update docs for "c" plugins
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clean
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=====
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Tags:
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:dfhack-keybind:
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Removes contaminants from tiles, items, and units. More specifically, it
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cleans all the splatter that get scattered all over the map and that clings to
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your items and units. In an old fortress, this can significantly reduce FPS lag.
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It can also spoil your !!FUN!!, so think before you use it.
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Usage::
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clean all|map|items|units|plants [<options>]
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By default, cleaning the map leaves mud and snow alone. Note that cleaning units
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includes hostiles, and that cleaning items removes poisons from weapons.
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Options
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-------
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When cleaning the map, you can specify extra options for extra cleaning:
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- ``mud``
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Also remove mud.
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- ``item``
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Also remove item spatter, like fallen leaves and flowers.
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- ``snow``
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Also remove snow coverings.
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Examples
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--------
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- ``clean all``
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Clean everything that can be cleaned (except mud and snow).
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- ``clean all mud item snow``
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Removes all spatter, including mud, leaves, and snow from map tiles.
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cleaners
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========
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Tags:
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:dfhack-keybind:`clean`
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:dfhack-keybind:`spotclean`
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:index:`Removes contaminants from tiles, items, and units.
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<clean; Removes contaminants from tiles, items, and units.>` More specifically,
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it cleans all the splatter that get scattered all over the map and that clings
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to your items and units. In an old fortress, this can significantly reduce FPS
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lag. It can also spoil your !!FUN!!, so think before you use it.
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Usage::
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clean all|map|items|units|plants [<options>]
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spotclean
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By default, cleaning the map leaves mud and snow alone. Note that cleaning units
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includes hostiles, and that cleaning items removes poisons from weapons.
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``spotclean`` works like ``clean map snow mud``,
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:index:`removing all contaminants from the tile under the cursor.
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<clean; Remove all contaminants from the tile under the cursor.>` This is ideal
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if you just want to clean a specific tile but don't want the `clean` command to
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remove all the glorious blood from your entranceway.
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Options
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-------
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When cleaning the map, you can specify extra options for extra cleaning:
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- ``mud``
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Also remove mud.
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- ``item``
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Also remove item spatter, like fallen leaves and flowers.
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- ``snow``
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Also remove snow coverings.
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Examples
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--------
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- ``clean all``
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Clean everything that can be cleaned (except mud and snow).
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- ``clean all mud item snow``
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Removes all spatter, including mud, leaves, and snow from map tiles.
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command-prompt
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command-prompt
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==============
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==============
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An in-game DFHack terminal, where you can enter other commands.
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Tags:
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:dfhack-keybind:`command-prompt`
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:dfhack-keybind:`command-prompt`
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Usage: ``command-prompt [entry]``
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:index:`An in-game DFHack terminal, where you can enter other commands.
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<command-prompt; An in-game DFHack terminal, where you can enter other commands.>`
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If called with an entry, it starts with that text filled in.
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Usage::
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Most useful for developers, who can set a keybinding to open
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a laungage interpreter for lua or Ruby by starting with the
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`:lua <lua>` or `:rb <rb>` commands.
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Otherwise somewhat similar to `gui/quickcmd`.
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command-prompt [entry]
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If called with parameters, it starts with that text in the command edit area.
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This is most useful for developers, who can set a keybinding to open a laungage
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interpreter for lua or Ruby by starting with the `:lua <lua>` or `:rb <rb>`
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portions of the command already filled in.
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Also see `gui/quickcmd` for a different take on running commands from the UI.
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.. image:: ../images/command-prompt.png
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.. image:: ../images/command-prompt.png
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confirm
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confirm
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=======
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=======
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Implements several confirmation dialogs for potentially destructive actions
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(for example, seizing goods from traders or deleting hauling routes).
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Tags:
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:dfhack-keybind:`confirm`
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:index:`Adds confirmation dialogs for destructive actions.
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<confirm; Adds confirmation dialogs for destructive actions.>` Now you can get
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the chance to avoid seizing goods from traders or deleting a hauling route in
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case you hit the key accidentally.
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Usage:
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Usage:
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:enable confirm: Enable all confirmations; alias ``confirm enable all``.
