@ -424,129 +424,132 @@ access DF memory and allow for easier development of new tools.</p>
< li > < a class = "reference internal" href = "#digtype" id = "id68" > digtype< / a > < / li >
< li > < a class = "reference internal" href = "#digtype" id = "id68" > digtype< / a > < / li >
< li > < a class = "reference internal" href = "#filltraffic" id = "id69" > filltraffic< / a > < / li >
< li > < a class = "reference internal" href = "#filltraffic" id = "id69" > filltraffic< / a > < / li >
< li > < a class = "reference internal" href = "#alltraffic" id = "id70" > alltraffic< / a > < / li >
< li > < a class = "reference internal" href = "#alltraffic" id = "id70" > alltraffic< / a > < / li >
< li > < a class = "reference internal" href = "#getplants" id = "id71" > getplants< / a > < / li >
< li > < a class = "reference internal" href = "#restrictliquid" id = "id71" > restrictliquid< / a > < / li >
< li > < a class = "reference internal" href = "#restrictice" id = "id72" > restrictice< / a > < / li >
< li > < a class = "reference internal" href = "#getplants" id = "id73" > getplants< / a > < / li >
< / ul >
< / ul >
< / li >
< / li >
< li > < a class = "reference internal" href = "#cleanup-and-garbage-disposal" id = "id7 2 "> Cleanup and garbage disposal< / a > < ul >
< li > < a class = "reference internal" href = "#cleanup-and-garbage-disposal" id = "id7 4 "> Cleanup and garbage disposal< / a > < ul >
< li > < a class = "reference internal" href = "#clean" id = "id7 3 "> clean< / a > < / li >
< li > < a class = "reference internal" href = "#clean" id = "id7 5 "> clean< / a > < / li >
< li > < a class = "reference internal" href = "#spotclean" id = "id7 4 "> spotclean< / a > < / li >
< li > < a class = "reference internal" href = "#spotclean" id = "id7 6 "> spotclean< / a > < / li >
< li > < a class = "reference internal" href = "#autodump" id = "id7 5 "> autodump< / a > < / li >
< li > < a class = "reference internal" href = "#autodump" id = "id7 7 "> autodump< / a > < / li >
< li > < a class = "reference internal" href = "#autodump-destroy-here" id = "id7 6 "> autodump-destroy-here< / a > < / li >
< li > < a class = "reference internal" href = "#autodump-destroy-here" id = "id7 8 "> autodump-destroy-here< / a > < / li >
< li > < a class = "reference internal" href = "#autodump-destroy-item" id = "id7 7 "> autodump-destroy-item< / a > < / li >
< li > < a class = "reference internal" href = "#autodump-destroy-item" id = "id7 9 "> autodump-destroy-item< / a > < / li >
< li > < a class = "reference internal" href = "#cleanowned" id = "id 7 8"> cleanowned< / a > < / li >
< li > < a class = "reference internal" href = "#cleanowned" id = "id 80 "> cleanowned< / a > < / li >
< / ul >
< / ul >
< / li >
< / li >
< li > < a class = "reference internal" href = "#bugfixes" id = "id 79 "> Bugfixes< / a > < ul >
< li > < a class = "reference internal" href = "#bugfixes" id = "id 81 "> Bugfixes< / a > < ul >
< li > < a class = "reference internal" href = "#drybuckets" id = "id8 0 "> drybuckets< / a > < / li >
< li > < a class = "reference internal" href = "#drybuckets" id = "id8 2 "> drybuckets< / a > < / li >
< li > < a class = "reference internal" href = "#fixdiplomats" id = "id8 1 "> fixdiplomats< / a > < / li >
< li > < a class = "reference internal" href = "#fixdiplomats" id = "id8 3 "> fixdiplomats< / a > < / li >
< li > < a class = "reference internal" href = "#fixmerchants" id = "id8 2 "> fixmerchants< / a > < / li >
< li > < a class = "reference internal" href = "#fixmerchants" id = "id8 4 "> fixmerchants< / a > < / li >
< li > < a class = "reference internal" href = "#fixveins" id = "id8 3 "> fixveins< / a > < / li >
