diff --git a/README.rst b/README.rst index c6b0509e1..40d7b74e3 100644 --- a/README.rst +++ b/README.rst @@ -1,3 +1,7 @@ +############# +DFHack Readme +############# + ============ Introduction ============ @@ -97,11 +101,49 @@ the issues tracker on github, contact me (peterix@gmail.com) or visit the ============= The init file ============= -If your DF folder contains a file named dfhack.init, its contents will be run +If your DF folder contains a file named ``dfhack.init``, its contents will be run every time you start DF. This allows setting up keybindings. An example file -is provided as dfhack.init-example - you can tweak it and rename to dfhack.init +is provided as ``dfhack.init-example`` - you can tweak it and rename to dfhack.init if you want to use this functionality. +Setting keybindings +=================== + +To set keybindings, use the built-in ``keybinding`` command. Like any other +command it can be used at any time from the console, but it is also meaningful +in the DFHack init file. + +Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z. + +Possible ways to call the command: + +:keybinding list : List bindings active for the key combination. +:keybinding clear ...: Remove bindings for the specified keys. +:keybinding add "cmdline" "cmdline"...: Add bindings for the specified + key. +:keybinding set "cmdline" "cmdline"...: Clear, and then add bindings for + the specified key. + +The ** parameter above has the following *case-sensitive* syntax:: + + [Ctrl-][Alt-][Shift-]KEY[@context] + +where the *KEY* part can be F1-F9 or A-Z, and [] denote optional parts. + +When multiple commands are bound to the same key combination, DFHack selects +the first applicable one. Later 'add' commands, and earlier entries within one +'add' command have priority. Commands that are not specifically intended for use +as a hotkey are always considered applicable. + +The *context* part in the key specifier above can be used to explicitly restrict +the UI state where the binding would be applicable. If called without parameters, +the ``keybinding`` command among other things prints the current context string. +Only bindings with a *context* tag that either matches the current context fully, +or is a prefix ending at a '/' boundary would be considered for execution, i.e. +for context ``foo/bar/baz``, possible matches are any of ``@foo/bar/baz``, ``@foo/bar``, +``@foo`` or none. + + ======== Commands ======== @@ -576,27 +618,6 @@ Duplicate the selected job in a workshop: * In 'q' mode, when a job is highlighted within a workshop or furnace building, instantly duplicates the job. -keybinding -========== - -Manages DFHack keybindings. - -Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z. - -Options -------- -:keybinding list : List bindings active for the key combination. -:keybinding clear ...: Remove bindings for the specified keys. -:keybinding add "cmdline" "cmdline"...: Add bindings for the specified - key. -:keybinding set "cmdline" "cmdline"...: Clear, and then add bindings for - the specified key. - -When multiple commands are bound to the same key combination, DFHack selects -the first applicable one. Later 'add' commands, and earlier entries within one -'add' command have priority. Commands that are not specifically intended for use -as a hotkey are always considered applicable. - liquids ======= Allows adding magma, water and obsidian to the game. It replaces the normal @@ -1378,6 +1399,70 @@ also tries to have dwarves specialize in specific skills. For detailed usage information, see 'help autolabor'. +======= +Scripts +======= + +Lua or ruby scripts placed in the hack/scripts/ directory are considered for +execution as if they were native DFHack commands. They are listed at the end +of the 'ls' command output. + +Note: scripts in subdirectories of hack/scripts/ can still be called, but will +only be listed by ls if called as 'ls -a'. This is intended as a way to hide +scripts that are obscure, developer-oriented, or should be used as keybindings. + +Some notable scripts: + +quicksave +========= + +If called in dwarf mode, makes DF immediately auto-save the game by setting a flag +normally used in seasonal auto-save. + +setfps +====== + +Run ``setfps `` to set the FPS cap at runtime, in case you want to watch +combat in slow motion or something :) + + +fix/* +===== + +Scripts in this subdirectory fix various bugs and issues, some of them obscure. + +* fix/dead-units + + Removes uninteresting dead units from the unit list. Doesn't seem to give any + noticeable performance gain, but migrants normally stop if the unit list grows + to around 3000 units, and this script reduces it back. + +* fix/population-cap + + Run this after every migrant wave to ensure your population cap is not exceeded. + The issue with the cap is that it is compared to the population number reported + by the last caravan, so once it drops below the cap, migrants continue to come + until that number is updated again. + +* fix/stable-temp + + Instantly sets the temperature of all free-lying items to be in equilibrium with + the environment and stops temperature updates. In order to maintain this efficient + state however, use ``tweak stable-temp`` and ``tweak fast-heat``. + +* fix/item-occupancy + + Diagnoses and fixes issues with nonexistant 'items occupying site', usually + caused by autodump bugs or other hacking mishaps. + + +gui/* +===== + +Scripts that implement dialogs inserted into the main game window are put in this +directory. + + growcrops ========= Instantly grow seeds inside farming plots. diff --git a/Readme.html b/Readme.html index fcf7dab6a..977c4177d 100644 --- a/Readme.html +++ b/Readme.html @@ -4,7 +4,7 @@ - +DFHack Readme -
- +
+