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- ``enable confirm``, ``confirm enable all``
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Replace with ``disable`` to disable.
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Enable all confirmation options. Replace with ``disable`` to disable all.
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:confirm help: List available confirmation dialogues.
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- ``confirm enable option1 [option2...]``
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:confirm enable option1 [option2...]:
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Enable (or ``disable``) specific confirmation dialogs.
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Enable (or disable) specific confirmation dialogues.
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When run without parameters, ``confirm`` will report which confirmation dialogs
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are currently enabled.
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createitem
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createitem
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==========
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==========
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Allows creating new items of arbitrary types and made of arbitrary materials. A
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unit must be selected in-game to use this command. By default, items created are
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spawned at the feet of the selected unit.
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Specify the item and material information as you would indicate them in
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Tags:
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custom reaction raws, with the following differences:
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:dfhack-keybind:`createitem`
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:index:`Create arbitrary items. <createitem; Create arbitrary items.>` You can
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create new items of any type and made of any material. A unit must be selected
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in-game to use this command. By default, items created are spawned at the feet
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of the selected unit.
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Specify the item and material information as you would indicate them in custom
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reaction raws, with the following differences:
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* Separate the item and material with a space rather than a colon
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* Separate the item and material with a space rather than a colon
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* If the item has no subtype, the ``:NONE`` can be omitted
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* If the item has no subtype, the ``:NONE`` can be omitted
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* If the item is ``REMAINS``, ``FISH``, ``FISH_RAW``, ``VERMIN``, ``PET``, or ``EGG``,
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* If the item is ``REMAINS``, ``FISH``, ``FISH_RAW``, ``VERMIN``, ``PET``, or
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specify a ``CREATURE:CASTE`` pair instead of a material token.
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``EGG``, then specify a ``CREATURE:CASTE`` pair instead of a material token.
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* If the item is a ``PLANT_GROWTH``, specify a ``PLANT_ID:GROWTH_ID`` pair
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* If the item is a ``PLANT_GROWTH``, specify a ``PLANT_ID:GROWTH_ID`` pair
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instead of a material token.
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instead of a material token.
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Corpses, body parts, and prepared meals cannot be created using this tool.
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Corpses, body parts, and prepared meals cannot be created using this tool.
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To obtain the item and material tokens of an existing item, run
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Usage:
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``createitem inspect``. Its output can be passed directly as arguments to
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``createitem`` to create new matching items, as long as the item type is
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supported.
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Examples:
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* Create 2 pairs of steel gauntlets::
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createitem GLOVES:ITEM_GLOVES_GAUNTLETS INORGANIC:STEEL 2
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- ``createitem <item> <material> [<count>]``
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Create <count> copies (default is 1) of the specified item made out of the
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specified material.
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- ``createitem inspect``
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Obtain the item and material tokens of an existing item. Its output can be
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used directly as arguments to ``createitem`` to create new matching items
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(as long as the item type is supported).
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- ``createitem floor|item|building``
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Subsequently created items will be placed on the floor beneath the selected
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unit's, inside the selected item, or as part of the selected building.
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* Create tower-cap logs::
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.. note::
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createitem WOOD PLANT_MAT:TOWER_CAP:WOOD
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``createitem building`` is good for loading traps, but if you use it with
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workshops, you will have to deconstruct the workshop to access the item.
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* Create bilberries::
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Examples:
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createitem PLANT_GROWTH BILBERRY:FRUIT
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For more examples, :wiki:`see this wiki page <Utility:DFHack/createitem>`.
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To change where new items are placed, first run the command with a
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destination type while an appropriate destination is selected.
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Options:
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- ``createitem GLOVES:ITEM_GLOVES_GAUNTLETS INORGANIC:STEEL 2``
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Create 2 pairs of steel gauntlets (that is, 2 left gauntlets and 2 right
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gauntlets).
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- ``createitem WOOD PLANT_MAT:TOWER_CAP:WOOD 100``
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Create 100 tower-cap logs.
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- ``createitem PLANT_GROWTH BILBERRY:FRUIT``
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Create a single bilberry.
