dfhack/docs/Plugins.rst

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##############
DFHack Plugins
##############
DFHack plugins are the commands, that are compiled with a specific version.
They can provide anything from a small keybinding, to a complete overhaul of
game subsystems or the entire renderer.
Most are listed here, hopefully organised in a way you will find useful.
.. contents::
:depth: 4
===================
Informative Plugins
===================
Visualizer and data export
==========================
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). Invoked with ``stonesense``, or alias ``ssense``.
For detailed information, see the `stonesense readme`_, the `wiki page`_,
or the `Bay12 forum thread`_.
.. _`stonesense readme`: https://github.com/DFHack/stonesense/blob/master/README.md
.. _`wiki page`: http://dwarffortresswiki.org/index.php/Utility:Stonesense
.. _`Bay12 forum thread`: http://www.bay12forums.com/smf/index.php?topic=43260
Stonesense works on Windows XP SP3 or later, and most modern Linux distributions.
Each stonesense version is built for a particular version of DFHack, so
releases are now done through DFHack.
mapexport
---------
Export the current loaded map as a file. This was used by visualizers for
DF 0.34.11, but is now basically obsolete.
dwarfexport
-----------
Export dwarves to RuneSmith-compatible XML; also unused by modern tools.
blueprint
---------
Exports a portion of your fortress into QuickFort style blueprint files.::
blueprint <x> <y> <z> <name> [dig] [build] [place] [query]
Options (If only region and name are given, export all):
:x,y,z: Size of map area to export
:name: Name of export files
:dig: Export dig commands to "<name>-dig.csv"
:build: Export build commands to "<name>-build.csv"
:place: Export stockpile commands to "<name>-place.csv"
:query: Export query commands to "<name>-query.csv"
Goes very well with ``fortplan``, for re-importing.
Map inspection
==============
cursecheck
----------
Checks a single map tile or the whole map/world for cursed creatures (ghosts,
vampires, necromancers, werebeasts, zombies).
With an active in-game cursor only the selected tile will be observed.
Without a cursor the whole map will be checked.
By default cursed creatures will be only counted in case you just want to find
out if you have any of them running around in your fort. Dead and passive
creatures (ghosts who were put to rest, killed vampires, ...) are ignored.
Undead skeletons, corpses, bodyparts and the like are all thrown into the curse
category "zombie". Anonymous zombies and resurrected body parts will show
as "unnamed creature".
Options:
:detail: Print full name, date of birth, date of curse and some status
info (some vampires might use fake identities in-game, though).
:nick: Set the type of curse as nickname (does not always show up
in-game, some vamps don't like nicknames).
:all: Include dead and passive cursed creatures (can result in a quite
long list after having FUN with necromancers).
:verbose: Print all curse tags (if you really want to know it all).
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.
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'.
If prospect is called during the embark selection screen, it displays an estimate of
layer stone availability.
.. note::
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:
: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
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'.
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.
showmood
--------
Shows all items needed for the currently active strange mood.
========
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 you to
violate them and start wars.
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.
fix-unit-occupancy
==================
This plugin fixes issues with unit occupancy, notably issues with phantom
"unit blocking tile" messages (`Bug 3499`_). It can be run manually, or
periodically when enabled with the built-in enable/disable commands:
* ``fix-unit-occupancy``: Run the plugin immediately. Available options:
* ``-h``, ``here``, ``cursor``: Only operate on the tile at the cursor
* ``-n``, ``dry``, ``dry-run``: Do not write changes to map
* ``fix-unit-occupancy interval X``: Run the plugin every ``X`` ticks (when enabled).
The default is 1200 ticks, or 1 day. Ticks are only counted when the game is unpaused.
.. _`Bug 3499`: http://bay12games.com/dwarves/mantisbt/view.php?id=3499
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.
petcapRemover
=============
This plugin allows you to remove or raise the pet population cap. In vanilla
DF, pets will not reproduce unless the population is below 50 and the number of
children of that species is below a certain percentage. This plugin allows
removing the second restriction and removing or raising the first. Pets still
require PET or PET_EXOTIC tags in order to reproduce. Type help petcapRemover
for exact usage. In order to make population more stable and avoid sudden
population booms as you go below the raised population cap, this plugin counts
pregnancies toward the new population cap. It can still go over, but only in the
case of multiple births.
`petcapRemover`
cause pregnancies now and schedule the next check
`petcapRemover every n`
set how often in ticks the plugin checks for possible pregnancies
`petcapRemover cap n`
set the new cap to n. if n = 0, no cap
`petcapRemover pregtime n`
sets the pregnancy duration to n ticks. natural pregnancies are 300000 ticks for the current race and 200000 for everyone else
tweak
=====
Contains various tweaks for minor bugs.
One-shot subcommands:
: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.
Subcommands that persist until disabled or DF quits:
:adamantine-cloth-wear: Prevents adamantine clothing from wearing out while being worn (bug 6481).
: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.
:civ-view-agreement: Fixes overlapping text on the "view agreement" screen
:craft-age-wear: Fixes the behavior of crafted items wearing out over time (bug 6003).
With this tweak, items made from cloth and leather will gain a level of
wear every 20 years.
:embark-profile-name: Allows the use of lowercase letters when saving embark profiles
:eggs-fertile: Displays a fertility indicator on nestboxes
:farm-plot-select: Adds "Select all" and "Deselect all" options to farm plot menus
: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.
:fast-trade: Makes Shift-Down in the Move Goods to Depot and Trade screens select
the current item (fully, in case of a stack), and scroll down one line.
