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@ -417,140 +417,139 @@ access DF memory and allow for easier development of new tools.</p>
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<li><a class="reference internal" href="#fixdiplomats" id="id94">fixdiplomats</a></li>
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<li><a class="reference internal" href="#fixmerchants" id="id95">fixmerchants</a></li>
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<li><a class="reference internal" href="#fixveins" id="id96">fixveins</a></li>
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<li><a class="reference internal" href="#fixwagons" id="id97">fixwagons</a></li>
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<li><a class="reference internal" href="#flows" id="id98">flows</a></li>
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<li><a class="reference internal" href="#getplants" id="id99">getplants</a><ul>
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<li><a class="reference internal" href="#id16" id="id100">Options</a></li>
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<li><a class="reference internal" href="#flows" id="id97">flows</a></li>
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<li><a class="reference internal" href="#getplants" id="id98">getplants</a><ul>
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<li><a class="reference internal" href="#id16" id="id99">Options</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#tidlers" id="id101">tidlers</a></li>
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<li><a class="reference internal" href="#twaterlvl" id="id102">twaterlvl</a></li>
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<li><a class="reference internal" href="#job" id="id103">job</a></li>
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<li><a class="reference internal" href="#job-material" id="id104">job-material</a></li>
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<li><a class="reference internal" href="#job-duplicate" id="id105">job-duplicate</a></li>
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<li><a class="reference internal" href="#keybinding" id="id106">keybinding</a><ul>
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<li><a class="reference internal" href="#id17" id="id107">Options</a></li>
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<li><a class="reference internal" href="#tidlers" id="id100">tidlers</a></li>
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<li><a class="reference internal" href="#twaterlvl" id="id101">twaterlvl</a></li>
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<li><a class="reference internal" href="#job" id="id102">job</a></li>
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<li><a class="reference internal" href="#job-material" id="id103">job-material</a></li>
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<li><a class="reference internal" href="#job-duplicate" id="id104">job-duplicate</a></li>
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<li><a class="reference internal" href="#keybinding" id="id105">keybinding</a><ul>
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<li><a class="reference internal" href="#id17" id="id106">Options</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#liquids" id="id108">liquids</a></li>
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<li><a class="reference internal" href="#liquids-here" id="id109">liquids-here</a></li>
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<li><a class="reference internal" href="#mode" id="id110">mode</a></li>
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<li><a class="reference internal" href="#extirpate" id="id111">extirpate</a><ul>
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<li><a class="reference internal" href="#id18" id="id112">Options</a></li>
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<li><a class="reference internal" href="#liquids" id="id107">liquids</a></li>
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<li><a class="reference internal" href="#liquids-here" id="id108">liquids-here</a></li>
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<li><a class="reference internal" href="#mode" id="id109">mode</a></li>
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<li><a class="reference internal" href="#extirpate" id="id110">extirpate</a><ul>
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<li><a class="reference internal" href="#id18" id="id111">Options</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#grow" id="id113">grow</a></li>
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<li><a class="reference internal" href="#immolate" id="id114">immolate</a></li>
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<li><a class="reference internal" href="#probe" id="id115">probe</a></li>
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<li><a class="reference internal" href="#prospect" id="id116">prospect</a><ul>
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<li><a class="reference internal" href="#id19" id="id117">Options</a></li>
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<li><a class="reference internal" href="#pre-embark-estimate" id="id118">Pre-embark estimate</a></li>
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<li><a class="reference internal" href="#id20" id="id119">Options</a></li>
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<li><a class="reference internal" href="#grow" id="id112">grow</a></li>
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<li><a class="reference internal" href="#immolate" id="id113">immolate</a></li>
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<li><a class="reference internal" href="#probe" id="id114">probe</a></li>
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<li><a class="reference internal" href="#prospect" id="id115">prospect</a><ul>
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<li><a class="reference internal" href="#id19" id="id116">Options</a></li>
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<li><a class="reference internal" href="#pre-embark-estimate" id="id117">Pre-embark estimate</a></li>
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<li><a class="reference internal" href="#id20" id="id118">Options</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#regrass" id="id120">regrass</a></li>
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<li><a class="reference internal" href="#rename" id="id121">rename</a><ul>
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<li><a class="reference internal" href="#id21" id="id122">Options</a></li>
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<li><a class="reference internal" href="#regrass" id="id119">regrass</a></li>
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<li><a class="reference internal" href="#rename" id="id120">rename</a><ul>
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<li><a class="reference internal" href="#id21" id="id121">Options</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#reveal" id="id123">reveal</a></li>
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<li><a class="reference internal" href="#unreveal" id="id124">unreveal</a></li>
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<li><a class="reference internal" href="#revtoggle" id="id125">revtoggle</a></li>
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<li><a class="reference internal" href="#revflood" id="id126">revflood</a></li>
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<li><a class="reference internal" href="#revforget" id="id127">revforget</a></li>
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<li><a class="reference internal" href="#lair" id="id128">lair</a><ul>
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<li><a class="reference internal" href="#id22" id="id129">Options</a></li>
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<li><a class="reference internal" href="#reveal" id="id122">reveal</a></li>
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<li><a class="reference internal" href="#unreveal" id="id123">unreveal</a></li>
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<li><a class="reference internal" href="#revtoggle" id="id124">revtoggle</a></li>
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<li><a class="reference internal" href="#revflood" id="id125">revflood</a></li>
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<li><a class="reference internal" href="#revforget" id="id126">revforget</a></li>
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<li><a class="reference internal" href="#lair" id="id127">lair</a><ul>
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<li><a class="reference internal" href="#id22" id="id128">Options</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#seedwatch" id="id130">seedwatch</a></li>
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<li><a class="reference internal" href="#showmood" id="id131">showmood</a></li>
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<li><a class="reference internal" href="#copystock" id="id132">copystock</a></li>
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<li><a class="reference internal" href="#ssense-stonesense" id="id133">ssense / stonesense</a></li>
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<li><a class="reference internal" href="#tiletypes" id="id134">tiletypes</a></li>
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<li><a class="reference internal" href="#tiletypes-commands" id="id135">tiletypes-commands</a></li>
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<li><a class="reference internal" href="#tiletypes-here" id="id136">tiletypes-here</a></li>
