@ -533,69 +533,68 @@ access DF memory and allow for easier development of new tools.</p>
< li > < a class = "reference internal" href = "#drain-aquifer" id = "id141" > drain-aquifer< / a > < / li >
< li > < a class = "reference internal" href = "#drain-aquifer" id = "id141" > drain-aquifer< / a > < / li >
< li > < a class = "reference internal" href = "#deathcause" id = "id142" > deathcause< / a > < / li >
< li > < a class = "reference internal" href = "#deathcause" id = "id142" > deathcause< / a > < / li >
< li > < a class = "reference internal" href = "#dfstatus" id = "id143" > dfstatus< / a > < / li >
< li > < a class = "reference internal" href = "#dfstatus" id = "id143" > dfstatus< / a > < / li >
< li > < a class = "reference internal" href = "#embark" id = "id144" > embark< / a > < / li >
< li > < a class = "reference internal" href = "#exterminate" id = "id144" > exterminate< / a > < / li >
< li > < a class = "reference internal" href = "#exterminate" id = "id145" > exterminate< / a > < / li >
< li > < a class = "reference internal" href = "#growcrops" id = "id145" > growcrops< / a > < / li >
< li > < a class = "reference internal" href = "#growcrops" id = "id146" > growcrops< / a > < / li >
< li > < a class = "reference internal" href = "#lever" id = "id146" > lever< / a > < / li >
< li > < a class = "reference internal" href = "#lever" id = "id147" > lever< / a > < / li >
< li > < a class = "reference internal" href = "#locate-ore" id = "id147" > locate-ore< / a > < / li >
< li > < a class = "reference internal" href = "#locate-ore" id = "id148" > locate-ore< / a > < / li >
< li > < a class = "reference internal" href = "#lua" id = "id148" > lua< / a > < / li >
< li > < a class = "reference internal" href = "#lua" id = "id149" > lua< / a > < / li >
< li > < a class = "reference internal" href = "#masspit" id = "id149" > masspit< / a > < / li >
< li > < a class = "reference internal" href = "#masspit" id = "id150" > masspit< / a > < / li >
< li > < a class = "reference internal" href = "#multicmd" id = "id150" > multicmd< / a > < / li >
< li > < a class = "reference internal" href = "#multicmd" id = "id151" > multicmd< / a > < / li >
< li > < a class = "reference internal" href = "#quicksave" id = "id151" > quicksave< / a > < / li >
< li > < a class = "reference internal" href = "#quicksave" id = "id152" > quicksave< / a > < / li >
< li > < a class = "reference internal" href = "#remove-stress" id = "id152" > remove-stress< / a > < / li >
< li > < a class = "reference internal" href = "#remove-stress" id = "id153" > remove-stress< / a > < / li >
< li > < a class = "reference internal" href = "#setfps" id = "id153" > setfps< / a > < / li >
< li > < a class = "reference internal" href = "#setfps" id = "id154" > setfps< / a > < / li >
< li > < a class = "reference internal" href = "#siren" id = "id154" > siren< / a > < / li >
< li > < a class = "reference internal" href = "#siren" id = "id155" > siren< / a > < / li >
< li > < a class = "reference internal" href = "#soundsense-season" id = "id155" > soundsense-season< / a > < / li >
< li > < a class = "reference internal" href = "#soundsense-season" id = "id156" > soundsense-season< / a > < / li >
< li > < a class = "reference internal" href = "#source" id = "id156" > source< / a > < / li >
< li > < a class = "reference internal" href = "#source" id = "id157" > source< / a > < / li >
< li > < a class = "reference internal" href = "#superdwarf" id = "id157" > superdwarf< / a > < / li >
< li > < a class = "reference internal" href = "#superdwarf" id = "id158" > superdwarf< / a > < / li >
< li > < a class = "reference internal" href = "#stripcaged" id = "id158" > stripcaged< / a > < / li >
< li > < a class = "reference internal" href = "#stripcaged" id = "id159" > stripcaged< / a > < / li >
< li > < a class = "reference internal" href = "#teleport" id = "id159" > teleport< / a > < / li >
< li > < a class = "reference internal" href = "#teleport" id = "id160" > teleport< / a > < / li >
< li > < a class = "reference internal" href = "#undump-buildings" id = "id160" > undump-buildings< / a > < / li >
< li > < a class = "reference internal" href = "#undump-buildings" id = "id161" > undump-buildings< / a > < / li >
< / ul >
< / ul >
< / li >
< / li >
< li > < a class = "reference internal" href = "#modtools" id = "id16 2 "> modtools< / a > < / li >
< li > < a class = "reference internal" href = "#modtools" id = "id16 1 "> modtools< / a > < / li >
< li > < a class = "reference internal" href = "#in-game-interface-tools" id = "id16 3 "> In-game interface tools< / a > < ul >
< li > < a class = "reference internal" href = "#in-game-interface-tools" id = "id16 2 "> In-game interface tools< / a > < ul >
< li > < a class = "reference internal" href = "#dwarf-manipulator" id = "id16 4 "> Dwarf Manipulator< / a > < / li >
< li > < a class = "reference internal" href = "#dwarf-manipulator" id = "id16 3 "> Dwarf Manipulator< / a > < / li >
< li > < a class = "reference internal" href = "#search" id = "id16 5 "> Search< / a > < / li >
< li > < a class = "reference internal" href = "#search" id = "id16 4 "> Search< / a > < / li >
< li > < a class = "reference internal" href = "#automaterial" id = "id16 6 "> AutoMaterial< / a > < / li >
< li > < a class = "reference internal" href = "#automaterial" id = "id16 5 "> AutoMaterial< / a > < / li >
< li > < a class = "reference internal" href = "#stockpile-automation" id = "id16 7 "> Stockpile Automation< / a > < / li >
< li > < a class = "reference internal" href = "#stockpile-automation" id = "id16 6 "> Stockpile Automation< / a > < / li >
< li > < a class = "reference internal" href = "#track-stop-menu" id = "id16 8 "> Track Stop Menu< / a > < / li >
< li > < a class = "reference internal" href = "#track-stop-menu" id = "id16 7 "> Track Stop Menu< / a > < / li >
< li > < a class = "reference internal" href = "#gui-advfort" id = "id16 9 "> gui/advfort< / a > < / li >
< li > < a class = "reference internal" href = "#gui-advfort" id = "id16 8 "> gui/advfort< / a > < / li >
< li > < a class = "reference internal" href = "#gui-assign-rack" id = "id1 70 "> gui/assign-rack< / a > < / li >
< li > < a class = "reference internal" href = "#gui-assign-rack" id = "id1 69 "> gui/assign-rack< / a > < / li >
< li > < a class = "reference internal" href = "#gui-choose-weapons" id = "id17 1 "> gui/choose-weapons< / a > < / li >
< li > < a class = "reference internal" href = "#gui-choose-weapons" id = "id17 0 "> gui/choose-weapons< / a > < / li >
< li > < a class = "reference internal" href = "#gui-clone-uniform" id = "id17 2 "> gui/clone-uniform< / a > < / li >
< li > < a class = "reference internal" href = "#gui-clone-uniform" id = "id17 1 "> gui/clone-uniform< / a > < / li >
< li > < a class = "reference internal" href = "#gui-companion-order" id = "id17 3 "> gui/companion-order< / a > < / li >
< li > < a class = "reference internal" href = "#gui-companion-order" id = "id17 2 "> gui/companion-order< / a > < / li >
< li > < a class = "reference internal" href = "#gui-gm-editor" id = "id17 4 "> gui/gm-editor< / a > < / li >
< li > < a class = "reference internal" href = "#gui-gm-editor" id = "id17 3 "> gui/gm-editor< / a > < / li >