:fps-min: Fixes the in-game minimum FPS setting
:import-priority-category: Allows changing the priority of all goods in a
category when discussing an import agreement with the liaison
:kitchen-keys: Fixes DF kitchen meal keybindings (bug 614)
:kitchen-prefs-color: Changes color of enabled items to green in kitchen preferences
:kitchen-prefs-empty: Fixes a layout issue with empty kitchen tabs (bug 9000)
:manager-quantity: Removes the limit of 30 jobs per manager order
:max-wheelbarrow: Allows assigning more than 3 wheelbarrows to a stockpile
:military-color-assigned: Color squad candidates already assigned to other squads in yellow/green
to make them stand out more in the list.
.. image:: images/tweak-mil-color.png
: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.
:nestbox-color: Fixes the color of built nestboxes
:shift-8-scroll: Gives Shift-8 (or ``*``) priority when scrolling menus, instead of scrolling the map
:stable-cursor: Saves the exact cursor position between t/q/k/d/b/etc menus of fortress mode.
:tradereq-pet-gender: Displays pet genders on the trade request screen
fix-armory
==========
Enables a fix for storage of squad equipment in barracks.
Specifically, it prevents your haulers from moving squad equipment
to stockpiles, and instead queues jobs to store it on weapon racks,
armor stands, and in containers.
.. note::
In order to actually be used, weapon racks have to be patched and
manually assigned to a squad. See the ``gui/assign-rack`` script.
Note that the buildings in the armory are used as follows:
* Weapon racks (when patched) are used to store any assigned weapons.
Each rack belongs to a specific squad, and can store up to 5 weapons.
* Armor stands belong to specific squad members and are used for
armor and shields.
* Cabinets are used to store assigned clothing for a specific squad member.
They are **never** used to store owned clothing.
* Chests (boxes, etc) are used for a flask, backpack or quiver assigned
to the squad member. Due to a probable bug, food is dropped out of the
backpack when it is stored.
.. warning::
Although armor stands, cabinets and chests properly belong only to one
squad member, the owner of the building used to create the barracks will
randomly use any containers inside the room. Thus, it is recommended to
always create the armory from a weapon rack.
Contrary to the common misconception, all these uses are controlled by the
*Individual Equipment* usage flag. The *Squad Equipment* flag is actually
intended for ammo, but the game does even less in that area than for armor
and weapons. This plugin implements the following rules almost from scratch:
* Combat ammo is stored in chests inside rooms with Squad Equipment enabled.
* If a chest is assigned to a squad member due to Individual Equipment also
being set, it is only used for that squad's ammo; otherwise, any squads
with Squad Equipment on the room will use all of the chests at random.
* Training ammo is stored in chests inside archery ranges designated from
archery targets, and controlled by the same Train flag as archery training
itself. This is inspired by some defunct code for weapon racks.
There are some minor traces in the game code to suggest that the first of
these rules is intended by Toady; the rest are invented by this plugin.
===========
UI Upgrades
===========
.. note::
In order to avoid user confusion, as a matter of policy all these tools
display the word "DFHack" on the screen somewhere while active.
When that is not appropriate because they merely add keybinding hints to
existing DF screens, they deliberately use red instead of green for the key.
manipulator
===========
An in-game equivalent to the popular program Dwarf Therapist.
To activate, open the unit screen and press 'l'.
.. image:: images/manipulator.png
The far left column displays the unit's Happiness (color-coded based on its
value), Name, Profession/Squad, 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 teal backgrounds denote skills not controlled by labors, e.g.
military and social skills.
.. image:: images/manipulator2.png
Press ``t`` to toggle between Profession and Squad view.
.. image:: images/manipulator3.png
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. Backspace seeks to the top left corner.
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/Squad,
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,
profession or squad) 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, profession or squad to view its properties.
* Right-click on a unit's name, profession or squad to zoom to it.
Pressing ESC normally returns to the unit screen, but Shift-ESC would exit
directly to the main dwarf mode screen.
Search
======
Implemented by the 'search' plugin.
The search plugin adds search to the Stocks, Animals, Trading, Stockpile,
Noble (assignment candidates), Military (position candidates), Burrows
(unit list), Rooms, Announcements, Job List and Unit List screens.
.. image:: images/search.png
Searching works the same way as the search option in "Move to Depot" does.
You will see the Search option displayed on screen with a hotkey (usually 's').
Pressing it lets you start typing a query and the relevant list will start
filtering automatically.
Pressing ENTER, ESC or the arrow keys will return you to browsing the now
filtered list, which still functions as normal. You can clear the filter
by either going back into search mode and backspacing to delete it, or
pressing the "shifted" version of the search hotkey while browsing the
list (e.g. if the hotkey is 's', then hitting 'shift-s' will clear any
filter).
Leaving any screen automatically clears the filter.
In the Trade screen, the actual trade will always only act on items that
are actually visible in the list; the same effect applies to the Trade
Value numbers displayed by the screen. Because of this, the 't' key is
blocked while search is active, so you have to reset the filters first.
Pressing Alt-C will clear both search strings.
In the stockpile screen the option only appears if the cursor is in the
rightmost list:
.. image:: images/search-stockpile.png
Note that the 'Permit XXX'/'Forbid XXX' keys conveniently operate only
on items actually shown in the rightmost list, so it is possible to select
only fat or tallow by forbidding fats, then searching for fat/tallow, and
using Permit Fats again while the list is filtered.
Game interface
==============
embark-tools
------------
A collection of embark-related tools.
Usage::
embark-tools enable/disable tool [tool]...