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<li><a class="reference internal" href="#tiletypes-here-point" id="id137">tiletypes-here-point</a></li>
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<li><a class="reference internal" href="#tweak" id="id138">tweak</a><ul>
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<li><a class="reference internal" href="#id23" id="id139">Options</a></li>
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<li><a class="reference internal" href="#seedwatch" id="id129">seedwatch</a></li>
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<li><a class="reference internal" href="#showmood" id="id130">showmood</a></li>
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<li><a class="reference internal" href="#copystock" id="id131">copystock</a></li>
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<li><a class="reference internal" href="#ssense-stonesense" id="id132">ssense / stonesense</a></li>
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<li><a class="reference internal" href="#tiletypes" id="id133">tiletypes</a></li>
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<li><a class="reference internal" href="#tiletypes-commands" id="id134">tiletypes-commands</a></li>
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<li><a class="reference internal" href="#tiletypes-here" id="id135">tiletypes-here</a></li>
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<li><a class="reference internal" href="#tiletypes-here-point" id="id136">tiletypes-here-point</a></li>
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<li><a class="reference internal" href="#tweak" id="id137">tweak</a><ul>
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<li><a class="reference internal" href="#id23" id="id138">Options</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#tubefill" id="id140">tubefill</a></li>
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<li><a class="reference internal" href="#digv" id="id141">digv</a></li>
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<li><a class="reference internal" href="#digvx" id="id142">digvx</a></li>
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<li><a class="reference internal" href="#digl" id="id143">digl</a></li>
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<li><a class="reference internal" href="#diglx" id="id144">diglx</a></li>
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<li><a class="reference internal" href="#digexp" id="id145">digexp</a><ul>
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<li><a class="reference internal" href="#patterns" id="id146">Patterns:</a></li>
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<li><a class="reference internal" href="#filters" id="id147">Filters:</a></li>
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<li><a class="reference internal" href="#id24" id="id148">Examples:</a></li>
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<li><a class="reference internal" href="#tubefill" id="id139">tubefill</a></li>
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<li><a class="reference internal" href="#digv" id="id140">digv</a></li>
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<li><a class="reference internal" href="#digvx" id="id141">digvx</a></li>
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<li><a class="reference internal" href="#digl" id="id142">digl</a></li>
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<li><a class="reference internal" href="#diglx" id="id143">diglx</a></li>
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<li><a class="reference internal" href="#digexp" id="id144">digexp</a><ul>
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<li><a class="reference internal" href="#patterns" id="id145">Patterns:</a></li>
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<li><a class="reference internal" href="#filters" id="id146">Filters:</a></li>
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<li><a class="reference internal" href="#id24" id="id147">Examples:</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#digcircle" id="id149">digcircle</a><ul>
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<li><a class="reference internal" href="#shape" id="id150">Shape:</a></li>
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<li><a class="reference internal" href="#action" id="id151">Action:</a></li>
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<li><a class="reference internal" href="#designation-types" id="id152">Designation types:</a></li>
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<li><a class="reference internal" href="#id25" id="id153">Examples:</a></li>
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<li><a class="reference internal" href="#digcircle" id="id148">digcircle</a><ul>
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<li><a class="reference internal" href="#shape" id="id149">Shape:</a></li>
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<li><a class="reference internal" href="#action" id="id150">Action:</a></li>
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<li><a class="reference internal" href="#designation-types" id="id151">Designation types:</a></li>
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<li><a class="reference internal" href="#id25" id="id152">Examples:</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#weather" id="id154">weather</a><ul>
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<li><a class="reference internal" href="#id26" id="id155">Options:</a></li>
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<li><a class="reference internal" href="#weather" id="id153">weather</a><ul>
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<li><a class="reference internal" href="#id26" id="id154">Options:</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#workflow" id="id156">workflow</a><ul>
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<li><a class="reference internal" href="#id27" id="id157">Usage</a></li>
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<li><a class="reference internal" href="#function" id="id158">Function</a></li>
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<li><a class="reference internal" href="#constraint-examples" id="id159">Constraint examples</a></li>
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<li><a class="reference internal" href="#workflow" id="id155">workflow</a><ul>
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<li><a class="reference internal" href="#id27" id="id156">Usage</a></li>
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<li><a class="reference internal" href="#function" id="id157">Function</a></li>
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<li><a class="reference internal" href="#constraint-examples" id="id158">Constraint examples</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#mapexport" id="id160">mapexport</a></li>
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<li><a class="reference internal" href="#dwarfexport" id="id161">dwarfexport</a></li>
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<li><a class="reference internal" href="#zone" id="id162">zone</a><ul>
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<li><a class="reference internal" href="#id28" id="id163">Options:</a></li>
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<li><a class="reference internal" href="#id29" id="id164">Filters:</a></li>
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<li><a class="reference internal" href="#usage-with-single-units" id="id165">Usage with single units</a></li>
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<li><a class="reference internal" href="#usage-with-filters" id="id166">Usage with filters</a></li>
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<li><a class="reference internal" href="#mass-renaming" id="id167">Mass-renaming</a></li>
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<li><a class="reference internal" href="#cage-zones" id="id168">Cage zones</a></li>
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<li><a class="reference internal" href="#id30" id="id169">Examples</a></li>
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<li><a class="reference internal" href="#mapexport" id="id159">mapexport</a></li>
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<li><a class="reference internal" href="#dwarfexport" id="id160">dwarfexport</a></li>
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<li><a class="reference internal" href="#zone" id="id161">zone</a><ul>
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<li><a class="reference internal" href="#id28" id="id162">Options:</a></li>
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<li><a class="reference internal" href="#id29" id="id163">Filters:</a></li>
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<li><a class="reference internal" href="#usage-with-single-units" id="id164">Usage with single units</a></li>
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<li><a class="reference internal" href="#usage-with-filters" id="id165">Usage with filters</a></li>
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<li><a class="reference internal" href="#mass-renaming" id="id166">Mass-renaming</a></li>
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<li><a class="reference internal" href="#cage-zones" id="id167">Cage zones</a></li>
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<li><a class="reference internal" href="#id30" id="id168">Examples</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#autonestbox" id="id170">autonestbox</a><ul>