DFHack Readme

-

Introduction

+

Introduction

DFHack is a Dwarf Fortress memory access library and a set of basic tools that use it. Tools come in the form of plugins or (not yet) external tools. It is an attempt to unite the various ways tools @@ -326,13 +326,16 @@ access DF memory and allow for easier development of new tools.

Contents

-

Getting DFHack

+

Getting DFHack

The project is currently hosted on github, for both source and binaries at http://github.com/peterix/dfhack

Releases can be downloaded from here: https://github.com/peterix/dfhack/downloads

All new releases are announced in the bay12 thread: http://tinyurl.com/dfhack-ng

-

Compatibility

+

Compatibility

DFHack works on Windows XP, Vista, 7 or any modern Linux distribution. OSX is not supported due to lack of developers with a Mac.

Currently, versions 0.34.08 - 0.34.11 are supported. If you need DFHack @@ -572,7 +578,7 @@ for older versions, look for older releases.

It is possible to use the Windows DFHack under wine/OSX.

-

Installation/Removal

+

Installation/Removal

Installing DFhack involves copying files into your DF folder. Copy the files from a release archive so that:

@@ -594,7 +600,7 @@ remove the other DFHack files file created in your DF folder.

-

Using DFHack

+

Using DFHack

DFHack basically extends what DF can do with something similar to the drop-down console found in Quake engine games. On Windows, this is a separate command line window. On linux, the terminal used to launch the dfhack script is taken over @@ -618,7 +624,7 @@ they are re-created every time it is loaded.

Most of the commands come from plugins. Those reside in 'hack/plugins/'.

-

Something doesn't work, help!

+

Something doesn't work, help!

First, don't panic :) Second, dfhack keeps a few log files in DF's folder - stderr.log and stdout.log. You can look at those and possibly find out what's happening. @@ -627,11 +633,55 @@ the issues tracker on github, contact me ( -

The init file

-

If your DF folder contains a file named dfhack.init, its contents will be run +

The init file

+

If your DF folder contains a file named dfhack.init, its contents will be run every time you start DF. This allows setting up keybindings. An example file -is provided as dfhack.init-example - you can tweak it and rename to dfhack.init +is provided as dfhack.init-example - you can tweak it and rename to dfhack.init if you want to use this functionality.

+
+

Setting keybindings

+

To set keybindings, use the built-in keybinding command. Like any other +command it can be used at any time from the console, but it is also meaningful +in the DFHack init file.

+

Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z.

+

Possible ways to call the command:

+ +++ + + + + + + + + + + + + + +
keybinding list <key>:
 List bindings active for the key combination.
keybinding clear <key> <key>...:
 Remove bindings for the specified keys.
keybinding add <key> "cmdline" "cmdline"...:
 Add bindings for the specified +key.
keybinding set <key> "cmdline" "cmdline"...:
 Clear, and then add bindings for +the specified key.
+

The <key> parameter above has the following case-sensitive syntax:

+
+[Ctrl-][Alt-][Shift-]KEY[@context]
+
+

where the KEY part can be F1-F9 or A-Z, and [] denote optional parts.