Tools:
* ``anywhere``: Allows embarking anywhere (including sites, mountain-only biomes, and oceans). Use with caution.
* ``mouse``: Implements mouse controls (currently in the local embark region only)
* ``sand``: Displays an indicator when sand is present in the currently-selected area, similar to the default clay/stone indicators.
* ``sticky``: Maintains the selected local area while navigating the world map
AutoMaterial
------------
Implemented by the 'automaterial' plugin.
This makes building constructions (walls, floors, fortifications, etc) a little bit
easier by saving you from having to trawl through long lists of materials each time
you place one.
Firstly, it moves the last used material for a given construction type to the top of
the list, if there are any left. So if you build a wall with chalk blocks, the next
time you place a wall the chalk blocks will be at the top of the list, regardless of
distance (it only does this in "grouped" mode, as individual item lists could be huge).
This should mean you can place most constructions without having to search for your
preferred material type.
.. image:: images/automaterial-mat.png
Pressing 'a' while highlighting any material will enable that material for "auto select"
for this construction type. You can enable multiple materials as autoselect. Now the next
time you place this type of construction, the plugin will automatically choose materials
for you from the kinds you enabled. If there is enough to satisfy the whole placement,
you won't be prompted with the material screen - the construction will be placed and you
will be back in the construction menu as if you did it manually.
When choosing the construction placement, you will see a couple of options:
.. image:: images/automaterial-pos.png
Use 'a' here to temporarily disable the material autoselection, e.g. if you need
to go to the material selection screen so you can toggle some materials on or off.
The other option (auto type selection, off by default) can be toggled on with 't'. If you
toggle this option on, instead of returning you to the main construction menu after selecting
materials, it returns you back to this screen. If you use this along with several autoselect
enabled materials, you should be able to place complex constructions more conveniently.
confirm
-------
Implements several confirmation dialogs for potentially destructive actions
(for example, seizing goods from traders or deleting hauling routes).
Usage:
* ``enable confirm`` or ``confirm enable all``: Enable all confirmations (replace with ``disable`` to disable)
* ``confirm enable option1 [option2...]``: Enable (or disable) specific confirmations. Run ``confirm help`` for a complete list of options.
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.
trackstop
---------
Adds a `q` menu for track stops, which is completely blank by default.
This allows you to view and/or change the track stop's friction and dump
direction settings, using the keybindings from the track stop building interface.
twaterlvl
---------
Toggle between displaying/not displaying liquid depth as numbers.
stockpile management
--------------------
import/export
~~~~~~~~~~~~~
The following commands allow you to save and load stockpile settings.
See the gui/stockpiles for an in-game GUI to this plugin.
: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.
:savestock: Saves the currently highlighted stockpile's settings to a file in your Dwarf
Fortress folder. This file can be used to copy settings between game saves or
players. eg: ``savestock food_settings.dfstock``
:loadstock: Loads a saved stockpile settings file and applies it to the currently selected
stockpile. eg: ``loadstock food_settings.dfstock``
To use savestock and loadstock, use the 'q' command to highlight a stockpile.
Then run savestock giving it a descriptive filename. Then, in a different (or
same!) gameworld, you can highlight any stockpile with 'q' then execute the
'loadstock' command passing it the name of that file. The settings will be
applied to that stockpile.
Note that files are relative to the DF folder, so put your files there or in a
subfolder for easy access. Filenames should not have spaces. Generated materials,
divine metals, etc are not saved as they are different in every world.
Stockpile automation
~~~~~~~~~~~~~~~~~~~~
Enable the autodump, automelt and autotrade plugins in your dfhack.init with::
enable autodump automelt autotrade
When querying a stockpile, options will appear to toggle automation settings for this stockpile.
When automelt is enabled for a stockpile, any meltable items placed in it will be designated
to be melted. When autotrade is enabled for a stockpile, any items placed in it will be
designated to be taken to the Trade Depot whenever merchants are on the map.
When autotrade is enabled for a stockpile, any items placed in this stockpile will
automatically be designated to be dumped.
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.
rendermax
---------
A collection of renderer replacing/enhancing filters. For better effect try changing the
black color in palette to non totally black. For more info see `the Bay12 forum thread`_.
.. _`the Bay12 forum thread`: http://www.bay12forums.com/smf/index.php?topic=128487
Options:
``rendermax trippy``
Randomizes the color of each tiles. Used for fun, or testing.
``rendermax light``
Enable lighting engine.
``rendermax light reload``
Reload the settings file.
``rendermax light sun <x>|cycle``
Set time to <x> (in hours) or set it to df time cycle.
``rendermax occlusionON|occlusionOFF``
Show debug occlusion info.
``rendermax disable``
Disable any filter that is enabled.
An image showing lava and dragon breath. Not pictured here: sunlight, shining items/plants,
materials that color the light etc...
.. image:: images/rendermax.png
Designations
============
burrow
------
Miscellaneous burrow control. Allows manipulating burrows and automated burrow
expansion while digging.
Options:
**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.
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).
digvx
-----
A permanent alias for 'digv x'.
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).
diglx
-----
A permanent alias for 'digl x'.
digexp
------
This command is for `exploratory mining`_.
.. _`exploratory mining`: http://dwarffortresswiki.org/index.php/cv:Exploratory_mining
There are two variables that can be set: pattern and filter.
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.
After you have a pattern set, you can use 'expdig' to apply it again.
Examples:
``expdig diag5 hidden``
Designate the diagonal 5 patter over all hidden tiles
``expdig``
Apply last used pattern and filter
``expdig ladder designated``
Take current designations and replace them with the ladder pattern
digcircle
---------
A command for easy designation of filled and hollow circles.