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<li><a class="reference internal" href="#id31" id="id171">Options:</a></li>
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<li><a class="reference internal" href="#autonestbox" id="id169">autonestbox</a><ul>
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<li><a class="reference internal" href="#id31" id="id170">Options:</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#autobutcher" id="id172">autobutcher</a><ul>
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<li><a class="reference internal" href="#id32" id="id173">Options:</a></li>
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<li><a class="reference internal" href="#id33" id="id174">Examples:</a></li>
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<li><a class="reference internal" href="#note" id="id175">Note:</a></li>
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<li><a class="reference internal" href="#autobutcher" id="id171">autobutcher</a><ul>
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<li><a class="reference internal" href="#id32" id="id172">Options:</a></li>
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<li><a class="reference internal" href="#id33" id="id173">Examples:</a></li>
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<li><a class="reference internal" href="#note" id="id174">Note:</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#autolabor" id="id176">autolabor</a></li>
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<li><a class="reference internal" href="#growcrops" id="id177">growcrops</a></li>
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<li><a class="reference internal" href="#removebadthoughts" id="id178">removebadthoughts</a></li>
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<li><a class="reference internal" href="#slayrace" id="id179">slayrace</a></li>
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<li><a class="reference internal" href="#magmasource" id="id180">magmasource</a></li>
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<li><a class="reference internal" href="#autolabor" id="id175">autolabor</a></li>
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<li><a class="reference internal" href="#growcrops" id="id176">growcrops</a></li>
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<li><a class="reference internal" href="#removebadthoughts" id="id177">removebadthoughts</a></li>
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<li><a class="reference internal" href="#slayrace" id="id178">slayrace</a></li>
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<li><a class="reference internal" href="#magmasource" id="id179">magmasource</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#in-game-interface-tools" id="id181">In-game interface tools</a><ul>
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<li><a class="reference internal" href="#dwarf-manipulator" id="id182">Dwarf Manipulator</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#id34" id="id183">Liquids</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#mechanisms" id="id184">Mechanisms</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#power-meter" id="id185">Power Meter</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#id35" id="id186">Rename</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#room-list" id="id187">Room List</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#siege-engine" id="id188">Siege Engine</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#in-game-interface-tools" id="id180">In-game interface tools</a><ul>
|
|
|
|
|
<li><a class="reference internal" href="#dwarf-manipulator" id="id181">Dwarf Manipulator</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#id34" id="id182">Liquids</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#mechanisms" id="id183">Mechanisms</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#power-meter" id="id184">Power Meter</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#id35" id="id185">Rename</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#room-list" id="id186">Room List</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#siege-engine" id="id187">Siege Engine</a></li>
|
|
|
|
|
</ul>
|
|
|
|
|
</li>
|
|
|
|
|
<li><a class="reference internal" href="#raw-hacks" id="id189">RAW hacks</a><ul>
|
|
|
|
|
<li><a class="reference internal" href="#steam-engine" id="id190">Steam Engine</a><ul>
|
|
|
|
|
<li><a class="reference internal" href="#rationale" id="id191">Rationale</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#construction" id="id192">Construction</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#operation" id="id193">Operation</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#explosions" id="id194">Explosions</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#save-files" id="id195">Save files</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#raw-hacks" id="id188">RAW hacks</a><ul>
|
|
|
|
|
<li><a class="reference internal" href="#steam-engine" id="id189">Steam Engine</a><ul>
|
|
|
|
|
<li><a class="reference internal" href="#rationale" id="id190">Rationale</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#construction" id="id191">Construction</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#operation" id="id192">Operation</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#explosions" id="id193">Explosions</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#save-files" id="id194">Save files</a></li>
|
|
|
|
|
</ul>
|
|
|
|
|
</li>
|
|
|
|
|
<li><a class="reference internal" href="#add-spatter" id="id196">Add Spatter</a></li>
|
|
|
|
|
<li><a class="reference internal" href="#add-spatter" id="id195">Add Spatter</a></li>
|
|
|
|
|
</ul>
|
|
|
|
|
</li>
|
|
|
|
|
</ul>
|
|
|
|
@ -754,7 +753,8 @@ You did save your game, right?</li>
|
|
|
|
|
<div class="section" id="changevein">
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|
|
|
|
<h2><a class="toc-backref" href="#id51">changevein</a></h2>
|
|
|
|
|
<p>Changes material of the vein under cursor to the specified inorganic RAW
|
|
|
|
|
material.</p>
|
|
|
|
|
material. Only affects tiles within the current 16x16 block - for veins and
|
|
|
|
|
large clusters, you will need to use this command multiple times.</p>
|
|
|
|
|
<div class="section" id="example">
|
|
|
|
|
<h3><a class="toc-backref" href="#id52">Example:</a></h3>
|
|
|
|
|
<dl class="docutils">
|
|
|
|
@ -1225,25 +1225,19 @@ and earlier) in case you haven't already modified your raws accordingly.</p>
|
|
|
|
|
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.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="fixwagons">
|
|
|
|
|
<h2><a class="toc-backref" href="#id97">fixwagons</a></h2>
|
|
|
|
|
<p>Due to a bug in all releases of version 0.31, merchants no longer bring wagons
|
|
|
|
|
with their caravans. This command re-enables them for all appropriate
|
|
|
|
|
civilizations.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="flows">
|
|
|
|
|
<h2><a class="toc-backref" href="#id98">flows</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id97">flows</a></h2>
|
|
|
|
|
<p>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.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="getplants">
|
|
|
|
|
<h2><a class="toc-backref" href="#id99">getplants</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id98">getplants</a></h2>
|
|
|
|
|
<p>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
|
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|
|
|
by spaces.</p>
|
|
|
|
|
<div class="section" id="id16">
|
|
|
|
|
<h3><a class="toc-backref" href="#id100">Options</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id99">Options</a></h3>
|
|
|
|
|
<table class="docutils field-list" frame="void" rules="none">
|
|
|
|
|
<col class="field-name" />
|
|
|
|
|
<col class="field-body" />
|
|
|
|
@ -1264,15 +1258,15 @@ all valid plant IDs will be listed.</p>
|
|
|
|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="tidlers">
|
|
|
|
|
<h2><a class="toc-backref" href="#id101">tidlers</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id100">tidlers</a></h2>
|
|
|
|
|
<p>Toggle between all possible positions where the idlers count can be placed.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="twaterlvl">
|
|
|
|
|
<h2><a class="toc-backref" href="#id102">twaterlvl</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id101">twaterlvl</a></h2>
|
|
|
|
|
<p>Toggle between displaying/not displaying liquid depth as numbers.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="job">
|
|
|
|
|
<h2><a class="toc-backref" href="#id103">job</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id102">job</a></h2>
|
|
|
|
|
<p>Command for general job query and manipulation.</p>
|
|
|
|
|
<dl class="docutils">
|
|
|
|
|
<dt>Options:</dt>
|
|
|
|
@ -1289,7 +1283,7 @@ the job item.</li>
|
|
|
|
|
</dl>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="job-material">
|
|
|
|
|
<h2><a class="toc-backref" href="#id104">job-material</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id103">job-material</a></h2>
|
|
|
|
|
<p>Alter the material of the selected job.</p>
|
|
|
|
|
<p>Invoked as: job-material <inorganic-token></p>
|
|
|
|
|
<dl class="docutils">
|
|
|
|
@ -1305,7 +1299,7 @@ over the first available choice with the matching material.</li>
|
|
|
|
|
</dl>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="job-duplicate">
|
|
|
|
|
<h2><a class="toc-backref" href="#id105">job-duplicate</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id104">job-duplicate</a></h2>
|
|
|
|
|
<dl class="docutils">
|
|
|
|
|
<dt>Duplicate the selected job in a workshop:</dt>
|
|
|
|
|
<dd><ul class="first last simple">