< li > < a class = "reference internal" href = "#hotkeys" id = "id17 5 "> Hotkeys< / a > < / li >
< li > < a class = "reference internal" href = "#hotkeys" id = "id17 4 "> Hotkeys< / a > < / li >
< li > < a class = "reference internal" href = "#id1" id = "id17 6 "> Hotkeys< / a > < / li >
< li > < a class = "reference internal" href = "#id1" id = "id17 5 "> Hotkeys< / a > < / li >
< li > < a class = "reference internal" href = "#id2" id = "id17 7 "> Stockpile Automation< / a > < / li >
< li > < a class = "reference internal" href = "#id2" id = "id17 6 "> Stockpile Automation< / a > < / li >
< li > < a class = "reference internal" href = "#id3" id = "id17 8 "> Stockpile Automation< / a > < / li >
< li > < a class = "reference internal" href = "#id3" id = "id17 7 "> Stockpile Automation< / a > < / li >
< li > < a class = "reference internal" href = "#gui-liquids" id = "id17 9 "> gui/liquids< / a > < / li >
< li > < a class = "reference internal" href = "#gui-liquids" id = "id17 8 "> gui/liquids< / a > < / li >
< li > < a class = "reference internal" href = "#gui-mechanisms" id = "id1 80 "> gui/mechanisms< / a > < / li >
< li > < a class = "reference internal" href = "#gui-mechanisms" id = "id1 79 "> gui/mechanisms< / a > < / li >
< li > < a class = "reference internal" href = "#gui-mod-manager" id = "id18 1 "> gui/mod-manager< / a > < / li >
< li > < a class = "reference internal" href = "#gui-mod-manager" id = "id18 0 "> gui/mod-manager< / a > < / li >
< li > < a class = "reference internal" href = "#gui-rename" id = "id18 2 "> gui/rename< / a > < / li >
< li > < a class = "reference internal" href = "#gui-rename" id = "id18 1 "> gui/rename< / a > < / li >
< li > < a class = "reference internal" href = "#gui-room-list" id = "id18 3 "> gui/room-list< / a > < / li >
< li > < a class = "reference internal" href = "#gui-room-list" id = "id18 2 "> gui/room-list< / a > < / li >
< li > < a class = "reference internal" href = "#gui-guide-path" id = "id18 4 "> gui/guide-path< / a > < / li >
< li > < a class = "reference internal" href = "#gui-guide-path" id = "id18 3 "> gui/guide-path< / a > < / li >
< li > < a class = "reference internal" href = "#gui-workflow" id = "id18 5 "> gui/workflow< / a > < / li >
< li > < a class = "reference internal" href = "#gui-workflow" id = "id18 4 "> gui/workflow< / a > < / li >
< li > < a class = "reference internal" href = "#gui-workshop-job" id = "id18 6 "> gui/workshop-job< / a > < / li >
< li > < a class = "reference internal" href = "#gui-workshop-job" id = "id18 5 "> gui/workshop-job< / a > < / li >
< / ul >
< / ul >
< / li >
< / li >
< li > < a class = "reference internal" href = "#behavior-mods" id = "id18 7 "> Behavior Mods< / a > < ul >
< li > < a class = "reference internal" href = "#behavior-mods" id = "id18 6 "> Behavior Mods< / a > < ul >
< li > < a class = "reference internal" href = "#siege-engine" id = "id18 8 "> Siege Engine< / a > < ul >
< li > < a class = "reference internal" href = "#siege-engine" id = "id18 7 "> Siege Engine< / a > < ul >
< li > < a class = "reference internal" href = "#rationale" id = "id18 9 "> Rationale< / a > < / li >
< li > < a class = "reference internal" href = "#rationale" id = "id18 8 "> Rationale< / a > < / li >
< li > < a class = "reference internal" href = "#configuration-ui" id = "id1 90 "> Configuration UI< / a > < / li >
< li > < a class = "reference internal" href = "#configuration-ui" id = "id1 8 9"> Configuration UI< / a > < / li >
< / ul >
< / ul >
< / li >
< / li >
< li > < a class = "reference internal" href = "#power-meter" id = "id19 1 "> Power Meter< / a > < / li >
< li > < a class = "reference internal" href = "#power-meter" id = "id19 0 "> Power Meter< / a > < / li >
< li > < a class = "reference internal" href = "#steam-engine" id = "id19 2 "> Steam Engine< / a > < ul >
< li > < a class = "reference internal" href = "#steam-engine" id = "id19 1 "> Steam Engine< / a > < ul >
< li > < a class = "reference internal" href = "#id4" id = "id19 3 "> Rationale< / a > < / li >
< li > < a class = "reference internal" href = "#id4" id = "id19 2 "> Rationale< / a > < / li >
< li > < a class = "reference internal" href = "#construction" id = "id19 4 "> Construction< / a > < / li >
< li > < a class = "reference internal" href = "#construction" id = "id19 3 "> Construction< / a > < / li >
< li > < a class = "reference internal" href = "#operation" id = "id19 5 "> Operation< / a > < / li >
< li > < a class = "reference internal" href = "#operation" id = "id19 4 "> Operation< / a > < / li >
< li > < a class = "reference internal" href = "#explosions" id = "id19 6 "> Explosions< / a > < / li >
< li > < a class = "reference internal" href = "#explosions" id = "id19 5 "> Explosions< / a > < / li >
< li > < a class = "reference internal" href = "#save-files" id = "id19 7 "> Save files< / a > < / li >
< li > < a class = "reference internal" href = "#save-files" id = "id19 6 "> Save files< / a > < / li >
< / ul >
< / ul >
< / li >
< / li >
< li > < a class = "reference internal" href = "#add-spatter" id = "id19 8 "> Add Spatter< / a > < / li >
< li > < a class = "reference internal" href = "#add-spatter" id = "id19 7 "> Add Spatter< / a > < / li >
< / ul >
< / ul >
< / li >
< / li >
< / ul >
< / ul >
@ -3084,12 +3083,8 @@ Also works when selecting units from the 'u'nitlist viewscreen.</p>
< h2 > < a class = "toc-backref" href = "#id143" > dfstatus< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id143" > dfstatus< / a > < / h2 >
< p > Show a quick overview of critical stock quantities, including food, dirnks, wood, and various bars.< / p >
< p > Show a quick overview of critical stock quantities, including food, dirnks, wood, and various bars.< / p >
< / div >
< / div >
< div class = "section" id = "embark" >
< h2 > < a class = "toc-backref" href = "#id144" > embark< / a > < / h2 >
< p > Allows to embark anywhere. Currently windows only.< / p >
< / div >
< div class = "section" id = "exterminate" >
< div class = "section" id = "exterminate" >
< h2 > < a class = "toc-backref" href = "#id14 5 "> exterminate< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id144" > exterminate< / a > < / h2 >
< p > Kills any unit of a given race.< / p >
< p > Kills any unit of a given race.< / p >
< p > With no argument, lists the available races and count eligible targets.< / p >
< p > With no argument, lists the available races and count eligible targets.< / p >
< p > With the special argument < tt class = "docutils literal" > him< / tt > , targets only the selected creature.< / p >
< p > With the special argument < tt class = "docutils literal" > him< / tt > , targets only the selected creature.< / p >
@ -3121,7 +3116,7 @@ exterminate elve magma
< / pre >
< / pre >
< / div >
< / div >
< div class = "section" id = "growcrops" >
< div class = "section" id = "growcrops" >
< h2 > < a class = "toc-backref" href = "#id14 6 "> growcrops< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id14 5 "> growcrops< / a > < / h2 >
< p > Instantly grow seeds inside farming plots.< / p >
< p > Instantly grow seeds inside farming plots.< / p >
< p > With no argument, this command list the various seed types currently in
< p > With no argument, this command list the various seed types currently in
use in your farming plots.
use in your farming plots.