It has several types of options.
Shape:
:hollow: Set the circle to hollow (default)
:filled: Set the circle to filled
:#: Diameter in tiles (default = 0, does nothing)
Action:
:set: Set designation (default)
:unset: Unset current designation
:invert: Invert designations already present
Designation types:
:dig: Normal digging designation (default)
:ramp: Ramp digging
:ustair: Staircase up
:dstair: Staircase down
:xstair: Staircase up/down
:chan: Dig channel
After you have set the options, the command called with no options
repeats with the last selected parameters.
Examples:
* 'digcircle filled 3' = Dig a filled circle with diameter = 3.
* 'digcircle' = Do it again.
digtype
-------
For every tile on the map of the same vein type as the selected tile, this command designates it to have the same designation as the selected tile. If the selected tile has no designation, they will be dig designated.
If an argument is given, the designation of the selected tile is ignored, and all appropriate tiles are set to the specified designation.
Options:
:dig:
:channel:
:ramp:
:updown: up/down stairs
:up: up stairs
:down: down stairs
:clear: clear designation
digFlood
--------
Automatically digs out specified veins as they are discovered. It runs once every time a dwarf finishes a dig job. It will only dig out appropriate tiles that are adjacent to the finished dig job. To add a vein type, use `digFlood 1 [type]`. This will also enable the plugin. To remove a vein type, use `digFlood 0 [type] 1` to disable, then remove, then re-enable.
`digFlood 0` disable
`digFlood 1` enable
`digFlood 0 MICROCLINE COAL_BITUMINOUS 1` disable plugin, remove microcline and bituminous coal from monitoring, then re-enable the plugin
`digFlood CLEAR` remove all inorganics from monitoring
`digFlood digAll1` ignore the monitor list and dig any vein
`digFlood digAll0` disable digAll mode
See `help digFlood` for details.
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.
alltraffic
----------
Set traffic designations for every single tile of the map (useful for resetting traffic designations).
Traffic Type Codes:
:H: High Traffic
:N: Normal Traffic
:L: Low Traffic
:R: Restricted Traffic
Example:
``alltraffic N``
Set traffic to 'normal' for all tiles.
restrictliquid
--------------
Restrict traffic on all visible tiles with liquid.
restrictice
-----------
Restrict traffic on all tiles on top of visible ice.
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)
:-a: Select every type of plant (obeys -t/-s)
Specifying both -t and -s will have no effect. If no plant IDs are specified,
all valid plant IDs will be listed.
===========================
Job and Fortress management
===========================
autolabor
=========
Automatically manage dwarf labors to efficiently complete jobs.
Autolabor tries to keep as many dwarves as possible busy but
also tries to have dwarves specialize in specific skills.
The key is that, for almost all labors, once a dwarf begins a job it will finish that
job even if the associated labor is removed. Autolabor therefore frequently checks
which dwarf or dwarves should take new jobs for that labor, and sets labors accordingly.
Labors with equiptment (mining, hunting, and woodcutting), which are abandoned
if labors change mid-job, are handled slightly differently to minimise churn.
*Warning: autolabor will override any manual changes you make to labors*
*while it is enabled, including through other tools such as Dwarf Therapist*
Simple usage:
:enable autolabor: Enables the plugin with default settings. (Persistent per fortress)
:disable autolabor: Disables the plugin.
Anything beyond this is optional - autolabor works well on the default settings.
Advanced usage:
:`autolabor <labor> <minimum> [<maximum>]`: Set number of dwarves assigned to a labor.
:`autolabor <labor> haulers`: Set a labor to be handled by hauler dwarves.
:`autolabor <labor> disable`: Turn off autolabor for a specific labor.
:`autolabor <labor> reset`: Return a labor to the default handling.
:`autolabor reset-all`: Return all labors to the default handling.
:`autolabor list`: List current status of all labors.
:`autolabor status`: Show basic status information.
:`autolabor-artisans <command>`: Run a command for labors where skill affects output quality
*Examples:*
:`autolabor MINE 5`: Keep at least 5 dwarves with mining enabled.
:`autolabor CUT_GEM 1 1`: Keep exactly 1 dwarf with gemcutting enabled.
:`autolabor COOK 1 1 3`: Keep 1 dwarf with cooking enabled, selected only from the top 3.
:`autolabor FEED_WATER_CIVILIANS haulers`: Have haulers feed and water wounded dwarves.
:`autolabor CUTWOOD disable`: Turn off autolabor for wood cutting.
By default, each labor is assigned to between 1 and 200 dwarves (2-200 for mining).
By default 33% of the workforce become haulers, who handle all hauling jobs as well
as cleaning, pulling levers, recovering wounded, removing constructions, and filling ponds.
Other jobs are automatically assigned as described above. Each of these settings can be adjusted.
Jobs are rarely assigned to nobles with responsibilities for meeting diplomats or merchants,
never to the chief medical dwarf, and less often to the bookeeper and manager.
Hunting is never assigned without a butchery, and fishing is never assigned without a fishery.
For each labor a preference order is calculated based on skill, biased against masters of other
trades and excluding those who can't do the job. The labor is then added to the best <minimum>
dwarves for that labor. We assign at least the minimum number of dwarfs, in order of preference,
and then assign additional dwarfs that meet any of these conditions:
* The dwarf is idle and there are no idle dwarves assigned to this labor
* The dwarf has non-zero skill associated with the labor
* The labor is mining, hunting, or woodcutting and the dwarf currently has it enabled.
We stop assigning dwarfs when we reach the maximum allowed.
