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.
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.
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.
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.
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.
Options
-------
:all_biomes:Change 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.
: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.
:trouble:Give some advice about known problems.
Examples:
---------
``changelayer GRANITE`` : Convert layer at cursor position into granite.
``changelayer SILTY_CLAY force`` : Convert layer at cursor position into clay even if it's stone.
``changelayer MARBLE all_biomes all_layers`` : Convert all layers of all biomes which are not soil into marble.
..note::
* If you use changelayer and nothing happens, try to pause/unpause the game for a while and try to move the cursor to another tile.
* You should be fine if you only change single layers without the use of 'force'. Still it's advisable to save your game before messing with the map.
* When you force changelayer to convert soil to stone you might experience weird stuff (flashing tiles, tiles changed all over the map, ...). Try reverting the changes manually or even better use an older savegame. You did save your game, right?
``changevein NATIVE_PLATINUM`` : Convert vein at cursor position into platinum ore.
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.
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".
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).
Examples:
---------
Check one single map tile if one of the creatures on it is cursed (in-game cursor required):
* cursecheck
Count all active cursed creatures who roam around on your map (no in-game cursor) without giving more details:
* cursecheck
Give detailed info about all cursed creatures including deceased ones (no in-game cursor):
* cursecheck detail all
Give a nickname all living/active cursed creatures on the map(no in-game cursor):
* cursecheck nick
..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.
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.
: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.
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.
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.
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.
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.
* 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.
Manages DFHack keybindings. Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z.
Options
-------
: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.
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 liquidsgo-here (which can be bound to a hotkey).
For more information, refer to the command's internal help.
Run the liquid spawner with the current/last settings made in liquidsgo (if no settings in liquidsgo were made it paints a point of 7/7 magma by default).
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.
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'.
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.
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'.
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.
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).
: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.
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).