@ -3133,7 +3128,7 @@ growcrops plump 40
< / pre >
< / pre >
< / div >
< / div >
< div class = "section" id = "lever" >
< div class = "section" id = "lever" >
< h2 > < a class = "toc-backref" href = "#id14 7 "> lever< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id14 6 "> lever< / a > < / h2 >
< p > Allow manipulation of in-game levers from the dfhack console.< / p >
< p > Allow manipulation of in-game levers from the dfhack console.< / p >
< p > Can list levers, including state and links, with:< / p >
< p > Can list levers, including state and links, with:< / p >
< pre class = "literal-block" >
< pre class = "literal-block" >
@ -3147,7 +3142,7 @@ lever pull 42 --now
< / pre >
< / pre >
< / div >
< / div >
< div class = "section" id = "locate-ore" >
< div class = "section" id = "locate-ore" >
< h2 > < a class = "toc-backref" href = "#id14 8 "> locate-ore< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id14 7 "> locate-ore< / a > < / h2 >
< p > Scan the map for metal ores.< / p >
< p > Scan the map for metal ores.< / p >
< p > Finds and designate for digging one tile of a specific metal ore.
< p > Finds and designate for digging one tile of a specific metal ore.
Only works for native metal ores, does not handle reaction stuff (eg STEEL).< / p >
Only works for native metal ores, does not handle reaction stuff (eg STEEL).< / p >
@ -3160,7 +3155,7 @@ locate-ore iron
< / pre >
< / pre >
< / div >
< / div >
< div class = "section" id = "lua" >
< div class = "section" id = "lua" >
< h2 > < a class = "toc-backref" href = "#id14 9 "> lua< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id14 8 "> lua< / a > < / h2 >
< p > There are the following ways to invoke this command:< / p >
< p > There are the following ways to invoke this command:< / p >
< ol class = "arabic" >
< ol class = "arabic" >
< li > < p class = "first" > < tt class = "docutils literal" > lua< / tt > (without any parameters)< / p >
< li > < p class = "first" > < tt class = "docutils literal" > lua< / tt > (without any parameters)< / p >
@ -3179,14 +3174,14 @@ directory. If the filename is not supplied, it loads "dfhack.lua".</p>
< / ol >
< / ol >
< / div >
< / div >
< div class = "section" id = "masspit" >
< div class = "section" id = "masspit" >
< h2 > < a class = "toc-backref" href = "#id1 50 "> masspit< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id1 49 "> masspit< / a > < / h2 >
< p > Designate all creatures in cages on top of a pit/pond activity zone for pitting.
< p > Designate all creatures in cages on top of a pit/pond activity zone for pitting.
Works best with an animal stockpile on top of the zone.< / p >
Works best with an animal stockpile on top of the zone.< / p >
< p > Works with a zone number as argument (eg < tt class = "docutils literal" > Activity Zone #6< / tt > -> < tt class = "docutils literal" > masspit 6< / tt > )
< p > Works with a zone number as argument (eg < tt class = "docutils literal" > Activity Zone #6< / tt > -> < tt class = "docutils literal" > masspit 6< / tt > )
or with the game cursor on top of the area.< / p >
or with the game cursor on top of the area.< / p >
< / div >
< / div >
< div class = "section" id = "multicmd" >
< div class = "section" id = "multicmd" >
< h2 > < a class = "toc-backref" href = "#id15 1 "> multicmd< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id15 0 "> multicmd< / a > < / h2 >
< p > Run multiple dfhack commands. The argument is split around the
< p > Run multiple dfhack commands. The argument is split around the
character ; and all parts are run sequencially as independent
character ; and all parts are run sequencially as independent
dfhack commands. Useful for hotkeys.< / p >
dfhack commands. Useful for hotkeys.< / p >
@ -3196,21 +3191,21 @@ multicmd locate-ore iron ; digv
< / pre >
< / pre >
< / div >
< / div >
< div class = "section" id = "quicksave" >
< div class = "section" id = "quicksave" >
< h2 > < a class = "toc-backref" href = "#id15 2 "> quicksave< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id15 1 "> quicksave< / a > < / h2 >
< p > If called in dwarf mode, makes DF immediately auto-save the game by setting a flag
< p > If called in dwarf mode, makes DF immediately auto-save the game by setting a flag
normally used in seasonal auto-save.< / p >
normally used in seasonal auto-save.< / p >
< / div >
< / div >
< div class = "section" id = "remove-stress" >
< div class = "section" id = "remove-stress" >
< h2 > < a class = "toc-backref" href = "#id15 3 "> remove-stress< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id15 2 "> remove-stress< / a > < / h2 >
< p > Sets stress to -1,000,000; the normal range is 0 to 500,000 with very stable or very stressed dwarves taking on negative or greater values respectively. Applies to the selected unit, or use " remove-stress -all" to apply to all units.< / p >
< p > Sets stress to -1,000,000; the normal range is 0 to 500,000 with very stable or very stressed dwarves taking on negative or greater values respectively. Applies to the selected unit, or use " remove-stress -all" to apply to all units.< / p >
< / div >
< / div >
< div class = "section" id = "setfps" >
< div class = "section" id = "setfps" >
< h2 > < a class = "toc-backref" href = "#id15 4 "> setfps< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id15 3 "> setfps< / a > < / h2 >
< p > Run < tt class = "docutils literal" > setfps < number> < / tt > to set the FPS cap at runtime, in case you want to watch
< p > Run < tt class = "docutils literal" > setfps < number> < / tt > to set the FPS cap at runtime, in case you want to watch
combat in slow motion or something :)< / p >
combat in slow motion or something :)< / p >
< / div >
< / div >
< div class = "section" id = "siren" >
< div class = "section" id = "siren" >
< h2 > < a class = "toc-backref" href = "#id15 5 "> siren< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id15 4 "> siren< / a > < / h2 >
< p > Wakes up sleeping units, cancels breaks and stops parties either everywhere,
< p > Wakes up sleeping units, cancels breaks and stops parties either everywhere,
or in the burrows given as arguments. In return, adds bad thoughts about
or in the burrows given as arguments. In return, adds bad thoughts about
noise, tiredness and lack of protection. Also, the units with interrupted
noise, tiredness and lack of protection. Also, the units with interrupted
@ -3218,7 +3213,7 @@ breaks will go on break again a lot sooner. The script is intended for
emergencies, e.g. when a siege appears, and all your military is partying.< / p >
emergencies, e.g. when a siege appears, and all your military is partying.< / p >
< / div >
< / div >
< div class = "section" id = "soundsense-season" >
< div class = "section" id = "soundsense-season" >
< h2 > < a class = "toc-backref" href = "#id15 6 "> soundsense-season< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id15 5 "> soundsense-season< / a > < / h2 >
< p > It is a well known issue that Soundsense cannot detect the correct
< p > It is a well known issue that Soundsense cannot detect the correct
current season when a savegame is loaded and has to play random
current season when a savegame is loaded and has to play random
season music until a season switch occurs.< / p >
season music until a season switch occurs.< / p >
@ -3227,7 +3222,7 @@ to gamelog.txt on every map load to fix this. For best results
call the script from < tt class = "docutils literal" > dfhack.init< / tt > .< / p >
call the script from < tt class = "docutils literal" > dfhack.init< / tt > .< / p >