+

When multiple commands are bound to the same key combination, DFHack selects +the first applicable one. Later 'add' commands, and earlier entries within one +'add' command have priority. Commands that are not specifically intended for use +as a hotkey are always considered applicable.

+

The context part in the key specifier above can be used to explicitly restrict +the UI state where the binding would be applicable. If called without parameters, +the keybinding command among other things prints the current context string. +Only bindings with a context tag that either matches the current context fully, +or is a prefix ending at a '/' boundary would be considered for execution, i.e. +for context foo/bar/baz, possible matches are any of @foo/bar/baz, @foo/bar, +@foo or none.

+

Commands

@@ -1309,40 +1359,8 @@ instantly duplicates the job.
-
-

keybinding

-

Manages DFHack keybindings.

-

Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z.

-
-

Options

- --- - - - - - - - - - - - - - -
keybinding list <key>:
 List bindings active for the key combination.
keybinding clear <key> <key>...:
 Remove bindings for the specified keys.
keybinding add <key> "cmdline" "cmdline"...:
 Add bindings for the specified -key.
keybinding set <key> "cmdline" "cmdline"...:
 Clear, and then add bindings for -the specified key.
-

When multiple commands are bound to the same key combination, DFHack selects -the first applicable one. Later 'add' commands, and earlier entries within one -'add' command have priority. Commands that are not specifically intended for use -as a hotkey are always considered applicable.

-
-
-

liquids

+

liquids

Allows adding magma, water and obsidian to the game. It replaces the normal dfhack command line and can't be used from a hotkey. Settings will be remembered as long as dfhack runs. Intended for use in combination with the command @@ -1355,13 +1373,13 @@ temperatures (creating heat traps). You've been warned.

-

liquids-here

+

liquids-here

Run the liquid spawner with the current/last settings made in liquids (if no settings in liquids were made it paints a point of 7/7 magma by default).

Intended to be used as keybinding. Requires an active in-game cursor.

-

mode

+

mode

This command lets you see and change the game mode directly. Not all combinations are good for every situation and most of them will produce undesirable results. There are a few good ones though.

@@ -1380,11 +1398,11 @@ You just created a returnable mountain home and gained an adventurer.

I take no responsibility of anything that happens as a result of using this tool

-

extirpate

+

extirpate

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.

-
-

Options

+
+

Options

@@ -1400,24 +1418,24 @@ a tree/shrub under the cursor. The plants are turned into ashes instantly.

-

grow

+

grow

Makes all saplings present on the map grow into trees (almost) instantly.

-

immolate

+

immolate

Very similar to extirpate, but additionally sets the plants on fire. The fires can and will spread ;)

-

probe

+

probe

Can be used to determine tile properties like temperature.

-

prospect

+

prospect

Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.

-
@@ -1432,14 +1450,14 @@ the visible part of the map is scanned.

-

Pre-embark estimate

+

Pre-embark estimate

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.

-
-

Options

+
+

Options

@@ -1451,14 +1469,14 @@ for all tiles of the embark rectangle.

-

regrass

+

regrass

Regrows grass. Not much to it ;)

-

rename

+

rename

Allows renaming various things.

-
@@ -1488,7 +1506,7 @@ siege engine or an activity zone.
-

reveal

+

reveal

This reveals the map. By default, HFS will remain hidden so that the demons don't spawn. You can use 'reveal hell' to reveal everything. With hell revealed, you won't be able to unpause until you hide the map again. If you really want @@ -1497,33 +1515,33 @@ to unpause with hell revealed, use 'reveal demons'.

you move. When you use it this way, you don't need to run 'unreveal'.

-

unreveal

+

unreveal

Reverts the effects of 'reveal'.

-

revtoggle

+

revtoggle

Switches between 'reveal' and 'unreveal'.

