you want to use this functionality.
+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 +if you want to use this functionality.
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.
+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.
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.
+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.
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 changes only the layer at the cursor position. Note that one layer can stretch across lots of z levels. By default changes only the geology which is linked to the biome under the cursor. That geology might be linked to other biomes as well, though. Mineral veins and gem clusters will stay on the map. Use 'changevein' for them. -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.
+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 +changes only the layer at the cursor position. Note that one layer can stretch +across lots of z levels. By default changes only the geology which is linked +to the biome under the cursor. That geology might be linked to other biomes +as well, though. Mineral veins and gem clusters will stay on the map. Use +'changevein' for them.
+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.
| 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 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 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 will allow the floor to be engraved. -Note that stone will not be magically replaced with soil. You will, however, get a soil floor after digging so it could be helpful for creating farm plots on maps with no soil. | +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 +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 +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 +will allow the floor to be engraved. +Note that stone will not be magically replaced with soil. +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. |
Note
Changes material of the vein under cursor to the specified inorganic RAW material.
+Changes material of the vein under cursor to the specified inorganic RAW +material.
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 is of the same subtype (for example wood<->wood, stone<->stone etc). But since some transformations work pretty well and may be desired you can override this 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.
+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 +is of the same subtype (for example wood<->wood, stone<->stone etc). But since +some transformations work pretty well and may be desired you can override this +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.
| info: | Don't change anything, print some info instead. |
|---|---|
| here: | Change all items at the cursor position. Requires in-game curser. | +
| here: | Change all items at the cursor position. Requires in-game cursor. |
| material, m: | Change material. Must be followed by valid material RAW id. |
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. -By default 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".
+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".
| detail: | Print full name, date of birth, date of curse and some status info (some vampires might use fake identities in-game, though). | +
|---|---|
| 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). | +
| 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). | +
| 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). |
Note
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.
+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.
Forces DF to pause. This is useful when your FPS drops below 1 and you lose control of the game.
+Forces DF to pause. This is useful when your FPS drops below 1 and you lose +control of the game.
- Activate with 'forcepause 1'
@@ -735,23 +833,23 @@ Anonymous zombies and resurrected body parts will show as "unnamed creature
Disables pausing (both manual and automatic) with the exception of pause forced by 'reveal hell'. -This is nice for digging under rivers.
+Disables pausing (both manual and automatic) with the exception of pause forced +by 'reveal hell'. This is nice for digging under rivers.
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.
| 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. | +
| dryrun: | a dry run. combine with other options to see what will happen +without it actually happening. |
Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.
Set traffic designations for every single tile of the map (useful for resetting traffic designations).
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.
+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.
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.
+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.
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.
+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.
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.
+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.
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.
+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 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.
+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.
| -c: | Clear designations instead of setting them |
|---|---|
| -x: | Apply selected action to all plants except those specified (invert selection) | +
| -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.
+Specifying both -t and -s will have no effect. If no plant IDs are specified, +all valid plant IDs will be listed.
Command for general job query and manipulation.
Alter the material of the selected job. Invoked as: job-material <inorganic-token>
+Alter the material of the selected job.
+Invoked as: job-material <inorganic-token>
Manages DFHack keybindings. Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z.
+Manages DFHack keybindings.
+Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z.
| Remove bindings for the specified keys. | |
| keybinding add <key> "cmdline" "cmdline"...: | |
|---|---|
| Add bindings for the specified key. | +|
| Add bindings for the specified +key. | |
| keybinding set <key> "cmdline" "cmdline"...: | |
| Clear, and then add bindings for the specified key. | +|
| Clear, and then add bindings for +the specified key. | |
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.
+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.
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). -For more information, refer to the command's internal help.
+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).
+For more information, refer to the command's internal help.
Note
Spawning and deleting liquids can F up pathing data and @@ -1127,28 +1251,31 @@ temperatures (creating heat traps). You've been warned.
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). -Intended to be used as keybinding. Requires an active in-game cursor.
+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).
+Intended to be used as keybinding. Requires an active in-game cursor.
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.
+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.
Example
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 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.
I take no responsibility of anything that happens as a result of using this tool :P
+I take no responsibility of anything that happens as a result of using this tool
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.
+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.
| Rename squad by index to 'name'. | |
| rename hotkey <index> "name": | |
|---|---|
| Rename hotkey by index. This allows assigning longer commands to the DF hotkeys. | +|
| 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 a unit/creature highlighted in the DF user +interface. | |
| rename unit-profession "custom profession": | |
| Change proffession name of the highlighted unit/creature. | +|
| Change proffession name of the +highlighted unit/creature. | |
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'.
-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'.
+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'.
+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'.
This command will hide the whole map and then reveal all the tiles that have a path to the in-game cursor.
+This command will hide the whole map and then reveal all the tiles that have +a path to the in-game cursor.
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.
+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.
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.
-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'.
+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.