< li > < a class = "reference internal" href = "#fixveins" id = "id8 5 "> fixveins< / a > < / li >
< li > < a class = "reference internal" href = "#tweak" id = "id8 4 "> tweak< / a > < / li >
< li > < a class = "reference internal" href = "#tweak" id = "id8 6 "> tweak< / a > < / li >
< li > < a class = "reference internal" href = "#fix-armory" id = "id8 5 "> fix-armory< / a > < / li >
< li > < a class = "reference internal" href = "#fix-armory" id = "id8 7 "> fix-armory< / a > < / li >
< / ul >
< / ul >
< / li >
< / li >
< li > < a class = "reference internal" href = "#mode-switch-and-reclaim" id = "id8 6 "> Mode switch and reclaim< / a > < ul >
< li > < a class = "reference internal" href = "#mode-switch-and-reclaim" id = "id8 8 "> Mode switch and reclaim< / a > < ul >
< li > < a class = "reference internal" href = "#lair" id = "id8 7 "> lair< / a > < / li >
< li > < a class = "reference internal" href = "#lair" id = "id8 9 "> lair< / a > < / li >
< li > < a class = "reference internal" href = "#mode" id = "id 88 "> mode< / a > < / li >
< li > < a class = "reference internal" href = "#mode" id = "id 90 "> mode< / a > < / li >
< / ul >
< / ul >
< / li >
< / li >
< li > < a class = "reference internal" href = "#visualizer-and-data-export" id = "id 8 9"> Visualizer and data export< / a > < ul >
< li > < a class = "reference internal" href = "#visualizer-and-data-export" id = "id 91 "> Visualizer and data export< / a > < ul >
< li > < a class = "reference internal" href = "#ssense-stonesense" id = "id9 0 "> ssense / stonesense< / a > < / li >
< li > < a class = "reference internal" href = "#ssense-stonesense" id = "id9 2 "> ssense / stonesense< / a > < / li >
< li > < a class = "reference internal" href = "#mapexport" id = "id9 1 "> mapexport< / a > < / li >
< li > < a class = "reference internal" href = "#mapexport" id = "id9 3 "> mapexport< / a > < / li >
< li > < a class = "reference internal" href = "#dwarfexport" id = "id9 2 "> dwarfexport< / a > < / li >
< li > < a class = "reference internal" href = "#dwarfexport" id = "id9 4 "> dwarfexport< / a > < / li >
< / ul >
< / ul >
< / li >
< / li >
< li > < a class = "reference internal" href = "#job-management" id = "id9 3 "> Job management< / a > < ul >
< li > < a class = "reference internal" href = "#job-management" id = "id9 5 "> Job management< / a > < ul >
< li > < a class = "reference internal" href = "#job" id = "id9 4 "> job< / a > < / li >
< li > < a class = "reference internal" href = "#job" id = "id9 6 "> job< / a > < / li >
< li > < a class = "reference internal" href = "#job-material" id = "id9 5 "> job-material< / a > < / li >
< li > < a class = "reference internal" href = "#job-material" id = "id9 7 "> job-material< / a > < / li >
< li > < a class = "reference internal" href = "#job-duplicate" id = "id9 6 "> job-duplicate< / a > < / li >
< li > < a class = "reference internal" href = "#job-duplicate" id = "id9 8 "> job-duplicate< / a > < / li >
< li > < a class = "reference internal" href = "#workflow" id = "id9 7 "> workflow< / a > < ul >
< li > < a class = "reference internal" href = "#workflow" id = "id9 9 "> workflow< / a > < ul >
< li > < a class = "reference internal" href = "#function" id = "id 98 "> Function< / a > < / li >
< li > < a class = "reference internal" href = "#function" id = "id 100 "> Function< / a > < / li >
< li > < a class = "reference internal" href = "#constraint-format" id = "id 99 "> Constraint format< / a > < / li >
< li > < a class = "reference internal" href = "#constraint-format" id = "id 101 "> Constraint format< / a > < / li >
< li > < a class = "reference internal" href = "#constraint-examples" id = "id10 0 "> Constraint examples< / a > < / li >