< / div >
< / div >
< div class = "section" id = "source" >
< div class = "section" id = "source" >
< h2 > < a class = "toc-backref" href = "#id15 7 "> source< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id15 6 "> source< / a > < / h2 >
< p > Create an infinite magma or water source or drain on a tile.< / p >
< p > Create an infinite magma or water source or drain on a tile.< / p >
< p > This script registers a map tile as a liquid source, and every 12 game ticks
< p > This script registers a map tile as a liquid source, and every 12 game ticks
that tile receives or remove 1 new unit of flow based on the configuration.< / p >
that tile receives or remove 1 new unit of flow based on the configuration.< / p >
@ -3249,7 +3244,7 @@ source add water 0 - water drain
< / pre >
< / pre >
< / div >
< / div >
< div class = "section" id = "superdwarf" >
< div class = "section" id = "superdwarf" >
< h2 > < a class = "toc-backref" href = "#id15 8 "> superdwarf< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id15 7 "> superdwarf< / a > < / h2 >
< p > Similar to fastdwarf, per-creature.< / p >
< p > Similar to fastdwarf, per-creature.< / p >
< p > To make any creature superfast, target it ingame using 'v' and:< / p >
< p > To make any creature superfast, target it ingame using 'v' and:< / p >
< pre class = "literal-block" >
< pre class = "literal-block" >
@ -3259,7 +3254,7 @@ superdwarf add
< p > This plugin also shortens the 'sleeping' and 'on break' periods of targets.< / p >
< p > This plugin also shortens the 'sleeping' and 'on break' periods of targets.< / p >
< / div >
< / div >
< div class = "section" id = "stripcaged" >
< div class = "section" id = "stripcaged" >
< h2 > < a class = "toc-backref" href = "#id15 9 "> stripcaged< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id15 8 "> stripcaged< / a > < / h2 >
< p > For dumping items inside cages. Will mark selected items for dumping, then
< p > For dumping items inside cages. Will mark selected items for dumping, then
a dwarf may come and actually dump it. See also < tt class = "docutils literal" > autodump< / tt > .< / p >
a dwarf may come and actually dump it. See also < tt class = "docutils literal" > autodump< / tt > .< / p >
< p > With the < tt class = "docutils literal" > items< / tt > argument, only dumps items laying in the cage, excluding
< p > With the < tt class = "docutils literal" > items< / tt > argument, only dumps items laying in the cage, excluding
@ -3277,7 +3272,7 @@ stripcaged weapons 25321 34228
< / pre >
< / pre >
< / div >
< / div >
< div class = "section" id = "teleport" >
< div class = "section" id = "teleport" >
< h2 > < a class = "toc-backref" href = "#id1 60 "> teleport< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id1 59 "> teleport< / a > < / h2 >
< p > Teleports a unit to given coordinates.< / p >
< p > Teleports a unit to given coordinates.< / p >
< p > Examples:< / p >
< p > Examples:< / p >
< pre class = "literal-block" >
< pre class = "literal-block" >
@ -3287,12 +3282,12 @@ teleport -unit 1234 -x 56 -y 115 -z 26 - teleports unit 1234 to 56,115,26
< / pre >
< / pre >
< / div >
< / div >
< div class = "section" id = "undump-buildings" >
< div class = "section" id = "undump-buildings" >
< h2 > < a class = "toc-backref" href = "#id16 1 "> undump-buildings< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id16 0 "> undump-buildings< / a > < / h2 >
< p > Undesignates building base materials for dumping.< / p >
< p > Undesignates building base materials for dumping.< / p >
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "modtools" >
< div class = "section" id = "modtools" >
< h1 > < a class = "toc-backref" href = "#id16 2 "> modtools< / a > < / h1 >
< h1 > < a class = "toc-backref" href = "#id16 1 "> modtools< / a > < / h1 >
< p > These scripts are mostly useful for raw modders and scripters. They all have standard arguments: arguments are of the form < tt class = "docutils literal" > tool < span class = "pre" > -argName1< / span > argVal1 < span class = "pre" > -argName2< / span > argVal2< / tt > . This is equivalent to < tt class = "docutils literal" > tool < span class = "pre" > -argName2< / span > argVal2 < span class = "pre" > -argName1< / span > argVal1< / tt > . It is not necessary to provide a value to an argument name: < tt class = "docutils literal" > tool < span class = "pre" > -argName3< / span > < / tt > is fine. Supplying the same argument name multiple times will result in an error. Argument names are preceded with a dash. The < tt class = "docutils literal" > < span class = "pre" > -help< / span > < / tt > argument will print a descriptive usage string describing the nature of the arguments. For multiple word argument values, brackets must be used: < tt class = "docutils literal" > tool < span class = "pre" > -argName4< / span > [ sadf1 sadf2 sadf3 ]< / tt > . In order to allow passing literal braces as part of the argument, backslashes are used: < tt class = "docutils literal" > tool < span class = "pre" > -argName4< / span > [ \] asdf \foo ]< / tt > sets < tt class = "docutils literal" > argName4< / tt > to < tt class = "docutils literal" > \] asdf foo< / tt > . The < tt class = "docutils literal" > < span class = "pre" > *-trigger< / span > < / tt > scripts have a similar policy with backslashes.< / p >
< p > These scripts are mostly useful for raw modders and scripters. They all have standard arguments: arguments are of the form < tt class = "docutils literal" > tool < span class = "pre" > -argName1< / span > argVal1 < span class = "pre" > -argName2< / span > argVal2< / tt > . This is equivalent to < tt class = "docutils literal" > tool < span class = "pre" > -argName2< / span > argVal2 < span class = "pre" > -argName1< / span > argVal1< / tt > . It is not necessary to provide a value to an argument name: < tt class = "docutils literal" > tool < span class = "pre" > -argName3< / span > < / tt > is fine. Supplying the same argument name multiple times will result in an error. Argument names are preceded with a dash. The < tt class = "docutils literal" > < span class = "pre" > -help< / span > < / tt > argument will print a descriptive usage string describing the nature of the arguments. For multiple word argument values, brackets must be used: < tt class = "docutils literal" > tool < span class = "pre" > -argName4< / span > [ sadf1 sadf2 sadf3 ]< / tt > . In order to allow passing literal braces as part of the argument, backslashes are used: < tt class = "docutils literal" > tool < span class = "pre" > -argName4< / span > [ \] asdf \foo ]< / tt > sets < tt class = "docutils literal" > argName4< / tt > to < tt class = "docutils literal" > \] asdf foo< / tt > . The < tt class = "docutils literal" > < span class = "pre" > *-trigger< / span > < / tt > scripts have a similar policy with backslashes.< / p >
< ul >
< ul >
< li > < p class = "first" > add-syndrome< / p >
< li > < p class = "first" > add-syndrome< / p >
@ -3349,7 +3344,7 @@ teleport -unit 1234 -x 56 -y 115 -z 26 - teleports unit 1234 to 56,115,26
< / ul >
< / ul >
< / div >
< / div >
< div class = "section" id = "in-game-interface-tools" >
< div class = "section" id = "in-game-interface-tools" >
< h1 > < a class = "toc-backref" href = "#id16 3 "> In-game interface tools< / a > < / h1 >
< h1 > < a class = "toc-backref" href = "#id16 2 "> In-game interface tools< / a > < / h1 >
< p > These tools work by displaying dialogs or overlays in the game window, and