Job management
==============
job
---
Command for general job query and manipulation.
Options:
*no extra options*
Print details of the current job. The job can be selected
in a workshop, or the unit/jobs screen.
**list**
Print details of all jobs in the selected workshop.
**item-material <item-idx> <material[:subtoken]>**
Replace the exact material id in the job item.
**item-type <item-idx> <type[:subtype]>**
Replace the exact item type id in the job item.
job-material
------------
Alter the material of the selected job.
Invoked as::
job-material <inorganic-token>
Intended to be used as a keybinding:
* In 'q' mode, when a job is highlighted within a workshop or furnace,
changes the material of the job. Only inorganic materials can be used
in this mode.
* In 'b' mode, during selection of building components positions the cursor
over the first available choice with the matching material.
job-duplicate
-------------
Duplicate the selected job in a workshop:
* In 'q' mode, when a job is highlighted within a workshop or furnace building,
instantly duplicates the job.
stockflow
---------
Allows the fortress bookkeeper to queue jobs through the manager,
based on space or items available in stockpiles.
Usage:
``stockflow enable``
Enable the plugin.
``stockflow disable``
Disable the plugin.
``stockflow fast``
Enable the plugin in fast mode.
``stockflow list``
List any work order settings for your stockpiles.
``stockflow status``
Display whether the plugin is enabled.
While enabled, the 'q' menu of each stockpile will have two new options:
* j: Select a job to order, from an interface like the manager's screen.
* J: Cycle between several options for how many such jobs to order.
Whenever the bookkeeper updates stockpile records, new work orders will
be placed on the manager's queue for each such selection, reduced by the
number of identical orders already in the queue.
In fast mode, new work orders will be enqueued once per day, instead of
waiting for the bookkeeper.
workflow
--------
Manage control of repeat jobs.
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``
List workflow-controlled jobs (if in a workshop, filtered by it).
``workflow list``
List active constraints, and their job counts.
``workflow list-commands``
List active constraints as workflow commands that re-create them;
this list can be copied to a file, and then reloaded using the
``script`` built-in command.
``workflow count <constraint-spec> <cnt-limit> [cnt-gap]``
Set a constraint, counting every stack as 1 item.
``workflow amount <constraint-spec> <cnt-limit> [cnt-gap]``
Set a constraint, counting all items within stacks.
``workflow unlimit <constraint-spec>``
Delete a constraint.
``workflow unlimit-all``
Delete all constraints.
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.
In addition, when any constraints on item amounts are set, repeat jobs that
produce that kind of item are automatically suspended and resumed as the item
amount goes above or below the limit. The gap specifies how much below the limit
the amount has to drop before jobs are resumed; this is intended to reduce
the frequency of jobs being toggled.
Check out the ``gui/workflow`` script below for a simple front-end integrated
in the game UI.
Constraint format
~~~~~~~~~~~~~~~~~
The constraint spec consists of 4 parts, separated with '/' characters::
ITEM[:SUBTYPE]/[GENERIC_MAT,...]/[SPECIFIC_MAT:...]/[LOCAL,<quality>]
The first part is mandatory and specifies the item type and subtype,
using the raw tokens for items, in the same syntax you would e.g. use
for a custom reaction input. See `this page`_ for more info.
.. _`this page`: http://dwarffortresswiki.org/index.php/Material_token
The subsequent parts are optional:
- A generic material spec constrains the item material to one of
the hard-coded generic classes, which currently include::
PLANT WOOD CLOTH SILK LEATHER BONE SHELL SOAP TOOTH HORN PEARL YARN
METAL STONE SAND GLASS CLAY MILK
- A specific material spec chooses the material exactly, using the
raw syntax for reaction input materials, e.g. INORGANIC:IRON,
although for convenience it also allows just IRON, or ACACIA:WOOD etc.
See `this page`_ for more details on the unabbreviated raw syntax.
.. _`this page`: http://dwarffortresswiki.org/index.php/Material_token
- A comma-separated list of miscellaneous flags, which currently can
be used to ignore imported items or items below a certain quality.
Constraint examples
~~~~~~~~~~~~~~~~~~~
Keep metal bolts within 900-1000, and wood/bone within 150-200::
workflow amount AMMO:ITEM_AMMO_BOLTS/METAL 1000 100
workflow amount AMMO:ITEM_AMMO_BOLTS/WOOD,BONE 200 50
Keep the number of prepared food & drink stacks between 90 and 120::
workflow count FOOD 120 30
workflow count DRINK 120 30
Make sure there are always 25-30 empty bins/barrels/bags::
workflow count BIN 30
workflow count BARREL 30
workflow count BOX/CLOTH,SILK,YARN 30
Make sure there are always 15-20 coal and 25-30 copper bars::
workflow count BAR//COAL 20
workflow count BAR//COPPER 30
Produce 15-20 gold crafts::
workflow count CRAFTS//GOLD 20
Collect 15-20 sand bags and clay boulders::
workflow count POWDER_MISC/SAND 20
workflow count BOULDER/CLAY 20
Make sure there are always 80-100 units of dimple dye::
workflow amount POWDER_MISC//MUSHROOM_CUP_DIMPLE:MILL 100 20
.. note::
In order for this to work, you have to set the material of the PLANT input
on the Mill Plants job to MUSHROOM_CUP_DIMPLE using the 'job item-material'
command. Otherwise the plugin won't be able to deduce the output material.
Maintain 10-100 locally-made crafts of exceptional quality::
workflow count CRAFTS///LOCAL,EXCEPTIONAL 100 90
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. Alias ``autodump-destroy-here``, for keybindings.