< li > < a class = "reference internal" href = "#constraint-examples" id = "id10 2 "> Constraint examples< / a > < / li >
< / ul >
< / ul >
< / li >
< / li >
< / ul >
< / ul >
< / li >
< / li >
< li > < a class = "reference internal" href = "#fortress-activity-management" id = "id10 1 "> Fortress activity management< / a > < ul >
< li > < a class = "reference internal" href = "#fortress-activity-management" id = "id10 3 "> Fortress activity management< / a > < ul >
< li > < a class = "reference internal" href = "#seedwatch" id = "id10 2 "> seedwatch< / a > < / li >
< li > < a class = "reference internal" href = "#seedwatch" id = "id10 4 "> seedwatch< / a > < / li >
< li > < a class = "reference internal" href = "#zone" id = "id10 3 "> zone< / a > < ul >
< li > < a class = "reference internal" href = "#zone" id = "id10 5 "> zone< / a > < ul >
< li > < a class = "reference internal" href = "#usage-with-single-units" id = "id10 4 "> Usage with single units< / a > < / li >
< li > < a class = "reference internal" href = "#usage-with-single-units" id = "id10 6 "> Usage with single units< / a > < / li >
< li > < a class = "reference internal" href = "#usage-with-filters" id = "id10 5 "> Usage with filters< / a > < / li >
< li > < a class = "reference internal" href = "#usage-with-filters" id = "id10 7 "> Usage with filters< / a > < / li >
< li > < a class = "reference internal" href = "#mass-renaming" id = "id10 6 "> Mass-renaming< / a > < / li >
< li > < a class = "reference internal" href = "#mass-renaming" id = "id10 8 "> Mass-renaming< / a > < / li >
< li > < a class = "reference internal" href = "#cage-zones" id = "id10 7 "> Cage zones< / a > < / li >
< li > < a class = "reference internal" href = "#cage-zones" id = "id10 9 "> Cage zones< / a > < / li >
< li > < a class = "reference internal" href = "#examples" id = "id1 08 "> Examples< / a > < / li >
< li > < a class = "reference internal" href = "#examples" id = "id1 1 0"> Examples< / a > < / li >
< / ul >
< / ul >
< / li >
< / li >
< li > < a class = "reference internal" href = "#autonestbox" id = "id1 09 "> autonestbox< / a > < / li >
< li > < a class = "reference internal" href = "#autonestbox" id = "id1 11 "> autonestbox< / a > < / li >
< li > < a class = "reference internal" href = "#autobutcher" id = "id11 0 "> autobutcher< / a > < / li >
< li > < a class = "reference internal" href = "#autobutcher" id = "id11 2 "> autobutcher< / a > < / li >
< li > < a class = "reference internal" href = "#autolabor" id = "id11 1 "> autolabor< / a > < / li >
< li > < a class = "reference internal" href = "#autolabor" id = "id11 3 "> autolabor< / a > < / li >
< / ul >
< / ul >
< / li >
< / li >
< li > < a class = "reference internal" href = "#other" id = "id11 2 "> Other< / a > < ul >
< li > < a class = "reference internal" href = "#other" id = "id11 4 "> Other< / a > < ul >
< li > < a class = "reference internal" href = "#catsplosion" id = "id11 3 "> catsplosion< / a > < / li >
< li > < a class = "reference internal" href = "#catsplosion" id = "id11 5 "> catsplosion< / a > < / li >
< li > < a class = "reference internal" href = "#dfusion" id = "id11 4 "> dfusion< / a > < / li >
< li > < a class = "reference internal" href = "#dfusion" id = "id11 6 "> dfusion< / a > < / li >
< li > < a class = "reference internal" href = "#misery" id = "id11 5 "> misery< / a > < / li >
< li > < a class = "reference internal" href = "#misery" id = "id11 7 "> misery< / a > < / li >
< / ul >
< / ul >
< / li >
< / li >
< / ul >
< / ul >
< / li >
< / li >
< li > < a class = "reference internal" href = "#scripts" id = "id11 6 "> Scripts< / a > < ul >
< li > < a class = "reference internal" href = "#scripts" id = "id11 8 "> Scripts< / a > < ul >