-

revflood

+

revflood

This command will hide the whole map and then reveal all the tiles that have a path to the in-game cursor.

-

revforget

+

revforget

When you use reveal, it saves information about what was/wasn't visible before revealing everything. Unreveal uses this information to hide things again. This command throws away the information. For example, use in cases where you abandoned with the fort revealed and no longer want the data.

-

lair

+

lair

This command allows you to mark the map as 'monster lair', preventing item scatter on abandon. When invoked as 'lair reset', it does the opposite.

Unlike reveal, this command doesn't save the information about tiles - you won't be able to restore state of real monster lairs using 'lair reset'.

-
@@ -1537,23 +1555,23 @@ won't be able to restore state of real monster lairs using 'lair reset'.

-

seedwatch

+

seedwatch

Tool for turning cooking of seeds and plants on/off depending on how much you have of them.

See 'seedwatch help' for detailed description.

-

showmood

+

showmood

Shows all items needed for the currently active strange mood.

-

copystock

+

copystock

Copies the parameters of the currently highlighted stockpile to the custom stockpile settings and switches to custom stockpile placement mode, effectively allowing you to copy/paste stockpiles easily.

-

ssense / stonesense

+

ssense / stonesense

An isometric visualizer that runs in a second window. This requires working graphics acceleration and at least a dual core CPU (otherwise it will slow down DF).

@@ -1566,7 +1584,7 @@ thread: http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository

-

tiletypes

+

tiletypes

Can be used for painting map tiles and is an interactive command, much like liquids.

The tool works with two set of options and a brush. The brush determines which @@ -1627,25 +1645,25 @@ up.

For more details, see the 'help' command while using this.

-

tiletypes-commands

+

tiletypes-commands

Runs tiletypes commands, separated by ;. This makes it possible to change tiletypes modes from a hotkey.

-

tiletypes-here

+

tiletypes-here

Apply the current tiletypes options at the in-game cursor position, including the brush. Can be used from a hotkey.

-

tiletypes-here-point

+

tiletypes-here-point

Apply the current tiletypes options at the in-game cursor position to a single tile. Can be used from a hotkey.

-

tweak

+

tweak

Contains various tweaks for minor bugs (currently just one).

-
@@ -1712,22 +1730,22 @@ reagents.
-

tubefill

+

tubefill

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).

-

digv

+

digv

Designates a whole vein for digging. Requires an active in-game cursor placed over a vein tile. With the 'x' option, it will traverse z-levels (putting stairs between the same-material tiles).

-

digvx

+

digvx

A permanent alias for 'digv x'.

-

digl

+

digl

Designates layer stone for digging. Requires an active in-game cursor placed over a layer stone tile. With the 'x' option, it will traverse z-levels (putting stairs between the same-material tiles). With the 'undo' option it @@ -1735,16 +1753,16 @@ 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).

-

diglx

+

diglx

A permanent alias for 'digl x'.

-

digexp

+

digexp

This command can be used for exploratory mining.

See: http://df.magmawiki.com/index.php/DF2010:Exploratory_mining

There are two variables that can be set: pattern and filter.

@@ -1765,7 +1783,7 @@ z-level deep layer was not such a good idea after all).

-

Filters:

+

Filters:

@@ -1780,8 +1798,8 @@ z-level deep layer was not such a good idea after all).

After you have a pattern set, you can use 'expdig' to apply it again.

-
-

Examples:

+
+

Examples:

designate the diagonal 5 patter over all hidden tiles:
    @@ -1802,11 +1820,11 @@ z-level deep layer was not such a good idea after all).

-

digcircle

+

digcircle

A command for easy designation of filled and hollow circles. It has several types of options.

-

Shape:

+

Shape:

@@ -1821,7 +1839,7 @@ It has several types of options.

-

Action:

+

Action:

@@ -1836,7 +1854,7 @@ It has several types of options.

-

Designation types:

+

Designation types:

@@ -1858,8 +1876,8 @@ It has several types of options.

