@ -1088,9 +1096,6 @@ 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 amount has to drop before jobs are resumed; this is intended to reduce
the frequency of jobs being toggled.
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
Constraint format
~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~
The constraint spec consists of 4 parts, separated with '/' characters::
The constraint spec consists of 4 parts, separated with '/' characters::
@ -1265,10 +1270,10 @@ Widget configuration:
The following types of widgets (defined in ``hack/lua/plugins/dwarfmonitor.lua``)
The following types of widgets (defined in ``hack/lua/plugins/dwarfmonitor.lua``)
can be displayed on the main fortress mode screen:
can be displayed on the main fortress mode screen:
* ``date``: Shows the in-game date
:date:Show the in-game date
* ``misery``: Shows overall happiness levels of all dwarves
:misery:Show overall happiness levels of all dwarves
* ``weather``: Shows current weather (rain/snow)
:weather:Show current weather (rain/snow)
* ``cursor``: Shows the current mouse cursor position
:cursor:Show the current mouse cursor position
The file ``dfhack-config/dwarfmonitor.json`` can be edited to control the
The file ``dfhack-config/dwarfmonitor.json`` can be edited to control the
positions and settings of all widgets displayed. This file should contain a
positions and settings of all widgets displayed. This file should contain a
@ -1347,6 +1352,8 @@ Examples:
``seedwatch all 30``
``seedwatch all 30``
adds all plants from the abbreviation list to the watch list, the limit being 30.
adds all plants from the abbreviation list to the watch list, the limit being 30.
.._plugins/zone:
zone
zone
----
----
Helps a bit with managing activity zones (pens, pastures and pits) and cages.
Helps a bit with managing activity zones (pens, pastures and pits) and cages.
@ -1503,8 +1510,8 @@ you add the target race(s) to a watch list. Only tame units will be processed.
Units will be ignored if they are:
Units will be ignored if they are:
* Nicknamed (for custom protection; you can use the ``rename unit`` tool
* Nicknamed (for custom protection; you can use the `plugins/rename```unit`` tool
individually, or ``zone nick`` for groups)
individually, or `plugins/zone```nick`` for groups)
* Caged, if and only if the cage is defined as a room (to protect zoos)
* Caged, if and only if the cage is defined as a room (to protect zoos)
* Trained for war or hunting
* Trained for war or hunting
@ -1585,7 +1592,7 @@ add some new races with 'watch'. If you simply want to stop it completely use
Settings and watchlist are stored in the savegame, so that you can have
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
different settings for each world. If you want to copy your watchlist to
another savegame you can export the commands with ``list_export``:
another savegame you can export the commands required to recreate your settings.
To export, open an external terminal in the DF directory, and run
To export, open an external terminal in the DF directory, and run
``dfhack-run autobutcher list_export > filename.txt``. To import, load your
``dfhack-run autobutcher list_export > filename.txt``. To import, load your
@ -1604,12 +1611,8 @@ The plugin must be activated (with ``c``) before it can be used. You can then se
and restrict designations to specific burrows (with 'Enter') if desired. The plugin's activity
and restrict designations to specific burrows (with 'Enter') if desired. The plugin's activity
cycle runs once every in game day.
cycle runs once every in game day.
If you add::
If you add ``enable getplants`` to your dfhack.init there will be a hotkey to
open the dashboard from the chop designation menu.
enable getplants
to your dfhack.init there will be a hotkey to open the dashboard from the chop designation
menu.
==============
==============
@ -1655,7 +1658,7 @@ the command for the second time should produce no change. It is best to
run it just once immediately after embark.
run it just once immediately after embark.
This command is intended as only a cosmetic change, so it takes
This command is intended as only a cosmetic change, so it takes
care to exactly preserve the mineral counts reported by ``prospect all``.
care to exactly preserve the mineral counts reported by `plugins/prospect```all``.
The amounts of different layer stones may slightly change in some cases
The amounts of different layer stones may slightly change in some cases
if vein mass shifts between Z layers.
if vein mass shifts between Z layers.
@ -1826,33 +1829,86 @@ fortplan with the .csv file.
infiniteSky
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.
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:
Usage:
``infiniteSky n``
``infiniteSky n``
Raise the sky by n z-levels.
Raise the sky by n z-levels.
``infiniteSky enable/disable``
``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.
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.
..warning::
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.
.._plugins/liquids:
liquids
liquids
=======
=======
Allows adding magma, water and obsidian to the game. It replaces the normal
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
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
as long as dfhack runs. Intended for use in combination with the command
liquids-here (which can be bound to a hotkey).
``liquids-here`` (which can be bound to a hotkey).
For more information, refer to the command's internal help.
..note::
..note::
Spawning and deleting liquids can F up pathing data and
Spawning and deleting liquids can F up pathing data and
temperatures (creating heat traps). You've been warned.
temperatures (creating heat traps). You've been warned.
Settings will be remembered until you quit DF. You can call liquids-here to execute
the last configured action, which is useful in combination with keybindings.