|
|
|
|
@ -1316,11 +1310,11 @@ instantly duplicates the job.</li>
|
|
|
|
|
</dl>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="keybinding">
|
|
|
|
|
<h2><a class="toc-backref" href="#id106">keybinding</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id105">keybinding</a></h2>
|
|
|
|
|
<p>Manages DFHack keybindings.</p>
|
|
|
|
|
<p>Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z.</p>
|
|
|
|
|
<div class="section" id="id17">
|
|
|
|
|
<h3><a class="toc-backref" href="#id107">Options</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id106">Options</a></h3>
|
|
|
|
|
<table class="docutils field-list" frame="void" rules="none">
|
|
|
|
|
<col class="field-name" />
|
|
|
|
|
<col class="field-body" />
|
|
|
|
@ -1348,7 +1342,7 @@ as a hotkey are always considered applicable.</p>
|
|
|
|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="liquids">
|
|
|
|
|
<h2><a class="toc-backref" href="#id108">liquids</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id107">liquids</a></h2>
|
|
|
|
|
<p>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
|
|
|
|
@ -1361,13 +1355,13 @@ temperatures (creating heat traps). You've been warned.</p>
|
|
|
|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="liquids-here">
|
|
|
|
|
<h2><a class="toc-backref" href="#id109">liquids-here</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id108">liquids-here</a></h2>
|
|
|
|
|
<p>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).</p>
|
|
|
|
|
<p>Intended to be used as keybinding. Requires an active in-game cursor.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="mode">
|
|
|
|
|
<h2><a class="toc-backref" href="#id110">mode</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id109">mode</a></h2>
|
|
|
|
|
<p>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.</p>
|
|
|
|
@ -1386,11 +1380,11 @@ You just created a returnable mountain home and gained an adventurer.</p>
|
|
|
|
|
<p>I take no responsibility of anything that happens as a result of using this tool</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="extirpate">
|
|
|
|
|
<h2><a class="toc-backref" href="#id111">extirpate</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id110">extirpate</a></h2>
|
|
|
|
|
<p>A tool for getting rid of trees and shrubs. By default, it only kills
|
|
|
|
|
a tree/shrub under the cursor. The plants are turned into ashes instantly.</p>
|
|
|
|
|
<div class="section" id="id18">
|
|
|
|
|
<h3><a class="toc-backref" href="#id112">Options</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id111">Options</a></h3>
|
|
|
|
|
<table class="docutils field-list" frame="void" rules="none">
|
|
|
|
|
<col class="field-name" />
|
|
|
|
|
<col class="field-body" />
|
|
|
|
@ -1406,24 +1400,24 @@ a tree/shrub under the cursor. The plants are turned into ashes instantly.</p>
|
|
|
|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="grow">
|
|
|
|
|
<h2><a class="toc-backref" href="#id113">grow</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id112">grow</a></h2>
|
|
|
|
|
<p>Makes all saplings present on the map grow into trees (almost) instantly.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="immolate">
|
|
|
|
|
<h2><a class="toc-backref" href="#id114">immolate</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id113">immolate</a></h2>
|
|
|
|
|
<p>Very similar to extirpate, but additionally sets the plants on fire. The fires
|
|
|
|
|
can and <em>will</em> spread ;)</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="probe">
|
|
|
|
|
<h2><a class="toc-backref" href="#id115">probe</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id114">probe</a></h2>
|
|
|
|
|
<p>Can be used to determine tile properties like temperature.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="prospect">
|
|
|
|
|
<h2><a class="toc-backref" href="#id116">prospect</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id115">prospect</a></h2>
|
|
|
|
|
<p>Prints a big list of all the present minerals and plants. By default, only
|
|
|
|
|
the visible part of the map is scanned.</p>
|
|
|
|
|
<div class="section" id="id19">
|
|
|
|
|
<h3><a class="toc-backref" href="#id117">Options</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id116">Options</a></h3>
|
|
|
|
|
<table class="docutils field-list" frame="void" rules="none">
|
|
|
|
|
<col class="field-name" />
|
|
|
|
|
<col class="field-body" />
|
|
|
|
@ -1438,14 +1432,14 @@ the visible part of the map is scanned.</p>
|
|
|
|
|
</table>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="pre-embark-estimate">
|
|
|
|
|
<h3><a class="toc-backref" href="#id118">Pre-embark estimate</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id117">Pre-embark estimate</a></h3>
|
|
|
|
|
<p>If called during the embark selection screen, displays an estimate of layer
|
|
|
|
|
stone availability. If the 'all' option is specified, also estimates veins.
|
|
|
|
|
The estimate is computed either for 1 embark tile of the blinking biome, or
|
|
|
|
|
for all tiles of the embark rectangle.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="id20">
|
|
|
|
|
<h3><a class="toc-backref" href="#id119">Options</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id118">Options</a></h3>
|
|
|
|
|
<table class="docutils field-list" frame="void" rules="none">
|
|
|
|
|
<col class="field-name" />
|
|
|
|
|
<col class="field-body" />
|
|
|
|
@ -1457,14 +1451,14 @@ for all tiles of the embark rectangle.</p>
|
|
|
|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="regrass">
|
|
|
|
|
<h2><a class="toc-backref" href="#id120">regrass</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id119">regrass</a></h2>
|
|
|
|
|
<p>Regrows grass. Not much to it ;)</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="rename">
|
|
|
|
|
<h2><a class="toc-backref" href="#id121">rename</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id120">rename</a></h2>
|
|
|
|
|
<p>Allows renaming various things.</p>
|
|
|
|
|
<div class="section" id="id21">
|
|
|
|
|
<h3><a class="toc-backref" href="#id122">Options</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id121">Options</a></h3>
|
|
|
|
|
<table class="docutils field-list" frame="void" rules="none">
|
|
|
|
|
<col class="field-name" />
|
|
|
|
|
<col class="field-body" />
|
|
|
|
@ -1493,7 +1487,7 @@ The building must be one of stockpile, workshop, furnace, trap or siege engine.<
|
|
|
|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="reveal">
|
|
|
|
|
<h2><a class="toc-backref" href="#id123">reveal</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id122">reveal</a></h2>
|
|
|
|
|
<p>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
|
|
|
|
@ -1502,33 +1496,33 @@ to unpause with hell revealed, use 'reveal demons'.</p>
|
|
|
|
|
you move. When you use it this way, you don't need to run 'unreveal'.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="unreveal">
|
|
|
|
|
<h2><a class="toc-backref" href="#id124">unreveal</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id123">unreveal</a></h2>
|
|
|
|
|
<p>Reverts the effects of 'reveal'.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="revtoggle">
|
|
|
|
|
<h2><a class="toc-backref" href="#id125">revtoggle</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id124">revtoggle</a></h2>
|
|
|
|
|
<p>Switches between 'reveal' and 'unreveal'.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="revflood">
|
|
|
|
|
<h2><a class="toc-backref" href="#id126">revflood</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id125">revflood</a></h2>
|
|
|
|
|
<p>This command will hide the whole map and then reveal all the tiles that have
|
|
|
|
|
a path to the in-game cursor.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="revforget">
|
|
|
|
|
<h2><a class="toc-backref" href="#id127">revforget</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id126">revforget</a></h2>
|
|
|
|
|
<p>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.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="lair">
|
|
|
|
|
<h2><a class="toc-backref" href="#id128">lair</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id127">lair</a></h2>
|
|
|
|
|
<p>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.</p>
|
|
|
|
|
<p>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'.</p>
|
|
|
|
|
<div class="section" id="id22">
|
|
|
|
|
<h3><a class="toc-backref" href="#id129">Options</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id128">Options</a></h3>
|
|
|
|
|
<table class="docutils field-list" frame="void" rules="none">
|
|
|
|
|
<col class="field-name" />
|
|
|
|
|
<col class="field-body" />
|
|
|
|
@ -1542,23 +1536,23 @@ won't be able to restore state of real monster lairs using 'lair reset'.</p>
|
|
|
|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="seedwatch">
|
|
|
|
|
<h2><a class="toc-backref" href="#id130">seedwatch</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id129">seedwatch</a></h2>
|
|
|
|
|
<p>Tool for turning cooking of seeds and plants on/off depending on how much you
|
|
|
|
|
have of them.</p>
|
|
|
|
|
<p>See 'seedwatch help' for detailed description.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="showmood">
|
|
|
|
|
<h2><a class="toc-backref" href="#id131">showmood</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id130">showmood</a></h2>
|
|
|
|
|
<p>Shows all items needed for the currently active strange mood.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="copystock">
|
|
|
|
|
<h2><a class="toc-backref" href="#id132">copystock</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id131">copystock</a></h2>
|
|
|
|
|
<p>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.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="ssense-stonesense">
|
|
|