< li > < a class = "reference internal" href = "#fix" id = "id11 7 "> fix/*< / a > < / li >
< li > < a class = "reference internal" href = "#fix" id = "id11 9 "> fix/*< / a > < / li >
< li > < a class = "reference internal" href = "#gui" id = "id1 18 "> gui/*< / a > < / li >
< li > < a class = "reference internal" href = "#gui" id = "id1 20 "> gui/*< / a > < / li >
< li > < a class = "reference internal" href = "#binpatch" id = "id1 19 "> binpatch< / a > < / li >
< li > < a class = "reference internal" href = "#binpatch" id = "id1 2 1"> binpatch< / a > < / li >
< li > < a class = "reference internal" href = "#quicksave" id = "id12 0 "> quicksave< / a > < / li >
< li > < a class = "reference internal" href = "#quicksave" id = "id12 2 "> quicksave< / a > < / li >
< li > < a class = "reference internal" href = "#setfps" id = "id12 1 "> setfps< / a > < / li >
< li > < a class = "reference internal" href = "#setfps" id = "id12 3 "> setfps< / a > < / li >
< li > < a class = "reference internal" href = "#siren" id = "id12 2 "> siren< / a > < / li >
< li > < a class = "reference internal" href = "#siren" id = "id12 4 "> siren< / a > < / li >
< li > < a class = "reference internal" href = "#growcrops" id = "id12 3 "> growcrops< / a > < / li >
< li > < a class = "reference internal" href = "#growcrops" id = "id12 5 "> growcrops< / a > < / li >
< li > < a class = "reference internal" href = "#removebadthoughts" id = "id12 4 "> removebadthoughts< / a > < / li >
< li > < a class = "reference internal" href = "#removebadthoughts" id = "id12 6 "> removebadthoughts< / a > < / li >
< li > < a class = "reference internal" href = "#slayrace" id = "id12 5 "> slayrace< / a > < / li >
< li > < a class = "reference internal" href = "#slayrace" id = "id12 7 "> slayrace< / a > < / li >
< li > < a class = "reference internal" href = "#magmasource" id = "id12 6 "> magmasource< / a > < / li >
< li > < a class = "reference internal" href = "#magmasource" id = "id12 8 "> magmasource< / a > < / li >
< li > < a class = "reference internal" href = "#digfort" id = "id12 7 "> digfort< / a > < / li >
< li > < a class = "reference internal" href = "#digfort" id = "id12 9 "> digfort< / a > < / li >
< li > < a class = "reference internal" href = "#superdwarf" id = "id1 28 "> superdwarf< / a > < / li >
< li > < a class = "reference internal" href = "#superdwarf" id = "id1 30 "> superdwarf< / a > < / li >
< li > < a class = "reference internal" href = "#drainaquifer" id = "id1 29 "> drainaquifer< / a > < / li >
< li > < a class = "reference internal" href = "#drainaquifer" id = "id1 31 "> drainaquifer< / a > < / li >
< li > < a class = "reference internal" href = "#deathcause" id = "id13 0 "> deathcause< / a > < / li >
< li > < a class = "reference internal" href = "#deathcause" id = "id13 2 "> deathcause< / a > < / li >
< li > < a class = "reference internal" href = "#lua" id = "id13 1 "> lua< / a > < / li >
< li > < a class = "reference internal" href = "#lua" id = "id13 3 "> lua< / a > < / li >
< li > < a class = "reference internal" href = "#embark" id = "id13 2 "> embark< / a > < / li >
< li > < a class = "reference internal" href = "#embark" id = "id13 4 "> embark< / a > < / li >
< li > < a class = "reference internal" href = "#lever" id = "id13 3 "> lever< / a > < / li >
< li > < a class = "reference internal" href = "#lever" id = "id13 5 "> lever< / a > < / li >
< li > < a class = "reference internal" href = "#stripcaged" id = "id13 4 "> stripcaged< / a > < / li >
< li > < a class = "reference internal" href = "#stripcaged" id = "id13 6 "> stripcaged< / a > < / li >
< li > < a class = "reference internal" href = "#create-items" id = "id13 5 "> create-items< / a > < / li >