:visible: Only process items that are not hidden.
:hidden: Only process hidden items.
:forbidden: Only process forbidden items (default: only unforbidden).
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.
Fortress activity management
============================
dwarfmonitor
------------
Records dwarf activity to measure fort efficiency.
Options:
``dwarfmonitor enable <mode>``:
Start monitoring ``mode``. ``mode`` can be "work", "misery", "weather", or "all".
This will enable all corresponding widgets, if applicable.
``dwarfmonitor disable <mode>``:
Stop monitoring ``mode`` (see above)
This will disable all corresponding widgets, if applicable.
``dwarfmonitor stats``:
Show statistics summary
``dwarfmonitor prefs``:
Show dwarf preferences summary
``dwarfmonitor reload``:
Reload configuration file (``dfhack-config/dwarfmonitor.json``)
Widget configuration:
The following types of widgets (defined in ``hack/lua/plugins/dwarfmonitor.lua``)
can be displayed on the main fortress mode screen:
* ``date``: Shows the in-game date
* ``misery``: Shows overall happiness levels of all dwarves
* ``weather``: Shows current weather (rain/snow)
* ``cursor``: Shows the current mouse cursor position
The file ``dfhack-config/dwarfmonitor.json`` can be edited to control the
positions and settings of all widgets displayed. This file should contain a
JSON object with the key ``widgets`` containing an array of objects - see the
included file in the ``dfhack-config`` folder for an example::
{
"widgets": [
{
"type": "widget type (weather, misery, etc.)",
"x": X coordinate,
"y": Y coordinate
<...additional options...>
}
]
}
X and Y coordinates begin at zero (in the upper left corner of the screen).
Negative coordinates will be treated as distances from the lower right corner,
beginning at 1 - e.g. an x coordinate of 0 is the leftmost column, while an x
coordinate of 1 is the rightmost column.
By default, the x and y coordinates given correspond to the leftmost tile of
the widget. Including an ``anchor`` option set to ``right`` will cause the
rightmost tile of the widget to be located at this position instead.
Some widgets support additional options:
* ``date`` widget:
* ``format``: specifies the format of the date. The following characters
are replaced (all others, such as punctuation, are not modified)
* ``Y`` or ``y``: The current year
* ``M``: The current month, zero-padded if necessary
* ``m``: The current month, *not* zero-padded
* ``D``: The current day, zero-padded if necessary
* ``d``: The current day, *not* zero-padded
The default date format is ``Y-M-D``.
* ``cursor`` widget:
* ``format``: Specifies the format. ``X``, ``x``, ``Y``, and ``y`` are
replaced with the corresponding cursor cordinates, while all other
characters are unmodified.
* ``show_invalid``: If set to ``true``, the mouse coordinates will both be
displayed as ``-1`` when the cursor is outside of the DF window; otherwise,
nothing will be displayed.
seedwatch
---------
Watches the numbers of seeds available and enables/disables seed and plant cooking.
Each plant type can be assigned a limit. If their number falls below that limit,
the plants and seeds of that type will be excluded from cookery.
If the number rises above the limit + 20, then cooking will be allowed.
The plugin needs a fortress to be loaded and will deactivate automatically otherwise.
You have to reactivate with 'seedwatch start' after you load the game.
Options:
:all: Adds all plants from the abbreviation list to the watch list.
:start: Start watching.
:stop: Stop watching.
:info: Display whether seedwatch is watching, and the watch list.
:clear: Clears the watch list.
Examples:
``seedwatch MUSHROOM_HELMET_PLUMP 30``
add ``MUSHROOM_HELMET_PLUMP`` to the watch list, limit = 30
``seedwatch MUSHROOM_HELMET_PLUMP``
removes ``MUSHROOM_HELMET_PLUMP`` from the watch list.
``seedwatch all 30``
adds all plants from the abbreviation list to the watch list, the limit being 30.
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.
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.
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.
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
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.
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
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).
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
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.
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.
``zone assign all own caged grazer nick ineedgrass``
Assign all own grazers who are sitting in cages on stockpiles (e.g. after
buying them from merchants) to the selected pasture and give them
the nickname 'ineedgrass'.
``zone assign all own not grazer not race CAT``
Assign all own animals who are not grazers, excluding cats.
``zone assign count 5 own female milkable``
Assign up to 5 own female milkable creatures to the selected pasture.
``zone assign all own race DWARF maxage 2``
Throw all useless kids into a pit :)
``zone nick donttouchme``
Nicknames all units in the current default zone or cage to 'donttouchme'.
Mostly intended to be used for special pastures or cages which are not marked
as rooms you want to protect from autobutcher.
``zone tocages count 50 own tame male not grazer``
Stuff up to 50 owned tame male animals who are not grazers into cages built
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
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.
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.
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.
Units will be ignored if they are:
* Nicknamed (for custom protection; you can use the ``rename unit`` tool
individually, or ``zone nick`` for groups)
* Caged, if and only if the cage is defined as a room (to protect zoos)
* Trained for war or hunting
Creatures who will not reproduce (because they're not interested in the
opposite sex or have been gelded) will be butchered before those who will.
Older adults and younger children will be butchered first if the population
is above the target (default 1 male, 5 female kids and adults). Note that
you may need to set a target above 1 to have a reliable breeding population
due to asexuality etc.
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 the commands needed to set up status and watchlist,
which can be used to import them to another save (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
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
**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 export the commands with ``list_export``:
To export, open an external terminal in the DF directory, and run
``dfhack-run autobutcher list_export > filename.txt``. To import, load your
new save and run ``script filename.txt`` in the DFHack terminal.
autochop
---------
Automatically manage tree cutting designation to keep available logs withing given
quotas.