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:floor: Subsequent items will be placed on the floor beneath the selected unit's feet.
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For more examples, :wiki:`the wiki <Utility:DFHack/createitem>`.
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:item: Subsequent items will be stored inside the currently selected item.
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:building: Subsequent items will become part of the currently selected building.
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Good for loading traps; do not use with workshops (or deconstruct to use the item).
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cursecheck
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cursecheck
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==========
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==========
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Checks a single map tile or the whole map/world for cursed creatures (ghosts,
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vampires, necromancers, werebeasts, zombies).
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With an active in-game cursor only the selected tile will be observed.
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Tags:
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Without a cursor the whole map will be checked.
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:dfhack-keybind:`cursecheck`
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By default cursed creatures will be only counted in case you just want to find
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:index:`Check for cursed creatures. <cursecheck; Check for cursed creatures.>`
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out if you have any of them running around in your fort. Dead and passive
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This command checks a single map tile (or the whole map/world) for cursed
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creatures (ghosts who were put to rest, killed vampires, ...) are ignored.
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creatures (ghosts, vampires, necromancers, werebeasts, zombies, etc.).
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Undead skeletons, corpses, bodyparts and the like are all thrown into the curse
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category "zombie". Anonymous zombies and resurrected body parts will show
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With an active in-game cursor, only the selected tile will be checked. Without a
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as "unnamed creature".
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cursor, the whole map will be checked.
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By default, you will just see the count of cursed creatures in case you just
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want to find out if you have any of them running around in your fort. Dead and
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passive creatures (ghosts who were put to rest, killed vampires, etc.) are
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ignored. Undead skeletons, corpses, bodyparts and the like are all thrown into
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the curse category "zombie". Anonymous zombies and resurrected body parts will
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show as "unnamed creature".
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Usage::
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cursecheck [<options>]
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Options:
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Options:
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:detail: Print full name, date of birth, date of curse and some status
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- ``detail``
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info (some vampires might use fake identities in-game, though).
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Print full name, date of birth, date of curse, and some status info (some
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:ids: Print the creature and race IDs.
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vampires might use fake identities in-game, though).
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:nick: Set the type of curse as nickname (does not always show up
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- ``nick``
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in-game, some vamps don't like nicknames).
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Set the type of curse as nickname (does not always show up in-game; some
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:all: Include dead and passive cursed creatures (can result in a quite
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vamps don't like nicknames).
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long list after having FUN with necromancers).
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- ``ids``
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:verbose: Print all curse tags (if you really want to know it all).
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Print the creature and race IDs.
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- ``all``
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Include dead and passive cursed creatures (this can result in quite a long
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list after having !!FUN!! with necromancers).
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- ``verbose``
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Print all curse tags (if you really want to know it all).
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Examples:
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Examples:
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``cursecheck detail all``
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- ``cursecheck``
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Give detailed info about all cursed creatures including deceased ones (no
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Display a count of cursed creatures on the map (or under the cursor).
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in-game cursor).
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- ``cursecheck detail all``
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``cursecheck nick``
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Give detailed info about all cursed creatures including deceased ones.
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Give a nickname all living/active cursed creatures on the map(no in-game
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- ``cursecheck nick``
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cursor).
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Give a nickname all living/active cursed creatures.
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.. note::
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.. note::
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If you do a full search (with the option "all") former ghosts will show up
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If you do a full search (with the option "all") former ghosts will show up
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with the cursetype "unknown" because their ghostly flag is not set.
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with the cursetype "unknown" because their ghostly flag is not set.
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Please report any living/active creatures with cursetype "unknown" -
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If you see any living/active creatures with a cursetype of "unknown", then
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this is most likely with mods which introduce new types of curses.
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it is most likely a new type of curse introduced by a mod.
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@ -1,14 +0,0 @@
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spotclean
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=========
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Tags:
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:dfhack-keybind:
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Cleans a map tile of contaminants and spatter. It works like
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``clean map snow mud``, but only for the tile under the cursor. Ideal if you
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just want to clean a specific tile but don't want the `clean` command to remove
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all the glorious blood from your entranceway.
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Usage::
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spotclean
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Loading…
Reference in New Issue