+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'.
| tweak clear-missing: | |
|---|---|
| Remove the missing status from the selected unit. This allows engraving slabs for ghostly, but not yet found, creatures. | -|
| tweak clear-ghostly: | |
| Remove the ghostly status from the selected unit and mark it as dead. This allows getting rid of bugged ghosts which do not show up in the engraving slab menu at all, even after using clear-missing. It works, but is potentially very dangerous - so use with care. Probably (almost certainly) it does not have the same effects like a proper burial. You've been warned. | +|
| clear-missing: | Remove the missing status from the selected unit. +This allows engraving slabs for ghostly, but not yet +found, creatures. | +
| clear-ghostly: | Remove the ghostly status from the selected unit and mark +it as dead. This allows getting rid of bugged ghosts +which do not show up in the engraving slab menu at all, +even after using clear-missing. It works, but is +potentially very dangerous - so use with care. Probably +(almost certainly) it does not have the same effects like +a proper burial. You've been warned. | +
| fixmigrant: | Remove the resident/merchant flag from the selected unit. +Intended to fix bugged migrants/traders who stay at the +map edge and don't enter your fort. Only works for +dwarves (or generally the player's race in modded games). +Do NOT abuse this for 'real' caravan merchants (if you +really want to kidnap them, use 'tweak makeown' instead, +otherwise they will have their clothes set to forbidden etc). | +
| makeown: | Force selected unit to become a member of your fort. +Can be abused to grab caravan merchants and escorts, even if +they don't belong to the player's race. Foreign sentients +(humans, elves) can be put to work, but you can't assign rooms +to them and they don't show up in DwarfTherapist because the +game treats them like pets. Grabbing draft animals from +a caravan can result in weirdness (animals go insane or berserk +and are not flagged as tame), but you are allowed to mark them +for slaughter. Grabbing wagons results in some funny spam, then +they are scuttled. |
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).
+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).
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).
+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).
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).
+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).
This command can be used for exploratory mining.
See: http://df.magmawiki.com/index.php/DF2010:Exploratory_mining
There are two variables that can be set: pattern and filter.
| 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 +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 +be selected in the in-game ui. | +
| 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. | +
| 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. | +
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 +on the map (in 'v' or 'k' mode), in the unit list or from inside cages +and use 'zone assign' to assign them to their new home. Allows pitting your +own dwarves, by the way.
+All filters can be used together with the 'assign' command.
+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. +It's not possible to cage owned pets because in that case the owner +uncages them after a while which results in infinite hauling back and forth.
+Usually you should always use the filter 'own' (which implies tame) unless you +want to use the zone tool for pitting hostiles. 'own' ignores own dwarves unless +you specify 'race DWARF' (so it's safe to use 'assign all own' to one big +pasture if you want to have all your animals at the same place). 'egglayer' and +'milkable' should be used together with 'female' unless you have a mod with +egg-laying male elves who give milk or whatever. Merchants and their animals are +ignored unless you specify 'merchant' (pitting them should be no problem, +but stealing and pasturing their animals is not a good idea since currently they +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).
+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.
+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 +to build cages and then place one pen/pasture activity zone above them, covering +all cages you want to use. Then use 'zone set' (like with 'assign') and use +'zone tocages filter1 filter2 ...'. 'tocages' overwrites 'assign' because it +would make no sense, but can be used together with 'nick' or 'remnick' and all +the usual filters.
+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 +of the size. The age of the units is currently not checked, most birds grow up +quite fast. Egglayers who are also grazers will be ignored, since confining them +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.
+| 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. | +
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.
+Named units will be completely ignored (to protect specific animals from +autobutcher you can give them nicknames with the tool 'rename unit' for single +units or with 'zone nick' to mass-rename units in pastures and cages).
+Creatures trained for war or hunting will be ignored as well.
+Creatures assigned to cages will be ignored if the cage is defined as a room +(to avoid butchering unnamed zoo animals).
+Once you have too much adults, the oldest will be butchered first. +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.
+| 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. | +
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 +to allow that the older ones grow into adults. Any unnamed cats will +be slaughtered as soon as possible.
++autobutcher target 4 3 2 1 ALPACA BIRD_TURKEY +autobutcher target 0 0 0 0 CAT +autobutcher watch ALPACA BIRD_TURKEY CAT +autobutcher start ++
Automatically put all new races onto the watchlist and mark unnamed tame units +for slaughter as soon as they arrive in your fort. Settings already made +for specific races will be left untouched.
++autobutcher target 0 0 0 0 new +autobutcher autowatch +autobutcher start ++
Stop watching the races alpaca and cat, but remember the target count +settings so that you can use 'unwatch' without the need to enter the +values again. Note: 'autobutcher unwatch all' works, but only makes sense +if you want to keep the plugin running with the 'autowatch' feature or manually +add some new races with 'watch'. If you simply want to stop it completely use +'autobutcher stop' instead.
++autobutcher unwatch ALPACA CAT ++
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:
++Load savegame where you made the settings. +Start a CMD shell and navigate to the df directory. Type the following into the shell: +dfhack-run autobutcher list_export > autobutcher.bat +Load the savegame where you want to copy the settings to, run the batch file (from the shell): +autobutcher.bat ++