|
|
<h2><a class="toc-backref" href="#id133">ssense / stonesense</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id132">ssense / stonesense</a></h2>
|
|
|
|
|
<p>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).</p>
|
|
|
|
@ -1571,7 +1565,7 @@ thread: <a class="reference external" href="http://www.bay12forums.com/smf/index
|
|
|
|
|
<a class="reference external" href="http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository">http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository</a></p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="tiletypes">
|
|
|
|
|
<h2><a class="toc-backref" href="#id134">tiletypes</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id133">tiletypes</a></h2>
|
|
|
|
|
<p>Can be used for painting map tiles and is an interactive command, much like
|
|
|
|
|
liquids.</p>
|
|
|
|
|
<p>The tool works with two set of options and a brush. The brush determines which
|
|
|
|
@ -1632,25 +1626,25 @@ up.</p>
|
|
|
|
|
<p>For more details, see the 'help' command while using this.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="tiletypes-commands">
|
|
|
|
|
<h2><a class="toc-backref" href="#id135">tiletypes-commands</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id134">tiletypes-commands</a></h2>
|
|
|
|
|
<p>Runs tiletypes commands, separated by ;. This makes it possible to change
|
|
|
|
|
tiletypes modes from a hotkey.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="tiletypes-here">
|
|
|
|
|
<h2><a class="toc-backref" href="#id136">tiletypes-here</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id135">tiletypes-here</a></h2>
|
|
|
|
|
<p>Apply the current tiletypes options at the in-game cursor position, including
|
|
|
|
|
the brush. Can be used from a hotkey.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="tiletypes-here-point">
|
|
|
|
|
<h2><a class="toc-backref" href="#id137">tiletypes-here-point</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id136">tiletypes-here-point</a></h2>
|
|
|
|
|
<p>Apply the current tiletypes options at the in-game cursor position to a single
|
|
|
|
|
tile. Can be used from a hotkey.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="tweak">
|
|
|
|
|
<h2><a class="toc-backref" href="#id138">tweak</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id137">tweak</a></h2>
|
|
|
|
|
<p>Contains various tweaks for minor bugs (currently just one).</p>
|
|
|
|
|
<div class="section" id="id23">
|
|
|
|
|
<h3><a class="toc-backref" href="#id139">Options</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id138">Options</a></h3>
|
|
|
|
|
<table class="docutils field-list" frame="void" rules="none">
|
|
|
|
|
<col class="field-name" />
|
|
|
|
|
<col class="field-body" />
|
|
|
|
@ -1717,22 +1711,22 @@ reagents.</td>
|
|
|
|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="tubefill">
|
|
|
|
|
<h2><a class="toc-backref" href="#id140">tubefill</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id139">tubefill</a></h2>
|
|
|
|
|
<p>Fills all the adamantine veins again. Veins that were empty will be filled in
|
|
|
|
|
too, but might still trigger a demon invasion (this is a known bug).</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="digv">
|
|
|
|
|
<h2><a class="toc-backref" href="#id141">digv</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id140">digv</a></h2>
|
|
|
|
|
<p>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).</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="digvx">
|
|
|
|
|
<h2><a class="toc-backref" href="#id142">digvx</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id141">digvx</a></h2>
|
|
|
|
|
<p>A permanent alias for 'digv x'.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="digl">
|
|
|
|
|
<h2><a class="toc-backref" href="#id143">digl</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id142">digl</a></h2>
|
|
|
|
|
<p>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
|
|
|
|
@ -1740,16 +1734,16 @@ 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).</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="diglx">
|
|
|
|
|
<h2><a class="toc-backref" href="#id144">diglx</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id143">diglx</a></h2>
|
|
|
|
|
<p>A permanent alias for 'digl x'.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="digexp">
|
|
|
|
|
<h2><a class="toc-backref" href="#id145">digexp</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id144">digexp</a></h2>
|
|
|
|
|
<p>This command can be used for exploratory mining.</p>
|
|
|
|
|
<p>See: <a class="reference external" href="http://df.magmawiki.com/index.php/DF2010:Exploratory_mining">http://df.magmawiki.com/index.php/DF2010:Exploratory_mining</a></p>
|
|
|
|
|
<p>There are two variables that can be set: pattern and filter.</p>
|
|
|
|
|
<div class="section" id="patterns">
|
|
|
|
|
<h3><a class="toc-backref" href="#id146">Patterns:</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id145">Patterns:</a></h3>
|
|
|
|
|
<table class="docutils field-list" frame="void" rules="none">
|
|
|
|
|
<col class="field-name" />
|
|
|
|
|
<col class="field-body" />
|
|
|
|
@ -1770,7 +1764,7 @@ z-level deep layer was not such a good idea after all).</p>
|
|
|
|
|
</table>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="filters">
|
|
|
|
|
<h3><a class="toc-backref" href="#id147">Filters:</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id146">Filters:</a></h3>
|
|
|
|
|
<table class="docutils field-list" frame="void" rules="none">
|
|
|
|
|
<col class="field-name" />
|
|
|
|
|
<col class="field-body" />
|
|
|
|
@ -1786,7 +1780,7 @@ z-level deep layer was not such a good idea after all).</p>
|
|
|
|
|
<p>After you have a pattern set, you can use 'expdig' to apply it again.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="id24">
|
|
|
|
|
<h3><a class="toc-backref" href="#id148">Examples:</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id147">Examples:</a></h3>
|
|
|
|
|
<dl class="docutils">
|
|
|
|
|
<dt>designate the diagonal 5 patter over all hidden tiles:</dt>
|
|
|
|
|
<dd><ul class="first last simple">
|
|
|
|
@ -1807,11 +1801,11 @@ z-level deep layer was not such a good idea after all).</p>
|
|
|
|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="digcircle">
|
|
|
|
|
<h2><a class="toc-backref" href="#id149">digcircle</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id148">digcircle</a></h2>
|
|
|
|
|
<p>A command for easy designation of filled and hollow circles.
|
|
|
|
|
It has several types of options.</p>
|
|
|
|
|
<div class="section" id="shape">
|
|
|
|
|
<h3><a class="toc-backref" href="#id150">Shape:</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id149">Shape:</a></h3>
|
|
|
|
|
<table class="docutils field-list" frame="void" rules="none">
|
|
|
|
|
<col class="field-name" />
|
|
|
|
|
<col class="field-body" />
|
|
|
|
@ -1826,7 +1820,7 @@ It has several types of options.</p>
|
|
|
|
|
</table>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="action">
|
|
|
|
|
<h3><a class="toc-backref" href="#id151">Action:</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id150">Action:</a></h3>
|
|
|
|
|
<table class="docutils field-list" frame="void" rules="none">
|
|
|
|
|
<col class="field-name" />
|
|
|
|
|
<col class="field-body" />
|
|
|
|
@ -1841,7 +1835,7 @@ It has several types of options.</p>
|
|
|
|
|
</table>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="designation-types">
|
|
|
|
|
<h3><a class="toc-backref" href="#id152">Designation types:</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id151">Designation types:</a></h3>
|
|
|
|
|
<table class="docutils field-list" frame="void" rules="none">
|
|
|
|
|
<col class="field-name" />
|
|
|
|
|
<col class="field-body" />
|
|
|
|
@ -1864,7 +1858,7 @@ It has several types of options.</p>
|
|
|
|
|
repeats with the last selected parameters.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="id25">
|
|
|
|
|
<h3><a class="toc-backref" href="#id153">Examples:</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id152">Examples:</a></h3>
|
|
|
|
|
<ul class="simple">
|
|
|
|
|
<li>'digcircle filled 3' = Dig a filled circle with radius = 3.</li>
|
|
|
|
|
<li>'digcircle' = Do it again.</li>
|
|
|
|
@ -1872,11 +1866,11 @@ repeats with the last selected parameters.</p>
|
|
|
|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="weather">
|
|
|
|
|
<h2><a class="toc-backref" href="#id154">weather</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id153">weather</a></h2>
|
|
|
|
|
<p>Prints the current weather map by default.</p>
|
|
|
|
|
<p>Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'.</p>
|
|
|
|
|
<div class="section" id="id26">
|
|
|
|
|
<h3><a class="toc-backref" href="#id155">Options:</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id154">Options:</a></h3>
|
|
|
|
|
<table class="docutils field-list" frame="void" rules="none">
|
|
|
|
|
<col class="field-name" />
|
|
|
|
|
<col class="field-body" />
|
|
|
|
@ -1892,10 +1886,10 @@ repeats with the last selected parameters.</p>
|
|
|
|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="workflow">
|
|
|
|
|
<h2><a class="toc-backref" href="#id156">workflow</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id155">workflow</a></h2>
|
|
|
|
|
<p>Manage control of repeat jobs.</p>
|
|
|
|
|
<div class="section" id="id27">
|
|
|
|
|
<h3><a class="toc-backref" href="#id157">Usage</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id156">Usage</a></h3>
|
|
|
|
|
<dl class="docutils">
|
|
|
|
|
<dt><tt class="docutils literal">workflow enable <span class="pre">[option...],</span> workflow disable <span class="pre">[option...]</span></tt></dt>
|
|
|
|
|
<dd><p class="first">If no options are specified, enables or disables the plugin.