< p > These tools work by displaying dialogs or overlays in the game window, and
are mostly implemented by lua scripts.< / p >
are mostly implemented by lua scripts.< / p >
< div class = "note" >
< div class = "note" >
@ -3364,7 +3359,7 @@ guideline because it arguably just fixes small usability bugs in the game UI.</p
you must enable the plugins which provide them.< / p >
you must enable the plugins which provide them.< / p >
< / div >
< / div >
< div class = "section" id = "dwarf-manipulator" >
< div class = "section" id = "dwarf-manipulator" >
< h2 > < a class = "toc-backref" href = "#id16 4 "> Dwarf Manipulator< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id16 3 "> Dwarf Manipulator< / a > < / h2 >
< p > Implemented by the 'manipulator' plugin.< / p >
< p > Implemented by the 'manipulator' plugin.< / p >
< p > To activate, open the unit screen and press 'l'.< / p >
< p > To activate, open the unit screen and press 'l'.< / p >
< img alt = "images/manipulator.png" src = "images/manipulator.png" / >
< img alt = "images/manipulator.png" src = "images/manipulator.png" / >
@ -3405,7 +3400,7 @@ cursor onto that cell instead of toggling it.</li>
directly to the main dwarf mode screen.< / p >
directly to the main dwarf mode screen.< / p >
< / div >
< / div >
< div class = "section" id = "search" >
< div class = "section" id = "search" >
< h2 > < a class = "toc-backref" href = "#id16 5 "> Search< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id16 4 "> Search< / a > < / h2 >
< p > Implemented by the 'search' plugin.< / p >
< p > Implemented by the 'search' plugin.< / p >
< p > The search plugin adds search to the Stocks, Animals, Trading, Stockpile,
< p > The search plugin adds search to the Stocks, Animals, Trading, Stockpile,
Noble (assignment candidates), Military (position candidates), Burrows
Noble (assignment candidates), Military (position candidates), Burrows
@ -3436,7 +3431,7 @@ only fat or tallow by forbidding fats, then searching for fat/tallow, and
using Permit Fats again while the list is filtered.< / p >
using Permit Fats again while the list is filtered.< / p >
< / div >
< / div >
< div class = "section" id = "automaterial" >
< div class = "section" id = "automaterial" >
< h2 > < a class = "toc-backref" href = "#id16 6 "> AutoMaterial< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id16 5 "> AutoMaterial< / a > < / h2 >
< p > Implemented by the 'automaterial' plugin.< / p >
< p > Implemented by the 'automaterial' plugin.< / p >
< p > This makes building constructions (walls, floors, fortifications, etc) a little bit
< p > This makes building constructions (walls, floors, fortifications, etc) a little bit
easier by saving you from having to trawl through long lists of materials each time
easier by saving you from having to trawl through long lists of materials each time
@ -3464,7 +3459,7 @@ materials, it returns you back to this screen. If you use this along with severa
enabled materials, you should be able to place complex constructions more conveniently.< / p >
enabled materials, you should be able to place complex constructions more conveniently.< / p >
< / div >
< / div >
< div class = "section" id = "stockpile-automation" >
< div class = "section" id = "stockpile-automation" >
< h2 > < a class = "toc-backref" href = "#id16 7 "> Stockpile Automation< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id16 6 "> Stockpile Automation< / a > < / h2 >
< p > Enable the automelt or autotrade plugins in your dfhack.init with:< / p >
< p > Enable the automelt or autotrade plugins in your dfhack.init with:< / p >
< pre class = "literal-block" >
< pre class = "literal-block" >
enable automelt
enable automelt
@ -3475,7 +3470,7 @@ When automelt is enabled for a stockpile, any meltable items placed in it will b
When autotrade is enabled for a stockpile, any items placed in it will be designated to be taken to the Trade Depot whenever merchants are on the map.< / p >
When autotrade is enabled for a stockpile, any items placed in it will be designated to be taken to the Trade Depot whenever merchants are on the map.< / p >
< / div >
< / div >
< div class = "section" id = "track-stop-menu" >
< div class = "section" id = "track-stop-menu" >
< h2 > < a class = "toc-backref" href = "#id16 8 "> Track Stop Menu< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id16 7 "> Track Stop Menu< / a > < / h2 >
< p > The < cite > q< / cite > menu of track stops is completely blank by default. To enable one:< / p >
< p > The < cite > q< / cite > menu of track stops is completely blank by default. To enable one:< / p >
< pre class = "literal-block" >
< pre class = "literal-block" >
enable trackstop
enable trackstop
@ -3489,7 +3484,7 @@ It re-uses the keybindings from the track stop building interface:</p>
< / ul >
< / ul >
< / div >
< / div >
< div class = "section" id = "gui-advfort" >
< div class = "section" id = "gui-advfort" >
< h2 > < a class = "toc-backref" href = "#id16 9 "> gui/advfort< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id16 8 "> gui/advfort< / a > < / h2 >
< p > This script allows to perform jobs in adventure mode. For more complete help
< p > This script allows to perform jobs in adventure mode. For more complete help
press '?' while script is running. It's most confortable to use this as a
press '?' while script is running. It's most confortable to use this as a
keybinding. (e.g. keybinding set Ctrl-T gui/advfort). Possible arguments:< / p >
keybinding. (e.g. keybinding set Ctrl-T gui/advfort). Possible arguments:< / p >
@ -3508,7 +3503,7 @@ implies -a</li>
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "gui-assign-rack" >
< div class = "section" id = "gui-assign-rack" >
< h2 > < a class = "toc-backref" href = "#id1 70 "> gui/assign-rack< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id1 69 "> gui/assign-rack< / a > < / h2 >
< p > Bind to a key (the example config uses P), and activate when viewing a weapon
< p > Bind to a key (the example config uses P), and activate when viewing a weapon
rack in the 'q' mode.< / p >
rack in the 'q' mode.< / p >
< img alt = "images/assign-rack.png" src = "images/assign-rack.png" / >
< img alt = "images/assign-rack.png" src = "images/assign-rack.png" / >
@ -3532,7 +3527,7 @@ the intended user. In order to aid in the choice, it shows the number
of currently assigned racks for every valid squad.< / p >
of currently assigned racks for every valid squad.< / p >
< / div >
< / div >
< div class = "section" id = "gui-choose-weapons" >
< div class = "section" id = "gui-choose-weapons" >
< h2 > < a class = "toc-backref" href = "#id17 1 "> gui/choose-weapons< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id17 0 "> gui/choose-weapons< / a > < / h2 >
< p > Bind to a key (the example config uses Ctrl-W), and activate in the Equip-> View/Customize
< p > Bind to a key (the example config uses Ctrl-W), and activate in the Equip-> View/Customize
page of the military screen.< / p >
page of the military screen.< / p >
< p > Depending on the cursor location, it rewrites all 'individual choice weapon' entries
< p > Depending on the cursor location, it rewrites all 'individual choice weapon' entries
@ -3543,14 +3538,14 @@ only that entry, and does it even if it is not 'individual choice'.</p>
and may lead to inappropriate weapons being selected.< / p >
and may lead to inappropriate weapons being selected.< / p >
< / div >
< / div >
< div class = "section" id = "gui-clone-uniform" >
< div class = "section" id = "gui-clone-uniform" >