After you have set the options, the command called with no options repeats with the last selected parameters.

-
-

Examples:

+
+

Examples:

  • 'digcircle filled 3' = Dig a filled circle with radius = 3.
  • 'digcircle' = Do it again.
  • @@ -1867,11 +1885,11 @@ repeats with the last selected parameters.

-

weather

+

weather

Prints the current weather map by default.

Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'.

-
@@ -1887,10 +1905,10 @@ repeats with the last selected parameters.

-

workflow

+

workflow

Manage control of repeat jobs.

-
-

Usage

+
+

Usage

workflow enable [option...], workflow disable [option...]

If no options are specified, enables or disables the plugin. @@ -1911,7 +1929,7 @@ Otherwise, enables or disables any of the following options:

-

Function

+

Function

When the plugin is enabled, it protects all repeat jobs from removal. If they do disappear due to any cause, they are immediately re-added to their workshop and suspended.

@@ -1922,7 +1940,7 @@ the amount has to drop before jobs are resumed; this is intended to reduce the frequency of jobs being toggled.

-

Constraint examples

+

Constraint examples

Keep metal bolts within 900-1000, and wood/bone within 150-200.

 workflow amount AMMO:ITEM_AMMO_BOLTS/METAL 1000 100
@@ -1960,19 +1978,19 @@ command.
 
-

mapexport

+

mapexport

Export the current loaded map as a file. This will be eventually usable with visualizers.

-

dwarfexport

+

dwarfexport

Export dwarves to RuneSmith-compatible XML.

-

zone

+

zone

Helps a bit with managing activity zones (pens, pastures and pits) and cages.

-
@@ -2010,8 +2028,8 @@ the cursor are listed.
-
-

Filters:

+
+

Filters:

@@ -2068,7 +2086,7 @@ for war/hunt). Negatable.
-

Usage with single units

+

Usage with single units

One convenient way to use the zone tool is to bind the command 'zone assign' to a hotkey, maybe also the command 'zone set'. Place the in-game cursor over a pen/pasture or pit, use 'zone set' to mark it. Then you can select units @@ -2077,7 +2095,7 @@ and use 'zone assign' to assign them to their new home. Allows pitting your own dwarves, by the way.

-

Usage with filters

+

Usage with filters

All filters can be used together with the 'assign' command.

Restrictions: It's not possible to assign units who are inside built cages or chained because in most cases that won't be desirable anyways. @@ -2095,14 +2113,14 @@ are not properly added to your own stocks; slaughtering them should work).

Most filters can be negated (e.g. 'not grazer' -> race is not a grazer).

-

Mass-renaming

+

Mass-renaming

Using the 'nick' command you can set the same nickname for multiple units. If used without 'assign', 'all' or 'count' it will rename all units in the current default target zone. Combined with 'assign', 'all' or 'count' (and further optional filters) it will rename units matching the filter conditions.

-

Cage zones

+

Cage zones

Using the 'tocages' command you can assign units to a set of cages, for example a room next to your butcher shop(s). They will be spread evenly among available cages to optimize hauling to and butchering from them. For this to work you need @@ -2112,8 +2130,8 @@ all cages you want to use. Then use 'zone set' (like with 'assign') and use would make no sense, but can be used together with 'nick' or 'remnick' and all the usual filters.

-
-

Examples

+
+

Examples

zone assign all own ALPACA minage 3 maxage 10
Assign all own alpacas who are between 3 and 10 years old to the selected @@ -2139,7 +2157,7 @@ on the current default zone.
-

autonestbox

+

autonestbox

Assigns unpastured female egg-layers to nestbox zones. Requires that you create pen/pasture zones above nestboxes. If the pen is bigger than 1x1 the nestbox must be in the top left corner. Only 1 unit will be assigned per pen, regardless @@ -2149,8 +2167,8 @@ to a 1x1 pasture is not a good idea. Only tame and domesticated own units are processed since pasturing half-trained wild egglayers could destroy your neat nestbox zones when they revert to wild. When called without options autonestbox will instantly run once.

