Tweak README some more.

develop
Alexander Gavrilov 2012-09-19 20:10:28 +04:00
parent a80f574be8
commit 0c260d5352
2 changed files with 252 additions and 218 deletions

@ -1491,8 +1491,8 @@ categories.
Press Enter to toggle the selected labor for the selected unit, or Shift+Enter
to toggle all labors within the selected category.
Press the +- keys to sort the unit list according to the currently selected
skill/labor, and press the */ keys to sort the unit list by Name, Profession,
Press the ``+-`` keys to sort the unit list according to the currently selected
skill/labor, and press the ``*/`` keys to sort the unit list by Name, Profession,
or Happiness (using Tab to select which sort method to use here).
With a unit selected, you can press the "v" key to view its properties (and
@ -1500,6 +1500,7 @@ possibly set a custom nickname or profession) or the "c" key to exit
Manipulator and zoom to its position within your fortress.
The following mouse shortcuts are also available:
* Click on a column header to sort the unit list. Left-click to sort it in one
direction (descending for happiness or labors/skills, ascending for name or
profession) and right-click to sort it in the opposite direction.
@ -1574,14 +1575,19 @@ Front-end to the siege-engine plugin implemented by the gui/siege-engine script.
key and activate after selecting a siege engine in 'q' mode.
The main mode displays the current target, selected ammo item type, linked stockpiles and
the allowed operator skill range. The map tile color is changed to reflect if it can be
hit by the selected engine.
the allowed operator skill range. The map tile color is changed to signify if it can be
hit by the selected engine: green for fully reachable, blue for out of range, red for blocked,
yellow for partially blocked.
Pressing 'r' changes into the target selection mode, which works by highlighting two points
with Enter like all designations. When a target area is set, the engine projectiles are
aimed at that area, or units within it, instead of the vanilla four directions.
Pressing 't' switches to stockpile selection.
After setting the target in this way for one engine, you can 'paste' the same area into others
just by pressing 'p' in the main page of this script. The area to paste is kept until you quit
DF, or select another area manually.
Pressing 't' switches to a mode for selecting a stockpile to take ammo from.
Exiting from the siege engine script via ESC reverts the view to the state prior to starting
the script. Shift-ESC retains the current viewport, and also exits from the 'q' mode to main
@ -1702,4 +1708,5 @@ produce contaminants on the items instead of improvements.
Intended to give some use to all those poisons that can be bought from caravans.
To be really useful this needs patches from bug 808 and ``tweak fix-dimensions``.
To be really useful this needs patches from bug 808, ``tweak fix-dimensions``
and ``tweak advmode-contained``.

@ -417,140 +417,139 @@ access DF memory and allow for easier development of new tools.</p>
<li><a class="reference internal" href="#fixdiplomats" id="id94">fixdiplomats</a></li>
<li><a class="reference internal" href="#fixmerchants" id="id95">fixmerchants</a></li>
<li><a class="reference internal" href="#fixveins" id="id96">fixveins</a></li>
<li><a class="reference internal" href="#fixwagons" id="id97">fixwagons</a></li>
<li><a class="reference internal" href="#flows" id="id98">flows</a></li>
<li><a class="reference internal" href="#getplants" id="id99">getplants</a><ul>
<li><a class="reference internal" href="#id16" id="id100">Options</a></li>
<li><a class="reference internal" href="#flows" id="id97">flows</a></li>
<li><a class="reference internal" href="#getplants" id="id98">getplants</a><ul>
<li><a class="reference internal" href="#id16" id="id99">Options</a></li>
</ul>
</li>
<li><a class="reference internal" href="#tidlers" id="id101">tidlers</a></li>
<li><a class="reference internal" href="#twaterlvl" id="id102">twaterlvl</a></li>
<li><a class="reference internal" href="#job" id="id103">job</a></li>