< h2 > < a class = "toc-backref" href = "#id17 2 "> gui/clone-uniform< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id17 1 "> gui/clone-uniform< / a > < / h2 >
< p > Bind to a key (the example config uses Ctrl-C), and activate in the Uniforms
< p > Bind to a key (the example config uses Ctrl-C), and activate in the Uniforms
page of the military screen with the cursor in the leftmost list.< / p >
page of the military screen with the cursor in the leftmost list.< / p >
< p > When invoked, the script duplicates the currently selected uniform template,
< p > When invoked, the script duplicates the currently selected uniform template,
and selects the newly created copy.< / p >
and selects the newly created copy.< / p >
< / div >
< / div >
< div class = "section" id = "gui-companion-order" >
< div class = "section" id = "gui-companion-order" >
< h2 > < a class = "toc-backref" href = "#id17 3 "> gui/companion-order< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id17 2 "> gui/companion-order< / a > < / h2 >
< p > A script to issue orders for companions. Select companions with lower case chars, issue orders with upper
< p > A script to issue orders for companions. Select companions with lower case chars, issue orders with upper
case. Must be in look or talk mode to issue command on tile.< / p >
case. Must be in look or talk mode to issue command on tile.< / p >
< img alt = "images/companion-order.png" src = "images/companion-order.png" / >
< img alt = "images/companion-order.png" src = "images/companion-order.png" / >
@ -3566,7 +3561,7 @@ case. Must be in look or talk mode to issue command on tile.</p>
< / ul >
< / ul >
< / div >
< / div >
< div class = "section" id = "gui-gm-editor" >
< div class = "section" id = "gui-gm-editor" >
< h2 > < a class = "toc-backref" href = "#id17 4 "> gui/gm-editor< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id17 3 "> gui/gm-editor< / a > < / h2 >
< p > There are three ways to open this editor:< / p >
< p > There are three ways to open this editor:< / p >
< ul class = "simple" >
< ul class = "simple" >
< li > using gui/gm-editor command/keybinding - opens editor on what is selected
< li > using gui/gm-editor command/keybinding - opens editor on what is selected
@ -3581,7 +3576,7 @@ the same as version above.</li>
in-game help.< / p >
in-game help.< / p >
< / div >
< / div >
< div class = "section" id = "hotkeys" >
< div class = "section" id = "hotkeys" >
< h2 > < a class = "toc-backref" href = "#id17 5 "> Hotkeys< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id17 4 "> Hotkeys< / a > < / h2 >
< p > Opens an in-game screen showing DFHack keybindings that are valid in the current mode.< / p >
< p > Opens an in-game screen showing DFHack keybindings that are valid in the current mode.< / p >
< img alt = "images/hotkeys.png" src = "images/hotkeys.png" / >
< img alt = "images/hotkeys.png" src = "images/hotkeys.png" / >
< p > Type < tt class = "docutils literal" > hotkeys< / tt > into the DFHack console to open the screen, or bind the command to a
< p > Type < tt class = "docutils literal" > hotkeys< / tt > into the DFHack console to open the screen, or bind the command to a
@ -3591,7 +3586,7 @@ keybinding add Ctrl-F1 hotkeys
< / pre >
< / pre >
< / div >
< / div >
< div class = "section" id = "id1" >
< div class = "section" id = "id1" >
< h2 > < a class = "toc-backref" href = "#id17 6 "> Hotkeys< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id17 5 "> Hotkeys< / a > < / h2 >
< p > Opens an in-game screen showing DFHack keybindings that are valid in the current mode.< / p >
< p > Opens an in-game screen showing DFHack keybindings that are valid in the current mode.< / p >
< img alt = "images/hotkeys.png" src = "images/hotkeys.png" / >
< img alt = "images/hotkeys.png" src = "images/hotkeys.png" / >
< p > Type < tt class = "docutils literal" > hotkeys< / tt > into the DFHack console to open the screen, or bind the command to a
< p > Type < tt class = "docutils literal" > hotkeys< / tt > into the DFHack console to open the screen, or bind the command to a
@ -3600,7 +3595,7 @@ globally active hotkey in dfhack.init, e.g.:</p>
< tt class = "docutils literal" > keybinding add < span class = "pre" > Ctrl-F1< / span > hotkeys< / tt > < / blockquote >
< tt class = "docutils literal" > keybinding add < span class = "pre" > Ctrl-F1< / span > hotkeys< / tt > < / blockquote >
< / div >
< / div >
< div class = "section" id = "id2" >
< div class = "section" id = "id2" >
< h2 > < a class = "toc-backref" href = "#id17 7 "> Stockpile Automation< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id17 6 "> Stockpile Automation< / a > < / h2 >
< dl class = "docutils" >
< dl class = "docutils" >
< dt > Enable the autodump plugin in your dfhack.init with< / dt >
< dt > Enable the autodump plugin in your dfhack.init with< / dt >
< dd > < tt class = "docutils literal" > enable autodump< / tt > < / dd >
< dd > < tt class = "docutils literal" > enable autodump< / tt > < / dd >
@ -3609,7 +3604,7 @@ globally active hotkey in dfhack.init, e.g.:</p>
Any items placed in this stockpile will be designated to be dumped.< / p >
Any items placed in this stockpile will be designated to be dumped.< / p >
< / div >
< / div >
< div class = "section" id = "id3" >
< div class = "section" id = "id3" >
< h2 > < a class = "toc-backref" href = "#id17 8 "> Stockpile Automation< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id17 7 "> Stockpile Automation< / a > < / h2 >
< dl class = "docutils" >
< dl class = "docutils" >
< dt > Enable the automelt plugin in your dfhack.init with< / dt >
< dt > Enable the automelt plugin in your dfhack.init with< / dt >
< dd > < tt class = "docutils literal" > enable automelt< / tt > < / dd >
< dd > < tt class = "docutils literal" > enable automelt< / tt > < / dd >
@ -3618,7 +3613,7 @@ Any items placed in this stockpile will be designated to be dumped.</p>
Any items placed in this stockpile will be designated to be melted.< / p >
Any items placed in this stockpile will be designated to be melted.< / p >
< / div >
< / div >
< div class = "section" id = "gui-liquids" >
< div class = "section" id = "gui-liquids" >
< h2 > < a class = "toc-backref" href = "#id17 9 "> gui/liquids< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id17 8 "> gui/liquids< / a > < / h2 >
< p > To use, bind to a key (the example config uses Alt-L) and activate in the 'k' mode.< / p >
< p > To use, bind to a key (the example config uses Alt-L) and activate in the 'k' mode.< / p >
< img alt = "images/liquids.png" src = "images/liquids.png" / >
< img alt = "images/liquids.png" src = "images/liquids.png" / >
< p > This script is a gui front-end to the liquids plugin and works similar to it,
< p > This script is a gui front-end to the liquids plugin and works similar to it,
@ -3638,7 +3633,7 @@ rivers power water wheels even when full and technically not flowing.</p>
< p > After setting up the desired operations using the described keys, use < tt class = "docutils literal" > Enter< / tt > to apply them.< / p >
< p > After setting up the desired operations using the described keys, use < tt class = "docutils literal" > Enter< / tt > to apply them.< / p >
< / div >
< / div >
< div class = "section" id = "gui-mechanisms" >
< div class = "section" id = "gui-mechanisms" >
< h2 > < a class = "toc-backref" href = "#id1 80 "> gui/mechanisms< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id1 79 "> gui/mechanisms< / a > < / h2 >
< p > To use, bind to a key (the example config uses Ctrl-M) and activate in the 'q' mode.< / p >