-
-

Options:

+
+

Options:

@@ -2168,7 +2186,7 @@ frames between runs.
-

autobutcher

+

autobutcher

Assigns lifestock for slaughter once it reaches a specific count. Requires that you add the target race(s) to a watch list. Only tame units will be processed.

Named units will be completely ignored (to protect specific animals from @@ -2181,8 +2199,8 @@ units or with 'zone nick' to mass-rename units in pastures and cages).

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.

-
@@ -2234,8 +2252,8 @@ for future entries.
-
-

Examples:

+
+

Examples:

You want to keep max 7 kids (4 female, 3 male) and max 3 adults (2 female, 1 male) of the race alpaca. Once the kids grow up the oldest adults will get slaughtered. Excess kids will get slaughtered starting with the youngest @@ -2266,7 +2284,7 @@ autobutcher unwatch ALPACA CAT

-

Note:

+

Note:

Settings and watchlist are stored in the savegame, so that you can have different settings for each world. If you want to copy your watchlist to another savegame you can use the command list_export:

@@ -2280,7 +2298,7 @@ autobutcher.bat
-

autolabor

+

autolabor

Automatically manage dwarf labors.

When enabled, autolabor periodically checks your dwarves and enables or disables labors. It tries to keep as many dwarves as possible busy but @@ -2292,8 +2310,59 @@ while it is enabled.

For detailed usage information, see 'help autolabor'.

+
+
+

Scripts

+

Lua or ruby scripts placed in the hack/scripts/ directory are considered for +execution as if they were native DFHack commands. They are listed at the end +of the 'ls' command output.

+

Note: scripts in subdirectories of hack/scripts/ can still be called, but will +only be listed by ls if called as 'ls -a'. This is intended as a way to hide +scripts that are obscure, developer-oriented, or should be used as keybindings.

+

Some notable scripts:

+
+

quicksave

+

If called in dwarf mode, makes DF immediately auto-save the game by setting a flag +normally used in seasonal auto-save.

+
+
+

setfps

+

Run setfps <number> to set the FPS cap at runtime, in case you want to watch +combat in slow motion or something :)

+
+
+

fix/*

+

Scripts in this subdirectory fix various bugs and issues, some of them obscure.

+
    +
  • fix/dead-units

    +

    Removes uninteresting dead units from the unit list. Doesn't seem to give any +noticeable performance gain, but migrants normally stop if the unit list grows +to around 3000 units, and this script reduces it back.

    +
  • +
  • fix/population-cap

    +

    Run this after every migrant wave to ensure your population cap is not exceeded. +The issue with the cap is that it is compared to the population number reported +by the last caravan, so once it drops below the cap, migrants continue to come +until that number is updated again.

    +
  • +
  • fix/stable-temp

    +

    Instantly sets the temperature of all free-lying items to be in equilibrium with +the environment and stops temperature updates. In order to maintain this efficient +state however, use tweak stable-temp and tweak fast-heat.

    +
  • +
  • fix/item-occupancy

    +

    Diagnoses and fixes issues with nonexistant 'items occupying site', usually +caused by autodump bugs or other hacking mishaps.

    +
  • +
+
+
+

gui/*

+

Scripts that implement dialogs inserted into the main game window are put in this +directory.

+
-

growcrops

+

growcrops

Instantly grow seeds inside farming plots.

With no argument, this command list the various seed types currently in use in your farming plots. @@ -2305,7 +2374,7 @@ growcrops plump 40

-

removebadthoughts

+

removebadthoughts

This script remove negative thoughts from your dwarves. Very useful against tantrum spirals.

With a selected unit in 'v' mode, will clear this unit's mind, otherwise @@ -2318,7 +2387,7 @@ you unpause.

it removed.

-

slayrace

+

slayrace

Kills any unit of a given race.

With no argument, lists the available races.

With the special argument 'him', targets only the selected creature.