<li><a class="reference internal" href="#job-material" id="id104">job-material</a></li>
<li><a class="reference internal" href="#job-duplicate" id="id105">job-duplicate</a></li>
<li><a class="reference internal" href="#keybinding" id="id106">keybinding</a><ul>
<li><a class="reference internal" href="#id17" id="id107">Options</a></li>
<li><a class="reference internal" href="#tidlers" id="id100">tidlers</a></li>
<li><a class="reference internal" href="#twaterlvl" id="id101">twaterlvl</a></li>
<li><a class="reference internal" href="#job" id="id102">job</a></li>
<li><a class="reference internal" href="#job-material" id="id103">job-material</a></li>
<li><a class="reference internal" href="#job-duplicate" id="id104">job-duplicate</a></li>
<li><a class="reference internal" href="#keybinding" id="id105">keybinding</a><ul>
<li><a class="reference internal" href="#id17" id="id106">Options</a></li>
</ul>
</li>
<li><a class="reference internal" href="#liquids" id="id108">liquids</a></li>
<li><a class="reference internal" href="#liquids-here" id="id109">liquids-here</a></li>
<li><a class="reference internal" href="#mode" id="id110">mode</a></li>
<li><a class="reference internal" href="#extirpate" id="id111">extirpate</a><ul>
<li><a class="reference internal" href="#id18" id="id112">Options</a></li>
<li><a class="reference internal" href="#liquids" id="id107">liquids</a></li>
<li><a class="reference internal" href="#liquids-here" id="id108">liquids-here</a></li>
<li><a class="reference internal" href="#mode" id="id109">mode</a></li>
<li><a class="reference internal" href="#extirpate" id="id110">extirpate</a><ul>
<li><a class="reference internal" href="#id18" id="id111">Options</a></li>
</ul>
</li>
<li><a class="reference internal" href="#grow" id="id113">grow</a></li>
<li><a class="reference internal" href="#immolate" id="id114">immolate</a></li>
<li><a class="reference internal" href="#probe" id="id115">probe</a></li>
<li><a class="reference internal" href="#prospect" id="id116">prospect</a><ul>
<li><a class="reference internal" href="#id19" id="id117">Options</a></li>
<li><a class="reference internal" href="#pre-embark-estimate" id="id118">Pre-embark estimate</a></li>
<li><a class="reference internal" href="#id20" id="id119">Options</a></li>
<li><a class="reference internal" href="#grow" id="id112">grow</a></li>
<li><a class="reference internal" href="#immolate" id="id113">immolate</a></li>
<li><a class="reference internal" href="#probe" id="id114">probe</a></li>
<li><a class="reference internal" href="#prospect" id="id115">prospect</a><ul>
<li><a class="reference internal" href="#id19" id="id116">Options</a></li>
<li><a class="reference internal" href="#pre-embark-estimate" id="id117">Pre-embark estimate</a></li>
<li><a class="reference internal" href="#id20" id="id118">Options</a></li>
</ul>
</li>
<li><a class="reference internal" href="#regrass" id="id120">regrass</a></li>
<li><a class="reference internal" href="#rename" id="id121">rename</a><ul>
<li><a class="reference internal" href="#id21" id="id122">Options</a></li>
<li><a class="reference internal" href="#regrass" id="id119">regrass</a></li>
<li><a class="reference internal" href="#rename" id="id120">rename</a><ul>
<li><a class="reference internal" href="#id21" id="id121">Options</a></li>
</ul>
</li>
<li><a class="reference internal" href="#reveal" id="id123">reveal</a></li>
<li><a class="reference internal" href="#unreveal" id="id124">unreveal</a></li>
<li><a class="reference internal" href="#revtoggle" id="id125">revtoggle</a></li>
<li><a class="reference internal" href="#revflood" id="id126">revflood</a></li>
<li><a class="reference internal" href="#revforget" id="id127">revforget</a></li>
<li><a class="reference internal" href="#lair" id="id128">lair</a><ul>
<li><a class="reference internal" href="#id22" id="id129">Options</a></li>
<li><a class="reference internal" href="#reveal" id="id122">reveal</a></li>
<li><a class="reference internal" href="#unreveal" id="id123">unreveal</a></li>
<li><a class="reference internal" href="#revtoggle" id="id124">revtoggle</a></li>