Open the dashboard by running::
getplants autochop
The plugin must be activated (with ``c``) before it can be used. You can then set logging quotas
and restrict designations to specific burrows (with 'Enter') if desired. The plugin's activity
cycle runs once every in game day.
If you add::
enable getplants
to your dfhack.init there will be a hotkey to open the dashboard from the chop designation
menu.
==============
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:
* 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.
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
================
3dveins
=======
Removes all existing veins from the map and generates new ones using
3D Perlin noise, in order to produce a layout that smoothly flows between
Z levels. The vein distribution is based on the world seed, so running
the command for the second time should produce no change. It is best to
run it just once immediately after embark.
This command is intended as only a cosmetic change, so it takes
care to exactly preserve the mineral counts reported by ``prospect all``.
The amounts of different layer stones may slightly change in some cases
if vein mass shifts between Z layers.
Note that there is no undo option other than restoring from backup.
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
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 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.
: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. Then try again.
If that doesn't help try temporarily changing some other layer, undo your
changes and try again for the layer you want to change. Saving
and reloading your map might also help.
* 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 place etc).
Try reverting the changes manually or even better use an older savegame.
You did save your game, right?
changevein
==========
Changes material of the vein under cursor to the specified inorganic RAW
material. Only affects tiles within the current 16x16 block - for veins and
large clusters, you will need to use this command multiple times.
Example:
``changevein NATIVE_PLATINUM``
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
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.
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.
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
deramp
======
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).
feature
=======
Enables management of map features.
* Discovering a magma feature (magma pool, volcano, magma sea, or curious
underground structure) permits magma workshops and furnaces to be built.
* Discovering a cavern layer causes plants (trees, shrubs, and grass) from
that cavern to grow within your fortress.
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.
fortplan
========
Usage: fortplan [filename]
Designates furniture for building according to a .csv file with
quickfort-style syntax. Companion to digfort.
The first line of the file must contain the following::
#build start(X; Y; <start location description>)
...where X and Y are the offset from the top-left corner of the file's area
where the in-game cursor should be located, and <start location description>
is an optional description of where that is. You may also leave a description
of the contents of the file itself following the closing parenthesis on the
same line.
The syntax of the file itself is similar to digfort or quickfort. At present,
only buildings constructed of an item with the same name as the building
are supported. All other characters are ignored. For example::
`,`,d,`,`
`,f,`,t,`
`,s,b,c,`
This section of a file would designate for construction a door and some
furniture inside a bedroom: specifically, clockwise from top left, a cabinet,
a table, a chair, a bed, and a statue.
All of the building designation uses Planning Mode, so you do not need to
have the items available to construct all the buildings when you run
fortplan with the .csv file.
infiniteSky
===========
Automatically allocates new z-levels of sky at the top of the map as you build up, or on request allocates many levels all at once.
Examples:
``infiniteSky n``
Raise the sky by n z-levels.
``infiniteSky enable/disable``
Enables/disables monitoring of constructions. If you build anything in the second to highest z-level, it will allocate one more sky level. This is so you can continue to build stairs upward.
Bugs have been reported with this version of the plugin, so be careful. It is possible that new z-levels will suddenly disappear and possibly cause cave-ins. Saving and loading after creating new z-levels should fix the problem.
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).
For more information, refer to the command's internal help.
.. note::
Spawning and deleting liquids can F up pathing data and
temperatures (creating heat traps). You've been warned.
liquids-here
============
Run the liquid spawner with the current/last settings made in liquids (if no
settings in liquids were made it paints a point of 7/7 magma by default).
Intended to be used as keybinding. Requires an active in-game cursor.
tiletypes
=========
Can be used for painting map tiles and is an interactive command, much like
liquids.
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.
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.
The properties of filter and paint can be partially defined. This means that
you can for example turn all stone fortifications into floors, preserving the
material::
filter material STONE
filter shape FORTIFICATION
paint shape FLOOR
Or turn mineral vein floors back into walls::
filter shape FLOOR
filter material MINERAL
paint shape WALL
The tool also allows tweaking some tile flags::
paint hidden 1
paint hidden 0
This will hide previously revealed tiles (or show hidden with the 0 option).
More recently, the tool supports changing the base material of the tile to
an arbitrary stone from the raws, by creating new veins as required. Note
that this mode paints under ice and constructions, instead of overwriting
them. To enable, use::
paint stone MICROCLINE
This mode is incompatible with the regular ``material`` setting, so changing
it cancels the specific stone selection::
paint material ANY
Since different vein types have different drop rates, it is possible to choose
which one to use in painting::
paint veintype CLUSTER_SMALL
When the chosen type is ``CLUSTER`` (the default), the tool may automatically
choose to use layer stone or lava stone instead of veins if its material matches
the desired one.
Any paint or filter option (or the entire paint or filter) can be disabled entirely by using the ANY keyword::
paint hidden ANY
paint shape ANY
filter material any
filter shape any
filter any
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::
range 10 10 1
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.
For more details, see the 'help' command while using this.
tiletypes-command
=================
Runs tiletypes commands, separated by ;. This makes it possible to change
tiletypes modes from a hotkey or via dfhack-run.
tiletypes-here
==============
Apply the current tiletypes options at the in-game cursor position, including
the brush. Can be used from a hotkey.
tiletypes-here-point
====================
Apply the current tiletypes options at the in-game cursor position to a single
tile. Can be used from a hotkey.
tubefill
========
Fills all the adamantine veins again. Veins that were hollow will be left
alone.