Usage: point the DF cursor at a tile you want to modify and use the commands available :)
Commands
--------
Misc commands:
:q:quit
:help, ?:print this list of commands
:<empty line>:put liquid
Modes:
:m:switch to magma
:w:switch to water
:o:make obsidian wall instead
:of:make obsidian floors
:rs:make a river source
:f:flow bits only
:wclean:remove salt and stagnant flags from tiles
Set-Modes and flow properties (only for magma/water):
:s+:only add mode
:s.:set mode
:s-:only remove mode
:f+:make the spawned liquid flow
:f.:don't change flow state (read state in flow mode)
:f-:make the spawned liquid static
Permaflow (only for water):
:pf.:don't change permaflow state
:pf-:make the spawned liquid static
:pf[NS][EW]:make the spawned liquid permanently flow
:0-7:set liquid amount
Brush size and shape:
:p, point:Single tile
:r, range:Block with cursor at bottom north-west (any place, any size)
:block:DF map block with cursor in it (regular spaced 16x16x1 blocks)
:column:Column from cursor, up through free space
:flood:Flood-fill water tiles from cursor (only makes sense with wclean)
liquids-here
liquids-here
============
------------
Run the liquid spawner with the current/last settings made in liquids (if no
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).
settings in liquids were made it paints a point of 7/7 magma by default).
@ -1941,17 +1997,17 @@ up.
For more details, see the 'help' command while using this.
For more details, see the 'help' command while using this.
tiletypes-command
tiletypes-command
=================
-----------------
Runs tiletypes commands, separated by ;. This makes it possible to change
Runs tiletypes commands, separated by ;. This makes it possible to change
tiletypes modes from a hotkey or via dfhack-run.
tiletypes modes from a hotkey or via dfhack-run.
tiletypes-here
tiletypes-here
==============
--------------
Apply the current tiletypes options at the in-game cursor position, including
Apply the current tiletypes options at the in-game cursor position, including
the brush. Can be used from a hotkey.
the brush. Can be used from a hotkey.
tiletypes-here-point
tiletypes-here-point
====================
--------------------
Apply the current tiletypes options at the in-game cursor position to a single
Apply the current tiletypes options at the in-game cursor position to a single
tile. Can be used from a hotkey.
tile. Can be used from a hotkey.
@ -1973,20 +2029,13 @@ A tool for creating shrubs, growing, or getting rid of them.
Subcommands:
Subcommands:
:create:Create a new shrub/sapling.
:create:Creates a new sapling under the cursor. Takes a raw ID as argument
:grow:Make saplings grow into trees.
(e.g. TOWER_CAP). The cursor must be located on a dirt or grass floor tile.
:extirpate:Kills trees and shrubs, turning them into ashes instantly.
:grow:Turns saplings into trees; under the cursor if a sapling is selected,
or every sapling on the map if the cursor is hidden.
:extirpate:Kills the tree or shrub under the cursor, instantly turning them to ashes.
:immolate:Sets the plants on fire instead. The fires can and *will* spread ;)
: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:
For mass effects, use one of the additional options:
:shrubs:affect all shrubs on the map
:shrubs:affect all shrubs on the map
@ -2124,7 +2173,6 @@ These plugins, when activated via configuration UI or by detecting certain
structures in RAWs, modify the game engine behavior concerning the target
structures in RAWs, modify the game engine behavior concerning the target
objects to add features not otherwise present.
objects to add features not otherwise present.
.._plugins/siege-engine:
.._plugins/siege-engine:
Siege Engine
Siege Engine
@ -2143,8 +2191,8 @@ e.g. like making siegers bring their own, are something only Toady can do.
Configuration UI
Configuration UI
~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~
The configuration front-end to the plugin is implemented by the gui/siege-engine
The configuration front-end to the plugin is implemented by `scripts/gui/siege-engine`.
script. Bind it to a key (the example config uses Alt-A) and activate after selecting
Bind it to a key (the example config uses Alt-A) and activate after selecting
a siege engine in 'q' mode.
a siege engine in 'q' mode.
..image:: images/siege-engine.png
..image:: images/siege-engine.png
@ -2176,7 +2224,7 @@ Power Meter
The power-meter plugin implements a modified pressure plate that detects power being
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.
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
The configuration front-end is implemented by `scripts/gui/power-meter`. Bind it to a
key (the example config uses Ctrl-Shift-M) and activate after selecting Pressure Plate
key (the example config uses Ctrl-Shift-M) and activate after selecting Pressure Plate
in the build menu.
in the build menu.
@ -2291,8 +2339,6 @@ the ``clean items`` command.
The plugin is intended to give some use to all those poisons that can
The plugin is intended to give some use to all those poisons that can
be bought from caravans. :)
be bought from caravans. :)
To be really useful this needs patches from bug 808, ``tweak fix-dimensions``
To be really useful this needs patches from bug 808, `plugins/tweak`
and ``tweak advmode-contained``.
``fix-dimensions`` and `plugins/tweak```advmode-contained``.