|
|
|
|
@ -1916,7 +1910,7 @@ Otherwise, enables or disables any of the following options:</p>
|
|
|
|
|
</dl>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="function">
|
|
|
|
|
<h3><a class="toc-backref" href="#id158">Function</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id157">Function</a></h3>
|
|
|
|
|
<p>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.</p>
|
|
|
|
@ -1927,7 +1921,7 @@ the amount has to drop before jobs are resumed; this is intended to reduce
|
|
|
|
|
the frequency of jobs being toggled.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="constraint-examples">
|
|
|
|
|
<h3><a class="toc-backref" href="#id159">Constraint examples</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id158">Constraint examples</a></h3>
|
|
|
|
|
<p>Keep metal bolts within 900-1000, and wood/bone within 150-200.</p>
|
|
|
|
|
<pre class="literal-block">
|
|
|
|
|
workflow amount AMMO:ITEM_AMMO_BOLTS/METAL 1000 100
|
|
|
|
@ -1965,19 +1959,19 @@ command.
|
|
|
|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="mapexport">
|
|
|
|
|
<h2><a class="toc-backref" href="#id160">mapexport</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id159">mapexport</a></h2>
|
|
|
|
|
<p>Export the current loaded map as a file. This will be eventually usable
|
|
|
|
|
with visualizers.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="dwarfexport">
|
|
|
|
|
<h2><a class="toc-backref" href="#id161">dwarfexport</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id160">dwarfexport</a></h2>
|
|
|
|
|
<p>Export dwarves to RuneSmith-compatible XML.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="zone">
|
|
|
|
|
<h2><a class="toc-backref" href="#id162">zone</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id161">zone</a></h2>
|
|
|
|
|
<p>Helps a bit with managing activity zones (pens, pastures and pits) and cages.</p>
|
|
|
|
|
<div class="section" id="id28">
|
|
|
|
|
<h3><a class="toc-backref" href="#id163">Options:</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id162">Options:</a></h3>
|
|
|
|
|
<table class="docutils field-list" frame="void" rules="none">
|
|
|
|
|
<col class="field-name" />
|
|
|
|
|
<col class="field-body" />
|
|
|
|
@ -2016,7 +2010,7 @@ the cursor are listed.</td>
|
|
|
|
|
</table>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="id29">
|
|
|
|
|
<h3><a class="toc-backref" href="#id164">Filters:</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id163">Filters:</a></h3>
|
|
|
|
|
<table class="docutils field-list" frame="void" rules="none">
|
|
|
|
|
<col class="field-name" />
|
|
|
|
|
<col class="field-body" />
|
|
|
|
@ -2073,7 +2067,7 @@ for war/hunt). Negatable.</td>
|
|
|
|
|
</table>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="usage-with-single-units">
|
|
|
|
|
<h3><a class="toc-backref" href="#id165">Usage with single units</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id164">Usage with single units</a></h3>
|
|
|
|
|
<p>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
|
|
|
|
@ -2082,7 +2076,7 @@ and use 'zone assign' to assign them to their new home. Allows pitting your
|
|
|
|
|
own dwarves, by the way.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="usage-with-filters">
|
|
|
|
|
<h3><a class="toc-backref" href="#id166">Usage with filters</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id165">Usage with filters</a></h3>
|
|
|
|
|
<p>All filters can be used together with the 'assign' command.</p>
|
|
|
|
|
<p>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.
|
|
|
|
@ -2100,14 +2094,14 @@ are not properly added to your own stocks; slaughtering them should work).</p>
|
|
|
|
|
<p>Most filters can be negated (e.g. 'not grazer' -> race is not a grazer).</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="mass-renaming">
|
|
|
|
|
<h3><a class="toc-backref" href="#id167">Mass-renaming</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id166">Mass-renaming</a></h3>
|
|
|
|
|
<p>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.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="cage-zones">
|
|
|
|
|
<h3><a class="toc-backref" href="#id168">Cage zones</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id167">Cage zones</a></h3>
|
|
|
|
|
<p>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
|
|
|
|
@ -2118,7 +2112,7 @@ would make no sense, but can be used together with 'nick' or 'remnick' and all
|
|
|
|
|
the usual filters.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="id30">
|
|
|
|
|
<h3><a class="toc-backref" href="#id169">Examples</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id168">Examples</a></h3>
|
|
|
|
|
<dl class="docutils">
|
|
|
|
|
<dt><tt class="docutils literal">zone assign all own ALPACA minage 3 maxage 10</tt></dt>
|
|
|
|
|
<dd>Assign all own alpacas who are between 3 and 10 years old to the selected
|
|
|
|
@ -2144,7 +2138,7 @@ on the current default zone.</dd>
|
|
|
|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="autonestbox">
|
|
|
|
|
<h2><a class="toc-backref" href="#id170">autonestbox</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id169">autonestbox</a></h2>
|
|
|
|
|
<p>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
|
|
|
|
@ -2155,7 +2149,7 @@ 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.</p>
|
|
|
|
|
<div class="section" id="id31">
|
|
|
|
|
<h3><a class="toc-backref" href="#id171">Options:</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id170">Options:</a></h3>
|
|
|
|
|
<table class="docutils field-list" frame="void" rules="none">
|
|
|
|
|
<col class="field-name" />
|
|
|
|
|
<col class="field-body" />
|
|
|
|
@ -2173,7 +2167,7 @@ frames between runs.</td>
|
|
|
|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="autobutcher">
|
|
|
|
|
<h2><a class="toc-backref" href="#id172">autobutcher</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id171">autobutcher</a></h2>
|
|
|
|
|
<p>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.</p>
|
|
|
|
|
<p>Named units will be completely ignored (to protect specific animals from
|
|
|
|
@ -2187,7 +2181,7 @@ Once you have too much kids, the youngest will be butchered first.