<li><a class="reference internal" href="#revflood" id="id125">revflood</a></li>
<li><a class="reference internal" href="#revforget" id="id126">revforget</a></li>
<li><a class="reference internal" href="#lair" id="id127">lair</a><ul>
<li><a class="reference internal" href="#id22" id="id128">Options</a></li>
</ul>
</li>
<li><a class="reference internal" href="#seedwatch" id="id130">seedwatch</a></li>
<li><a class="reference internal" href="#showmood" id="id131">showmood</a></li>
<li><a class="reference internal" href="#copystock" id="id132">copystock</a></li>
<li><a class="reference internal" href="#ssense-stonesense" id="id133">ssense / stonesense</a></li>
<li><a class="reference internal" href="#tiletypes" id="id134">tiletypes</a></li>
<li><a class="reference internal" href="#tiletypes-commands" id="id135">tiletypes-commands</a></li>
<li><a class="reference internal" href="#tiletypes-here" id="id136">tiletypes-here</a></li>
<li><a class="reference internal" href="#tiletypes-here-point" id="id137">tiletypes-here-point</a></li>
<li><a class="reference internal" href="#tweak" id="id138">tweak</a><ul>
<li><a class="reference internal" href="#id23" id="id139">Options</a></li>
<li><a class="reference internal" href="#seedwatch" id="id129">seedwatch</a></li>
<li><a class="reference internal" href="#showmood" id="id130">showmood</a></li>
<li><a class="reference internal" href="#copystock" id="id131">copystock</a></li>
<li><a class="reference internal" href="#ssense-stonesense" id="id132">ssense / stonesense</a></li>
<li><a class="reference internal" href="#tiletypes" id="id133">tiletypes</a></li>
<li><a class="reference internal" href="#tiletypes-commands" id="id134">tiletypes-commands</a></li>
<li><a class="reference internal" href="#tiletypes-here" id="id135">tiletypes-here</a></li>
<li><a class="reference internal" href="#tiletypes-here-point" id="id136">tiletypes-here-point</a></li>
<li><a class="reference internal" href="#tweak" id="id137">tweak</a><ul>
<li><a class="reference internal" href="#id23" id="id138">Options</a></li>
</ul>
</li>
<li><a class="reference internal" href="#tubefill" id="id140">tubefill</a></li>
<li><a class="reference internal" href="#digv" id="id141">digv</a></li>
<li><a class="reference internal" href="#digvx" id="id142">digvx</a></li>
<li><a class="reference internal" href="#digl" id="id143">digl</a></li>
<li><a class="reference internal" href="#diglx" id="id144">diglx</a></li>
<li><a class="reference internal" href="#digexp" id="id145">digexp</a><ul>
<li><a class="reference internal" href="#patterns" id="id146">Patterns:</a></li>
<li><a class="reference internal" href="#filters" id="id147">Filters:</a></li>
<li><a class="reference internal" href="#id24" id="id148">Examples:</a></li>
<li><a class="reference internal" href="#tubefill" id="id139">tubefill</a></li>
<li><a class="reference internal" href="#digv" id="id140">digv</a></li>
<li><a class="reference internal" href="#digvx" id="id141">digvx</a></li>
<li><a class="reference internal" href="#digl" id="id142">digl</a></li>
<li><a class="reference internal" href="#diglx" id="id143">diglx</a></li>
<li><a class="reference internal" href="#digexp" id="id144">digexp</a><ul>
<li><a class="reference internal" href="#patterns" id="id145">Patterns:</a></li>
<li><a class="reference internal" href="#filters" id="id146">Filters:</a></li>
<li><a class="reference internal" href="#id24" id="id147">Examples:</a></li>
</ul>
</li>
<li><a class="reference internal" href="#digcircle" id="id149">digcircle</a><ul>
<li><a class="reference internal" href="#shape" id="id150">Shape:</a></li>
<li><a class="reference internal" href="#action" id="id151">Action:</a></li>
<li><a class="reference internal" href="#designation-types" id="id152">Designation types:</a></li>
<li><a class="reference internal" href="#id25" id="id153">Examples:</a></li>
<li><a class="reference internal" href="#digcircle" id="id148">digcircle</a><ul>
<li><a class="reference internal" href="#shape" id="id149">Shape:</a></li>