< p > To use, bind to a key (the example config uses Ctrl-M) and activate in the 'q' mode.< / p >
< img alt = "images/mechanisms.png" src = "images/mechanisms.png" / >
< img alt = "images/mechanisms.png" src = "images/mechanisms.png" / >
< p > Lists mechanisms connected to the building, and their links. Navigating the list centers
< p > Lists mechanisms connected to the building, and their links. Navigating the list centers
@ -3648,13 +3643,13 @@ focus on the current one. Shift-Enter has an effect equivalent to pressing Enter
re-entering the mechanisms ui.< / p >
re-entering the mechanisms ui.< / p >
< / div >
< / div >
< div class = "section" id = "gui-mod-manager" >
< div class = "section" id = "gui-mod-manager" >
< h2 > < a class = "toc-backref" href = "#id18 1 "> gui/mod-manager< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id18 0 "> gui/mod-manager< / a > < / h2 >
< p > A way to simply install and remove small mods. It looks for specially formatted mods in
< p > A way to simply install and remove small mods. It looks for specially formatted mods in
df subfolder 'mods'. Mods are not included, for example mods see: < a class = "reference external" href = "https://github.com/warmist/df-mini-mods" > github mini mod repository< / a > < / p >
df subfolder 'mods'. Mods are not included, for example mods see: < a class = "reference external" href = "https://github.com/warmist/df-mini-mods" > github mini mod repository< / a > < / p >
< img alt = "images/mod-manager.png" src = "images/mod-manager.png" / >
< img alt = "images/mod-manager.png" src = "images/mod-manager.png" / >
< / div >
< / div >
< div class = "section" id = "gui-rename" >
< div class = "section" id = "gui-rename" >
< h2 > < a class = "toc-backref" href = "#id18 2 "> gui/rename< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id18 1 "> gui/rename< / a > < / h2 >
< p > Backed by the rename plugin, this script allows entering the desired name
< p > Backed by the rename plugin, this script allows entering the desired name
via a simple dialog in the game ui.< / p >
via a simple dialog in the game ui.< / p >
< ul >
< ul >
@ -3677,7 +3672,7 @@ their species string.</p>
unit profession change to Ctrl-Shift-T.< / p >
unit profession change to Ctrl-Shift-T.< / p >
< / div >
< / div >
< div class = "section" id = "gui-room-list" >
< div class = "section" id = "gui-room-list" >
< h2 > < a class = "toc-backref" href = "#id18 3 "> gui/room-list< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id18 2 "> gui/room-list< / a > < / h2 >
< p > To use, bind to a key (the example config uses Alt-R) and activate in the 'q' mode,
< p > To use, bind to a key (the example config uses Alt-R) and activate in the 'q' mode,
either immediately or after opening the assign owner page.< / p >
either immediately or after opening the assign owner page.< / p >
< img alt = "images/room-list.png" src = "images/room-list.png" / >
< img alt = "images/room-list.png" src = "images/room-list.png" / >
@ -3685,7 +3680,7 @@ either immediately or after opening the assign owner page.</p>
list, and allows unassigning them.< / p >
list, and allows unassigning them.< / p >
< / div >
< / div >
< div class = "section" id = "gui-guide-path" >
< div class = "section" id = "gui-guide-path" >
< h2 > < a class = "toc-backref" href = "#id18 4 "> gui/guide-path< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id18 3 "> gui/guide-path< / a > < / h2 >
< p > Bind to a key (the example config uses Alt-P), and activate in the Hauling menu with
< p > Bind to a key (the example config uses Alt-P), and activate in the Hauling menu with
the cursor over a Guide order.< / p >
the cursor over a Guide order.< / p >
< img alt = "images/guide-path.png" src = "images/guide-path.png" / >
< img alt = "images/guide-path.png" src = "images/guide-path.png" / >
@ -3693,7 +3688,7 @@ the cursor over a Guide order.</p>
computes it when the order is executed for the first time.< / p >
computes it when the order is executed for the first time.< / p >
< / div >
< / div >
< div class = "section" id = "gui-workflow" >
< div class = "section" id = "gui-workflow" >
< h2 > < a class = "toc-backref" href = "#id18 5 "> gui/workflow< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id18 4 "> gui/workflow< / a > < / h2 >
< p > Bind to a key (the example config uses Alt-W), and activate with a job selected
< p > Bind to a key (the example config uses Alt-W), and activate with a job selected
in a workshop in the 'q' mode.< / p >
in a workshop in the 'q' mode.< / p >
< img alt = "images/workflow.png" src = "images/workflow.png" / >
< img alt = "images/workflow.png" src = "images/workflow.png" / >
@ -3740,7 +3735,7 @@ the current stock value. The bright green dashed line is the target
limit (maximum) and the dark green line is that minus the gap (minimum).< / p >
limit (maximum) and the dark green line is that minus the gap (minimum).< / p >
< / div >
< / div >
< div class = "section" id = "gui-workshop-job" >
< div class = "section" id = "gui-workshop-job" >
< h2 > < a class = "toc-backref" href = "#id18 6 "> gui/workshop-job< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id18 5 "> gui/workshop-job< / a > < / h2 >
< p > Bind to a key (the example config uses Alt-A), and activate with a job selected in
< p > Bind to a key (the example config uses Alt-A), and activate with a job selected in
a workshop in the 'q' mode.< / p >
a workshop in the 'q' mode.< / p >
< img alt = "images/workshop-job.png" src = "images/workshop-job.png" / >
< img alt = "images/workshop-job.png" src = "images/workshop-job.png" / >
@ -3777,7 +3772,7 @@ you have to unset the material first.</p>
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "behavior-mods" >
< div class = "section" id = "behavior-mods" >
< h1 > < a class = "toc-backref" href = "#id18 7 "> Behavior Mods< / a > < / h1 >
< h1 > < a class = "toc-backref" href = "#id18 6 "> Behavior Mods< / a > < / h1 >
< p > These plugins, when activated via configuration UI or by detecting certain
< p > These plugins, when activated via configuration UI or by detecting certain
structures in RAWs, modify the game engine behavior concerning the target
structures in RAWs, modify the game engine behavior concerning the target
objects to add features not otherwise present.< / p >
objects to add features not otherwise present.< / p >
@ -3788,20 +3783,20 @@ technical challenge, and do not represent any long-term plans to produce more
similar modifications of the game.< / p >
similar modifications of the game.< / p >
< / div >
< / div >
< div class = "section" id = "siege-engine" >
< div class = "section" id = "siege-engine" >
< h2 > < a class = "toc-backref" href = "#id18 8 "> Siege Engine< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id18 7 "> Siege Engine< / a > < / h2 >
< p > The siege-engine plugin enables siege engines to be linked to stockpiles, and
< p > The siege-engine plugin enables siege engines to be linked to stockpiles, and
aimed at an arbitrary rectangular area across Z levels, instead of the original
aimed at an arbitrary rectangular area across Z levels, instead of the original
four directions. Also, catapults can be ordered to load arbitrary objects, not
four directions. Also, catapults can be ordered to load arbitrary objects, not
just stones.< / p >
just stones.< / p >
< div class = "section" id = "rationale" >
< div class = "section" id = "rationale" >