|
|
|
|
|
If you don't set any target count the following default will be used:
|
|
|
|
|
1 male kid, 5 female kids, 1 male adult, 5 female adults.</p>
|
|
|
|
|
<div class="section" id="id32">
|
|
|
|
|
<h3><a class="toc-backref" href="#id173">Options:</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id172">Options:</a></h3>
|
|
|
|
|
<table class="docutils field-list" frame="void" rules="none">
|
|
|
|
|
<col class="field-name" />
|
|
|
|
|
<col class="field-body" />
|
|
|
|
@ -2240,7 +2234,7 @@ for future entries.</td>
|
|
|
|
|
</table>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="id33">
|
|
|
|
|
<h3><a class="toc-backref" href="#id174">Examples:</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id173">Examples:</a></h3>
|
|
|
|
|
<p>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
|
|
|
|
@ -2271,7 +2265,7 @@ autobutcher unwatch ALPACA CAT
|
|
|
|
|
</pre>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="note">
|
|
|
|
|
<h3><a class="toc-backref" href="#id175">Note:</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id174">Note:</a></h3>
|
|
|
|
|
<p>Settings and watchlist are stored in the savegame, so that you can have
|
|
|
|
|
different settings for each world. If you want to copy your watchlist to
|
|
|
|
|
another savegame you can use the command list_export:</p>
|
|
|
|
@ -2285,7 +2279,7 @@ autobutcher.bat
|
|
|
|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="autolabor">
|
|
|
|
|
<h2><a class="toc-backref" href="#id176">autolabor</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id175">autolabor</a></h2>
|
|
|
|
|
<p>Automatically manage dwarf labors.</p>
|
|
|
|
|
<p>When enabled, autolabor periodically checks your dwarves and enables or
|
|
|
|
|
disables labors. It tries to keep as many dwarves as possible busy but
|
|
|
|
@ -2298,7 +2292,7 @@ while it is enabled.</p>
|
|
|
|
|
<p>For detailed usage information, see 'help autolabor'.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="growcrops">
|
|
|
|
|
<h2><a class="toc-backref" href="#id177">growcrops</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id176">growcrops</a></h2>
|
|
|
|
|
<p>Instantly grow seeds inside farming plots.</p>
|
|
|
|
|
<p>With no argument, this command list the various seed types currently in
|
|
|
|
|
use in your farming plots.
|
|
|
|
@ -2310,7 +2304,7 @@ growcrops plump 40
|
|
|
|
|
</pre>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="removebadthoughts">
|
|
|
|
|
<h2><a class="toc-backref" href="#id178">removebadthoughts</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id177">removebadthoughts</a></h2>
|
|
|
|
|
<p>This script remove negative thoughts from your dwarves. Very useful against
|
|
|
|
|
tantrum spirals.</p>
|
|
|
|
|
<p>With a selected unit in 'v' mode, will clear this unit's mind, otherwise
|
|
|
|
@ -2323,7 +2317,7 @@ you unpause.</p>
|
|
|
|
|
it removed.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="slayrace">
|
|
|
|
|
<h2><a class="toc-backref" href="#id179">slayrace</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id178">slayrace</a></h2>
|
|
|
|
|
<p>Kills any unit of a given race.</p>
|
|
|
|
|
<p>With no argument, lists the available races.</p>
|
|
|
|
|
<p>With the special argument 'him', targets only the selected creature.</p>
|
|
|
|
@ -2349,7 +2343,7 @@ slayrace elve magma
|
|
|
|
|
</pre>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="magmasource">
|
|
|
|
|
<h2><a class="toc-backref" href="#id180">magmasource</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id179">magmasource</a></h2>
|
|
|
|
|
<p>Create an infinite magma source on a tile.</p>
|
|
|
|
|
<p>This script registers a map tile as a magma source, and every 12 game ticks
|
|
|
|
|
that tile receives 1 new unit of flowing magma.</p>
|
|
|
|
@ -2365,22 +2359,50 @@ To remove all placed sources, call <tt class="docutils literal">magmasource stop
|
|
|
|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="in-game-interface-tools">
|
|
|
|
|
<h1><a class="toc-backref" href="#id181">In-game interface tools</a></h1>
|
|
|
|
|
<h1><a class="toc-backref" href="#id180">In-game interface tools</a></h1>
|
|
|
|
|
<p>These tools work by displaying dialogs or overlays in the game window, and
|
|
|
|
|
are mostly implemented by lua scripts.</p>
|
|
|
|
|
<div class="section" id="dwarf-manipulator">
|
|
|
|
|
<h2><a class="toc-backref" href="#id182">Dwarf Manipulator</a></h2>
|
|
|
|
|
<p>Implemented by the manipulator plugin. To activate, open the unit screen and press 'l'.</p>
|
|
|
|
|
<p>This tool implements a Dwarf Therapist-like interface within the game ui.</p>
|
|
|
|
|
<h2><a class="toc-backref" href="#id181">Dwarf Manipulator</a></h2>
|
|
|
|
|
<p>Implemented by the manipulator plugin. To activate, open the unit screen and
|
|
|
|
|
press 'l'.</p>
|
|
|
|
|
<p>This tool implements a Dwarf Therapist-like interface within the game UI. The
|
|
|
|
|
far left column displays the unit's Happiness (color-coded based on its
|
|
|
|
|
value), and the right half of the screen displays each dwarf's labor settings
|
|
|
|
|
and skill levels (0-9 for Dabbling thru Professional, A-E for Great thru Grand
|
|
|
|
|
Master, and U-Z for Legendary thru Legendary+5). Cells with red backgrounds
|
|
|
|
|
denote skills not controlled by labors.</p>
|
|
|
|
|
<p>Use the arrow keys or number pad to move the cursor around, holding Shift to
|
|
|
|
|
move 10 tiles at a time.</p>
|
|
|
|
|
<p>Press the Z-Up (<) and Z-Down (>) keys to move quickly between labor/skill
|
|
|
|
|
categories.</p>
|
|
|
|
|
<p>Press Enter to toggle the selected labor for the selected unit, or Shift+Enter
|
|
|
|
|
to toggle all labors within the selected category.</p>
|
|
|
|
|
<p>Press the <tt class="docutils literal">+-</tt> keys to sort the unit list according to the currently selected
|
|
|
|
|
skill/labor, and press the <tt class="docutils literal">*/</tt> keys to sort the unit list by Name, Profession,
|
|
|
|
|
or Happiness (using Tab to select which sort method to use here).</p>
|
|
|
|
|
<p>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.</p>
|
|
|
|
|
<p>The following mouse shortcuts are also available:</p>
|
|
|
|
|
<ul class="simple">
|
|
|
|
|
<li>Click on a column header to sort the unit list. Left-click to sort it in one
|
|
|
|
|
direction (descending for happiness or labors/skills, ascending for name or
|
|
|
|
|
profession) and right-click to sort it in the opposite direction.</li>
|
|
|
|
|
<li>Left-click on a labor cell to toggle that labor. Right-click to move the
|
|
|
|
|
cursor onto that cell instead of toggling it.</li>
|
|
|
|
|
<li>Left-click on a unit's name or profession to view its properties.</li>
|
|
|
|
|
<li>Right-click on a unit's name or profession to zoom to it.</li>
|
|
|
|
|
</ul>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="id34">
|
|
|
|
|
<h2><a class="toc-backref" href="#id183">Liquids</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id182">Liquids</a></h2>
|
|
|
|
|
<p>Implemented by the gui/liquids script. To use, bind to a key and activate in the 'k' mode.</p>
|
|
|
|
|
<p>While active, use the suggested keys to switch the usual liquids parameters, and Enter
|
|
|
|
|
to select the target area and apply changes.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="mechanisms">
|
|
|
|
|
<h2><a class="toc-backref" href="#id184">Mechanisms</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id183">Mechanisms</a></h2>
|
|
|
|
|
<p>Implemented by the gui/mechanims script. To use, bind to a key and activate in the 'q' mode.</p>
|
|
|
|
|
<p>Lists mechanisms connected to the building, and their links. Navigating the list centers
|
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the view on the relevant linked buildings.</p>
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@ -2389,14 +2411,14 @@ focus on the current one. Shift-Enter has an effect equivalent to pressing Enter
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re-entering the mechanisms ui.</p>
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</div>
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<div class="section" id="power-meter">
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<h2><a class="toc-backref" href="#id185">Power Meter</a></h2>
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<h2><a class="toc-backref" href="#id184">Power Meter</a></h2>
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<p>Front-end to the power-meter plugin implemented by the gui/power-meter script. Bind to a
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key and activate after selecting Pressure Plate in the build menu.</p>
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<p>The script follows the general look and feel of the regular pressure plate build
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configuration page, but configures parameters relevant to the modded power meter building.</p>
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</div>
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<div class="section" id="id35">
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<h2><a class="toc-backref" href="#id186">Rename</a></h2>
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<h2><a class="toc-backref" href="#id185">Rename</a></h2>
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<p>Backed by the rename plugin, the gui/rename script allows entering the desired name
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via a simple dialog in the game ui.</p>
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<ul>
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@ -2411,23 +2433,27 @@ via a simple dialog in the game ui.</p>
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<p>The <tt class="docutils literal">building</tt> or <tt class="docutils literal">unit</tt> are automatically assumed when in relevant ui state.</p>
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</div>
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<div class="section" id="room-list">
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<h2><a class="toc-backref" href="#id187">Room List</a></h2>
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<h2><a class="toc-backref" href="#id186">Room List</a></h2>
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<p>Implemented by the gui/room-list script. To use, bind to a key and activate in the 'q' mode,