<li><a class="reference internal" href="#action" id="id150">Action:</a></li>
<li><a class="reference internal" href="#designation-types" id="id151">Designation types:</a></li>
<li><a class="reference internal" href="#id25" id="id152">Examples:</a></li>
</ul>
</li>
<li><a class="reference internal" href="#weather" id="id154">weather</a><ul>
<li><a class="reference internal" href="#id26" id="id155">Options:</a></li>
<li><a class="reference internal" href="#weather" id="id153">weather</a><ul>
<li><a class="reference internal" href="#id26" id="id154">Options:</a></li>
</ul>
</li>
<li><a class="reference internal" href="#workflow" id="id156">workflow</a><ul>
<li><a class="reference internal" href="#id27" id="id157">Usage</a></li>
<li><a class="reference internal" href="#function" id="id158">Function</a></li>
<li><a class="reference internal" href="#constraint-examples" id="id159">Constraint examples</a></li>
<li><a class="reference internal" href="#workflow" id="id155">workflow</a><ul>
<li><a class="reference internal" href="#id27" id="id156">Usage</a></li>
<li><a class="reference internal" href="#function" id="id157">Function</a></li>
<li><a class="reference internal" href="#constraint-examples" id="id158">Constraint examples</a></li>
</ul>
</li>
<li><a class="reference internal" href="#mapexport" id="id160">mapexport</a></li>
<li><a class="reference internal" href="#dwarfexport" id="id161">dwarfexport</a></li>
<li><a class="reference internal" href="#zone" id="id162">zone</a><ul>
<li><a class="reference internal" href="#id28" id="id163">Options:</a></li>
<li><a class="reference internal" href="#id29" id="id164">Filters:</a></li>
<li><a class="reference internal" href="#usage-with-single-units" id="id165">Usage with single units</a></li>
<li><a class="reference internal" href="#usage-with-filters" id="id166">Usage with filters</a></li>
<li><a class="reference internal" href="#mass-renaming" id="id167">Mass-renaming</a></li>
<li><a class="reference internal" href="#cage-zones" id="id168">Cage zones</a></li>
<li><a class="reference internal" href="#id30" id="id169">Examples</a></li>
<li><a class="reference internal" href="#mapexport" id="id159">mapexport</a></li>
<li><a class="reference internal" href="#dwarfexport" id="id160">dwarfexport</a></li>
<li><a class="reference internal" href="#zone" id="id161">zone</a><ul>
<li><a class="reference internal" href="#id28" id="id162">Options:</a></li>
<li><a class="reference internal" href="#id29" id="id163">Filters:</a></li>
<li><a class="reference internal" href="#usage-with-single-units" id="id164">Usage with single units</a></li>
<li><a class="reference internal" href="#usage-with-filters" id="id165">Usage with filters</a></li>
<li><a class="reference internal" href="#mass-renaming" id="id166">Mass-renaming</a></li>
<li><a class="reference internal" href="#cage-zones" id="id167">Cage zones</a></li>
<li><a class="reference internal" href="#id30" id="id168">Examples</a></li>
</ul>
</li>
<li><a class="reference internal" href="#autonestbox" id="id170">autonestbox</a><ul>
<li><a class="reference internal" href="#id31" id="id171">Options:</a></li>
<li><a class="reference internal" href="#autonestbox" id="id169">autonestbox</a><ul>
<li><a class="reference internal" href="#id31" id="id170">Options:</a></li>
</ul>
</li>
<li><a class="reference internal" href="#autobutcher" id="id172">autobutcher</a><ul>
<li><a class="reference internal" href="#id32" id="id173">Options:</a></li>
<li><a class="reference internal" href="#id33" id="id174">Examples:</a></li>
<li><a class="reference internal" href="#note" id="id175">Note:</a></li>
<li><a class="reference internal" href="#autobutcher" id="id171">autobutcher</a><ul>
<li><a class="reference internal" href="#id32" id="id172">Options:</a></li>
<li><a class="reference internal" href="#id33" id="id173">Examples:</a></li>
<li><a class="reference internal" href="#note" id="id174">Note:</a></li>
</ul>
</li>
<li><a class="reference internal" href="#autolabor" id="id176">autolabor</a></li>
<li><a class="reference internal" href="#growcrops" id="id177">growcrops</a></li>