@@ -2344,7 +2413,7 @@ slayrace elve magma
-

magmasource

+

magmasource

Create an infinite magma source on a tile.

This script registers a map tile as a magma source, and every 12 game ticks that tile receives 1 new unit of flowing magma.

@@ -2360,11 +2429,11 @@ To remove all placed sources, call magmasource stop
-

In-game interface tools

+

In-game interface tools

These tools work by displaying dialogs or overlays in the game window, and are mostly implemented by lua scripts.

-

Dwarf Manipulator

+

Dwarf Manipulator

Implemented by the manipulator plugin. To activate, open the unit screen and press 'l'.

This tool implements a Dwarf Therapist-like interface within the game UI. The @@ -2398,14 +2467,14 @@ cursor onto that cell instead of toggling it.

Pressing ESC normally returns to the unit screen, but Shift-ESC would exit directly to the main dwarf mode screen.

-
-

Liquids

+
+

Liquids

Implemented by the gui/liquids script. To use, bind to a key and activate in the 'k' mode.

While active, use the suggested keys to switch the usual liquids parameters, and Enter to select the target area and apply changes.

-

Mechanisms

+

Mechanisms

Implemented by the gui/mechanims script. To use, bind to a key and activate in the 'q' mode.

Lists mechanisms connected to the building, and their links. Navigating the list centers the view on the relevant linked buildings.

@@ -2414,14 +2483,14 @@ focus on the current one. Shift-Enter has an effect equivalent to pressing Enter re-entering the mechanisms ui.

-

Power Meter

+

Power Meter

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.

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.

-
-

Rename

+
+

Rename

Backed by the rename plugin, the gui/rename script allows entering the desired name via a simple dialog in the game ui.

    @@ -2437,14 +2506,14 @@ It is also possible to rename zones from the 'i' menu.

    The building or unit are automatically assumed when in relevant ui state.

-

Room List

+

Room List

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.

The script lists other rooms owned by the same owner, or by the unit selected in the assign list, and allows unassigning them.

-

Siege Engine

+

Siege Engine

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.

The main mode displays the current target, selected ammo item type, linked stockpiles and @@ -2468,14 +2537,14 @@ e.g. like making siegers bring their own, are something only Toady can do.

-

RAW hacks

+

RAW hacks

These plugins detect certain structures in RAWs, and enhance them in various ways.

-

Steam Engine

+

Steam Engine

The steam-engine plugin detects custom workshops with STEAM_ENGINE in their token, and turns them into real steam engines.

-

Rationale

+

Rationale

The vanilla game contains only water wheels and windmills as sources of power, but windmills give relatively little power, and water wheels require flowing water, which must either be a real river and thus immovable and @@ -2486,7 +2555,7 @@ 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.

-

Construction

+

Construction

The workshop needs water as its input, which it takes via a passable floor tile below it, like usual magma workshops do. The magma version also needs magma.

@@ -2504,7 +2573,7 @@ This also means that engines cannot be chained without intermediate short axles that can be built later than both of the engines.

-

Operation

+

Operation

In order to operate the engine, queue the Stoke Boiler job (optionally on repeat). A furnace operator will come, possibly bringing a bar of fuel, and perform it. As a result, a "boiling water" item will appear @@ -2529,7 +2598,7 @@ decrease it by further 4%, and also decrease the whole steam use rate by 10%.

-

Explosions

+

Explosions

The engine must be constructed using barrel, pipe and piston from fire-safe, or in the magma version magma-safe metals.

During operation weak parts get gradually worn out, and @@ -2538,7 +2607,7 @@ toppled during operation by a building destroyer, or a tantruming dwarf.

-

Save files

+

Save files

It should be safe to load and view engine-using fortresses from a DF version without DFHack installed, except that in such case the engines won't work. However actually making modifications @@ -2549,7 +2618,7 @@ being generated.

-

Add Spatter

+

Add Spatter

This plugin makes reactions with names starting with SPATTER_ADD_ produce contaminants on the items instead of improvements.

Intended to give some use to all those poisons that can be bought from caravans.