< h3 > < a class = "toc-backref" href = "#id18 9 "> Rationale< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id18 8 "> Rationale< / a > < / h3 >
< p > Siege engines are a very interesting feature, but sadly almost useless in the current state
< p > Siege engines are a very interesting feature, but sadly almost useless in the current state
because they haven't been updated since 2D and can only aim in four directions. This is an
because they haven't been updated since 2D and can only aim in four directions. This is an
attempt to bring them more up to date until Toady has time to work on it. Actual improvements,
attempt to bring them more up to date until Toady has time to work on it. Actual improvements,
e.g. like making siegers bring their own, are something only Toady can do.< / p >
e.g. like making siegers bring their own, are something only Toady can do.< / p >
< / div >
< / div >
< div class = "section" id = "configuration-ui" >
< div class = "section" id = "configuration-ui" >
< h3 > < a class = "toc-backref" href = "#id1 90 "> Configuration UI< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id1 8 9"> Configuration UI< / a > < / h3 >
< p > The configuration front-end to the plugin is implemented by the gui/siege-engine
< p > The configuration front-end to the plugin is implemented by the gui/siege-engine
script. Bind it to a key (the example config uses Alt-A) and activate after selecting
script. Bind it to a key (the example config uses Alt-A) and activate after selecting
a siege engine in 'q' mode.< / p >
a siege engine in 'q' mode.< / p >
@ -3824,7 +3819,7 @@ menu.</p>
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "power-meter" >
< div class = "section" id = "power-meter" >
< h2 > < a class = "toc-backref" href = "#id19 1 "> Power Meter< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id19 0 "> Power Meter< / a > < / h2 >
< p > The power-meter plugin implements a modified pressure plate that detects power being
< p > The power-meter plugin implements a modified pressure plate that detects power being
supplied to gear boxes built in the four adjacent N/S/W/E tiles.< / p >
supplied to gear boxes built in the four adjacent N/S/W/E tiles.< / p >
< p > The configuration front-end is implemented by the gui/power-meter script. Bind it to a
< p > The configuration front-end is implemented by the gui/power-meter script. Bind it to a
@ -3835,11 +3830,11 @@ in the build menu.</p>
configuration page, but configures parameters relevant to the modded power meter building.< / p >
configuration page, but configures parameters relevant to the modded power meter building.< / p >
< / div >
< / div >
< div class = "section" id = "steam-engine" >
< div class = "section" id = "steam-engine" >
< h2 > < a class = "toc-backref" href = "#id19 2 "> Steam Engine< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id19 1 "> Steam Engine< / a > < / h2 >
< p > The steam-engine plugin detects custom workshops with STEAM_ENGINE in
< p > The steam-engine plugin detects custom workshops with STEAM_ENGINE in
their token, and turns them into real steam engines.< / p >
their token, and turns them into real steam engines.< / p >
< div class = "section" id = "id4" >
< div class = "section" id = "id4" >
< h3 > < a class = "toc-backref" href = "#id19 3 "> Rationale< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id19 2 "> Rationale< / a > < / h3 >
< p > The vanilla game contains only water wheels and windmills as sources of
< p > The vanilla game contains only water wheels and windmills as sources of
power, but windmills give relatively little power, and water wheels require
power, but windmills give relatively little power, and water wheels require
flowing water, which must either be a real river and thus immovable and
flowing water, which must either be a real river and thus immovable and
@ -3850,7 +3845,7 @@ 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 >
in a new way with some glue code and a bit of custom logic.< / p >
< / div >
< / div >
< div class = "section" id = "construction" >
< div class = "section" id = "construction" >
< h3 > < a class = "toc-backref" href = "#id19 4 "> Construction< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id19 3 "> Construction< / a > < / h3 >
< p > The workshop needs water as its input, which it takes via a
< p > The workshop needs water as its input, which it takes via a
passable floor tile below it, like usual magma workshops do.
passable floor tile below it, like usual magma workshops do.
The magma version also needs magma.< / p >
The magma version also needs magma.< / p >
@ -3874,7 +3869,7 @@ short axles that can be built later than both of the engines.</p>
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "operation" >
< div class = "section" id = "operation" >
< h3 > < a class = "toc-backref" href = "#id19 5 "> Operation< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id19 4 "> Operation< / a > < / h3 >
< p > In order to operate the engine, queue the Stoke Boiler job (optionally
< 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,
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
and perform it. As a result, a " boiling water" item will appear
@ -3905,7 +3900,7 @@ decrease it by further 4%, and also decrease the whole steam
use rate by 10%.< / p >
use rate by 10%.< / p >
< / div >
< / div >
< div class = "section" id = "explosions" >
< div class = "section" id = "explosions" >
< h3 > < a class = "toc-backref" href = "#id19 6 "> Explosions< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id19 5 "> Explosions< / a > < / h3 >
< p > The engine must be constructed using barrel, pipe and piston
< p > The engine must be constructed using barrel, pipe and piston
from fire-safe, or in the magma version magma-safe metals.< / p >
from fire-safe, or in the magma version magma-safe metals.< / p >
< p > During operation weak parts get gradually worn out, and
< p > During operation weak parts get gradually worn out, and
@ -3914,7 +3909,7 @@ toppled during operation by a building destroyer, or a
tantruming dwarf.< / p >
tantruming dwarf.< / p >
< / div >
< / div >
< div class = "section" id = "save-files" >
< div class = "section" id = "save-files" >
< h3 > < a class = "toc-backref" href = "#id19 7 "> Save files< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id19 6 "> Save files< / a > < / h3 >
< p > It should be safe to load and view engine-using fortresses
< p > It should be safe to load and view engine-using fortresses
from a DF version without DFHack installed, except that in such
from a DF version without DFHack installed, except that in such
case the engines won't work. However actually making modifications
case the engines won't work. However actually making modifications
@ -3925,7 +3920,7 @@ being generated.</p>
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "add-spatter" >
< div class = "section" id = "add-spatter" >
< h2 > < a class = "toc-backref" href = "#id19 8 "> Add Spatter< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id19 7 "> Add Spatter< / a > < / h2 >
< p > This plugin makes reactions with names starting with < tt class = "docutils literal" > SPATTER_ADD_< / tt >
< p > This plugin makes reactions with names starting with < tt class = "docutils literal" > SPATTER_ADD_< / tt >
produce contaminants on the items instead of improvements. The produced
produce contaminants on the items instead of improvements. The produced
contaminants are immune to being washed away by water or destroyed by
contaminants are immune to being washed away by water or destroyed by