<li><a class="reference internal" href="#removebadthoughts" id="id178">removebadthoughts</a></li>
<li><a class="reference internal" href="#slayrace" id="id179">slayrace</a></li>
<li><a class="reference internal" href="#magmasource" id="id180">magmasource</a></li>
<li><a class="reference internal" href="#autolabor" id="id175">autolabor</a></li>
<li><a class="reference internal" href="#growcrops" id="id176">growcrops</a></li>
<li><a class="reference internal" href="#removebadthoughts" id="id177">removebadthoughts</a></li>
<li><a class="reference internal" href="#slayrace" id="id178">slayrace</a></li>
<li><a class="reference internal" href="#magmasource" id="id179">magmasource</a></li>
</ul>
</li>
<li><a class="reference internal" href="#in-game-interface-tools" id="id181">In-game interface tools</a><ul>
<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">
<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
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 &lt;inorganic-token&gt;</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' -&gt; 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 (&lt;) and Z-Down (&gt;) 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 &quot;v&quot; key to view its properties (and
possibly set a custom nickname or profession) or the &quot;c&quot; 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
the view on the relevant linked buildings.</p>
@ -2389,14 +2411,14 @@ focus on the current one. Shift-Enter has an effect equivalent to pressing Enter
re-entering the mechanisms ui.</p>
</div>
<div class="section" id="power-meter">
<h2><a class="toc-backref" href="#id185">Power Meter</a></h2>
<h2><a class="toc-backref" href="#id184">Power Meter</a></h2>
<p>Front-end to the power-meter plugin implemented by the gui/power-meter script. Bind to a
key and activate after selecting Pressure Plate in the build menu.</p>
<p>The script follows the general look and feel of the regular pressure plate build
configuration page, but configures parameters relevant to the modded power meter building.</p>
</div>
<div class="section" id="id35">
<h2><a class="toc-backref" href="#id186">Rename</a></h2>
<h2><a class="toc-backref" href="#id185">Rename</a></h2>
<p>Backed by the rename plugin, the gui/rename script allows entering the desired name
via a simple dialog in the game ui.</p>
<ul>
@ -2411,23 +2433,27 @@ via a simple dialog in the game ui.</p>
<p>The <tt class="docutils literal">building</tt> or <tt class="docutils literal">unit</tt> are automatically assumed when in relevant ui state.</p>
</div>
<div class="section" id="room-list">
<h2><a class="toc-backref" href="#id187">Room List</a></h2>
<h2><a class="toc-backref" href="#id186">Room List</a></h2>
<p>Implemented by the gui/room-list script. To use, bind to a key and activate in the 'q' mode,
either immediately or after opening the assign owner page.</p>
<p>The script lists other rooms owned by the same owner, or by the unit selected in the assign
list, and allows unassigning them.</p>
</div>
<div class="section" id="siege-engine">
<h2><a class="toc-backref" href="#id188">Siege Engine</a></h2>
<h2><a class="toc-backref" href="#id187">Siege Engine</a></h2>
<p>Front-end to the siege-engine plugin implemented by the gui/siege-engine script. Bind to a
key and activate after selecting a siege engine in 'q' mode.</p>
<p>The main mode displays the current target, selected ammo item type, linked stockpiles and
the allowed operator skill range. The map tile color is changed to reflect if it can be
hit by the selected engine.</p>
the allowed operator skill range. The map tile color is changed to signify if it can be
hit by the selected engine: green for fully reachable, blue for out of range, red for blocked,
yellow for partially blocked.</p>
<p>Pressing 'r' changes into the target selection mode, which works by highlighting two points
with Enter like all designations. When a target area is set, the engine projectiles are
aimed at that area, or units within it, instead of the vanilla four directions.</p>