Options:
:hollow: fill in naturally hollow veins too
Beware that filling in hollow veins will trigger a demon invasion on top of
your miner when you dig into the region that used to be hollow.
plant
=====
A tool for creating shrubs, growing, or getting rid of them.
Subcommands:
:create: Create a new shrub/sapling.
:grow: Make saplings grow into trees.
:extirpate: Kills trees and shrubs, turning them into ashes instantly.
:immolate: Sets the plants on fire instead. The fires can and *will* spread ;)
``create`` creates a new sapling under the cursor. Takes a raw ID as
argument (e.g. TOWER_CAP). The cursor must be located on a dirt or grass
floor tile.
``grow`` works on the sapling under the cursor, and turns it into a tree.
Works on all shrubs of the map if the cursor is hidden.
``extirpate`` and ``immolate`` work only on the plant under the cursor.
For mass effects, use one of the additional options:
:shrubs: affect all shrubs on the map
:trees: affect all trees on the map
:all: affect every plant!
regrass
=======
Regrows all the grass. Not much to it ;)
weather
=======
Prints the current weather, and lets you change the weather to 'clear', 'rain'
or 'snow', with those words as commands (eg ``weather rain``).
=================
Mods and Cheating
=================
catsplosion
===========
Makes cats just *multiply*. It is not a good idea to run this more than once or
twice.
createitem
==========
Allows creating new items of arbitrary types and made of arbitrary materials.
By default, items created are spawned at the feet of the selected unit.
Specify the item and material information as you would indicate them in custom reaction raws, with the following differences:
* Separate the item and material with a space rather than a colon
* If the item has no subtype, omit the :NONE
* If the item is REMAINS, FISH, FISH_RAW, VERMIN, PET, or EGG, specify a CREATURE:CASTE pair instead of a material token.
Corpses, body parts, and prepared meals cannot be created using this tool.
Examples::
createitem GLOVES:ITEM_GLOVES_GAUNTLETS INORGANIC:STEEL 2
Create 2 pairs of steel gauntlets.
createitem WOOD PLANT_MAT:TOWER_CAP:WOOD
Create tower-cap logs.
To change where new items are placed, first run the command with a destination type while an appropriate destination is selected.
Options:
:floor: Subsequent items will be placed on the floor beneath the selected unit's feet.
:item: Subsequent items will be stored inside the currently selected item.
:building: Subsequent items will become part of the currently selected building.
Good for loading traps; do not use with workshops (or deconstruct to use the item).
fastdwarf
=========
Controls speedydwarf and teledwarf. Speedydwarf makes dwarves move quickly and perform tasks quickly. Teledwarf makes dwarves move instantaneously, but do jobs at the same speed.
* 'fastdwarf 0 0' disables both
* 'fastdwarf 0 1' disables speedydwarf and enables teledwarf
* 'fastdwarf 1 0' enables speedydwarf and disables teledwarf
* 'fastdwarf 1 1' enables both
* 'fastdwarf 0' disables both
* 'fastdwarf 1' enables speedydwarf and disables teledwarf
* 'fastdwarf 2 ...' sets a native debug flag in the game memory
that implements an even more aggressive version of speedydwarf.
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'.
Options:
:lair: Mark the map as monster lair
:lair reset: Mark the map as ordinary (not lair)
misery
======
When enabled, every new negative dwarven thought will be multiplied by a factor (2 by default).
Usage:
:misery enable n: enable misery with optional magnitude n. If specified, n must be positive.
:misery n: same as "misery enable n"
:misery enable: same as "misery enable 2"
:misery disable: stop adding new negative thoughts. This will not remove existing
duplicated thoughts. Equivalent to "misery 1"
:misery clear: remove fake thoughts added in this session of DF. Saving makes them
permanent! Does not change factor.
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.
.. admonition:: 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 just lost a fortress and gained an adventurer.
OR
You are in fort game mode, managing your fortress and paused at the esc menu.
You switch to the adventure game mode, assume control of a creature, then save or retire.
You just created a returnable mountain home and gained an adventurer.
Only use ``mode`` after making a backup of your save!
strangemood
===========
Creates a strange mood job the same way the game itself normally does it.
Options:
:-force: Ignore normal strange mood preconditions (no recent mood, minimum moodable population, artifact limit not reached).
:-unit: Make the strange mood strike the selected unit instead of picking one randomly. Unit eligibility is still enforced.
:-type T: Force the mood to be of a particular type instead of choosing randomly based on happiness.
Valid values are "fey", "secretive", "possessed", "fell", and "macabre".
:-skill S: Force the mood to use a specific skill instead of choosing the highest moodable skill.
Valid values are "miner", "carpenter", "engraver", "mason", "tanner", "weaver", "clothier", "weaponsmith", "armorsmith", "metalsmith", "gemcutter", "gemsetter", "woodcrafter", "stonecrafter", "metalcrafter", "glassmaker", "leatherworker", "bonecarver", "bowyer", and "mechanic".
Known limitations: if the selected unit is currently performing a job, the mood will not be started.
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.
Rationale
~~~~~~~~~
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.
Configuration UI
~~~~~~~~~~~~~~~~
The configuration front-end to the plugin is implemented by the gui/siege-engine
script. Bind it to a key (the example config uses Alt-A) and activate after selecting
a siege engine in 'q' mode.
.. image:: images/siege-engine.png
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.
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 (the example config uses Ctrl-Shift-M) and activate after selecting Pressure Plate
in the build menu.
.. image:: images/power-meter.png
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``.