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either immediately or after opening the assign owner page.</p>
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<p>The script lists other rooms owned by the same owner, or by the unit selected in the assign
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list, and allows unassigning them.</p>
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</div>
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<div class="section" id="siege-engine">
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<h2><a class="toc-backref" href="#id188">Siege Engine</a></h2>
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<h2><a class="toc-backref" href="#id187">Siege Engine</a></h2>
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<p>Front-end to the siege-engine plugin implemented by the gui/siege-engine script. Bind to a
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key and activate after selecting a siege engine in 'q' mode.</p>
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<p>The main mode displays the current target, selected ammo item type, linked stockpiles and
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the allowed operator skill range. The map tile color is changed to reflect if it can be
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hit by the selected engine.</p>
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the allowed operator skill range. The map tile color is changed to signify if it can be
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hit by the selected engine: green for fully reachable, blue for out of range, red for blocked,
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yellow for partially blocked.</p>
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<p>Pressing 'r' changes into the target selection mode, which works by highlighting two points
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with Enter like all designations. When a target area is set, the engine projectiles are
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aimed at that area, or units within it, instead of the vanilla four directions.</p>
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<p>Pressing 't' switches to stockpile selection.</p>
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<p>After setting the target in this way for one engine, you can 'paste' the same area into others
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just by pressing 'p' in the main page of this script. The area to paste is kept until you quit
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DF, or select another area manually.</p>
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<p>Pressing 't' switches to a mode for selecting a stockpile to take ammo from.</p>
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<p>Exiting from the siege engine script via ESC reverts the view to the state prior to starting
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the script. Shift-ESC retains the current viewport, and also exits from the 'q' mode to main
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menu.</p>
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@ -2438,14 +2464,14 @@ e.g. like making siegers bring their own, are something only Toady can do.</p>
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</div>
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</div>
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<div class="section" id="raw-hacks">
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<h1><a class="toc-backref" href="#id189">RAW hacks</a></h1>
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<h1><a class="toc-backref" href="#id188">RAW hacks</a></h1>
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<p>These plugins detect certain structures in RAWs, and enhance them in various ways.</p>
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<div class="section" id="steam-engine">
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<h2><a class="toc-backref" href="#id190">Steam Engine</a></h2>
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<h2><a class="toc-backref" href="#id189">Steam Engine</a></h2>
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<p>The steam-engine plugin detects custom workshops with STEAM_ENGINE in
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their token, and turns them into real steam engines.</p>
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<div class="section" id="rationale">
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<h3><a class="toc-backref" href="#id191">Rationale</a></h3>
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<h3><a class="toc-backref" href="#id190">Rationale</a></h3>
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<p>The vanilla game contains only water wheels and windmills as sources of
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power, but windmills give relatively little power, and water wheels require
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flowing water, which must either be a real river and thus immovable and
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@ -2456,7 +2482,7 @@ it can be done just by combining existing features of the game engine
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in a new way with some glue code and a bit of custom logic.</p>
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</div>
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<div class="section" id="construction">
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<h3><a class="toc-backref" href="#id192">Construction</a></h3>
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<h3><a class="toc-backref" href="#id191">Construction</a></h3>
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<p>The workshop needs water as its input, which it takes via a
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passable floor tile below it, like usual magma workshops do.
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The magma version also needs magma.</p>
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@ -2474,7 +2500,7 @@ This also means that engines cannot be chained without intermediate
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short axles that can be built later.</p>
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</div>
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<div class="section" id="operation">
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<h3><a class="toc-backref" href="#id193">Operation</a></h3>
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<h3><a class="toc-backref" href="#id192">Operation</a></h3>
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<p>In order to operate the engine, queue the Stoke Boiler job (optionally
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on repeat). A furnace operator will come, possibly bringing a bar of fuel,
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and perform it. As a result, a "boiling water" item will appear
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@ -2499,7 +2525,7 @@ decrease it by further 4%, and also decrease the whole steam
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use rate by 10%.</p>
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</div>
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|
<div class="section" id="explosions">
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|
|
<h3><a class="toc-backref" href="#id194">Explosions</a></h3>
|
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|
<h3><a class="toc-backref" href="#id193">Explosions</a></h3>
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|
<p>The engine must be constructed using barrel, pipe and piston
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from fire-safe, or in the magma version magma-safe metals.</p>
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<p>During operation weak parts get gradually worn out, and
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|
@ -2508,7 +2534,7 @@ toppled during operation by a building destroyer, or a
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tantruming dwarf.</p>
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</div>
|
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|
<div class="section" id="save-files">
|
|
|
|
|
<h3><a class="toc-backref" href="#id195">Save files</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id194">Save files</a></h3>
|
|
|
|
|
<p>It should be safe to load and view engine-using fortresses
|
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|
|
from a DF version without DFHack installed, except that in such
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|
case the engines won't work. However actually making modifications
|
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@ -2519,11 +2545,12 @@ being generated.</p>
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</div>
|
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</div>
|
|
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|
|
<div class="section" id="add-spatter">
|
|
|
|
|
<h2><a class="toc-backref" href="#id196">Add Spatter</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id195">Add Spatter</a></h2>
|
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|
|
<p>This plugin makes reactions with names starting with <tt class="docutils literal">SPATTER_ADD_</tt>
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|
produce contaminants on the items instead of improvements.</p>
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|
<p>Intended to give some use to all those poisons that can be bought from caravans.</p>
|
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|
<p>To be really useful this needs patches from bug 808 and <tt class="docutils literal">tweak <span class="pre">fix-dimensions</span></tt>.</p>
|
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|
|
<p>To be really useful this needs patches from bug 808, <tt class="docutils literal">tweak <span class="pre">fix-dimensions</span></tt>
|
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|
|
and <tt class="docutils literal">tweak <span class="pre">advmode-contained</span></tt>.</p>
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</div>
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</div>
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</div>
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