<p>Pressing 't' switches to stockpile selection.</p>
<p>After setting the target in this way for one engine, you can 'paste' the same area into others
just by pressing 'p' in the main page of this script. The area to paste is kept until you quit
DF, or select another area manually.</p>
<p>Pressing 't' switches to a mode for selecting a stockpile to take ammo from.</p>
<p>Exiting from the siege engine script via ESC reverts the view to the state prior to starting
the script. Shift-ESC retains the current viewport, and also exits from the 'q' mode to main
menu.</p>
@ -2438,14 +2464,14 @@ e.g. like making siegers bring their own, are something only Toady can do.</p>
</div>
</div>
<div class="section" id="raw-hacks">
<h1><a class="toc-backref" href="#id189">RAW hacks</a></h1>
<h1><a class="toc-backref" href="#id188">RAW hacks</a></h1>
<p>These plugins detect certain structures in RAWs, and enhance them in various ways.</p>
<div class="section" id="steam-engine">
<h2><a class="toc-backref" href="#id190">Steam Engine</a></h2>
<h2><a class="toc-backref" href="#id189">Steam Engine</a></h2>
<p>The steam-engine plugin detects custom workshops with STEAM_ENGINE in
their token, and turns them into real steam engines.</p>
<div class="section" id="rationale">
<h3><a class="toc-backref" href="#id191">Rationale</a></h3>
<h3><a class="toc-backref" href="#id190">Rationale</a></h3>
<p>The vanilla game contains only water wheels and windmills as sources of
power, but windmills give relatively little power, and water wheels require
flowing water, which must either be a real river and thus immovable and
@ -2456,7 +2482,7 @@ it can be done just by combining existing features of the game engine
in a new way with some glue code and a bit of custom logic.</p>
</div>
<div class="section" id="construction">
<h3><a class="toc-backref" href="#id192">Construction</a></h3>
<h3><a class="toc-backref" href="#id191">Construction</a></h3>
<p>The workshop needs water as its input, which it takes via a
passable floor tile below it, like usual magma workshops do.
The magma version also needs magma.</p>
@ -2474,7 +2500,7 @@ This also means that engines cannot be chained without intermediate
short axles that can be built later.</p>
</div>
<div class="section" id="operation">
<h3><a class="toc-backref" href="#id193">Operation</a></h3>
<h3><a class="toc-backref" href="#id192">Operation</a></h3>
<p>In order to operate the engine, queue the Stoke Boiler job (optionally
on repeat). A furnace operator will come, possibly bringing a bar of fuel,
and perform it. As a result, a &quot;boiling water&quot; item will appear
@ -2499,7 +2525,7 @@ decrease it by further 4%, and also decrease the whole steam
use rate by 10%.</p>
</div>
<div class="section" id="explosions">
<h3><a class="toc-backref" href="#id194">Explosions</a></h3>
<h3><a class="toc-backref" href="#id193">Explosions</a></h3>
<p>The engine must be constructed using barrel, pipe and piston
from fire-safe, or in the magma version magma-safe metals.</p>
<p>During operation weak parts get gradually worn out, and
@ -2508,7 +2534,7 @@ toppled during operation by a building destroyer, or a
tantruming dwarf.</p>
</div>
<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
from a DF version without DFHack installed, except that in such
case the engines won't work. However actually making modifications
@ -2519,11 +2545,12 @@ being generated.</p>
</div>
</div>
<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>
<p>This plugin makes reactions with names starting with <tt class="docutils literal">SPATTER_ADD_</tt>
produce contaminants on the items instead of improvements.</p>
<p>Intended to give some use to all those poisons that can be bought from caravans.</p>
<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>
<p>To be really useful this needs patches from bug 808, <tt class="docutils literal">tweak <span class="pre">fix-dimensions</span></tt>
and <tt class="docutils literal">tweak <span class="pre">advmode-contained</span></tt>.</p>
</div>
</div>
</div>