< li > < a class = "reference internal" href = "#create-items" id = "id13 7 "> create-items< / a > < / li >
< li > < a class = "reference internal" href = "#soundsense-season" id = "id13 6 "> soundsense-season< / a > < / li >
< li > < a class = "reference internal" href = "#soundsense-season" id = "id13 8 "> soundsense-season< / a > < / li >
< / ul >
< / ul >
< / li >
< / li >
< li > < a class = "reference internal" href = "#in-game-interface-tools" id = "id137" > In-game interface tools< / a > < ul >
< li > < a class = "reference internal" href = "#in-game-interface-tools" id = "id139" > In-game interface tools< / a > < ul >
< li > < a class = "reference internal" href = "#dwarf-manipulator" id = "id138" > Dwarf Manipulator< / a > < / li >
< li > < a class = "reference internal" href = "#dwarf-manipulator" id = "id140" > Dwarf Manipulator< / a > < / li >
< li > < a class = "reference internal" href = "#search" id = "id139" > Search< / a > < / li >
< li > < a class = "reference internal" href = "#search" id = "id141" > Search< / a > < / li >
< li > < a class = "reference internal" href = "#automaterial" id = "id140" > AutoMaterial< / a > < / li >
< li > < a class = "reference internal" href = "#automaterial" id = "id142" > AutoMaterial< / a > < / li >
< li > < a class = "reference internal" href = "#gui-liquids" id = "id141" > gui/liquids< / a > < / li >
< li > < a class = "reference internal" href = "#gui-liquids" id = "id143" > gui/liquids< / a > < / li >
< li > < a class = "reference internal" href = "#gui-mechanisms" id = "id142" > gui/mechanisms< / a > < / li >
< li > < a class = "reference internal" href = "#gui-mechanisms" id = "id144" > gui/mechanisms< / a > < / li >
< li > < a class = "reference internal" href = "#gui-rename" id = "id143" > gui/rename< / a > < / li >
< li > < a class = "reference internal" href = "#gui-rename" id = "id145" > gui/rename< / a > < / li >
< li > < a class = "reference internal" href = "#gui-room-list" id = "id144" > gui/room-list< / a > < / li >
< li > < a class = "reference internal" href = "#gui-room-list" id = "id146" > gui/room-list< / a > < / li >
< li > < a class = "reference internal" href = "#gui-choose-weapons" id = "id145" > gui/choose-weapons< / a > < / li >
< li > < a class = "reference internal" href = "#gui-choose-weapons" id = "id147" > gui/choose-weapons< / a > < / li >
< li > < a class = "reference internal" href = "#gui-guide-path" id = "id146" > gui/guide-path< / a > < / li >
< li > < a class = "reference internal" href = "#gui-guide-path" id = "id148" > gui/guide-path< / a > < / li >
< li > < a class = "reference internal" href = "#gui-workshop-job" id = "id147" > gui/workshop-job< / a > < / li >
< li > < a class = "reference internal" href = "#gui-workshop-job" id = "id149" > gui/workshop-job< / a > < / li >
< li > < a class = "reference internal" href = "#gui-workflow" id = "id148" > gui/workflow< / a > < / li >
< li > < a class = "reference internal" href = "#gui-workflow" id = "id150" > gui/workflow< / a > < / li >
< li > < a class = "reference internal" href = "#gui-assign-rack" id = "id149" > gui/assign-rack< / a > < / li >
< li > < a class = "reference internal" href = "#gui-assign-rack" id = "id151" > gui/assign-rack< / a > < / li >
< li > < a class = "reference internal" href = "#gui-advfort" id = "id150" > gui/advfort< / a > < / li >
< li > < a class = "reference internal" href = "#gui-advfort" id = "id152" > gui/advfort< / a > < / li >
< li > < a class = "reference internal" href = "#gui-gm-editor" id = "id151" > gui/gm-editor< / a > < / li >
< li > < a class = "reference internal" href = "#gui-companion-order" id = "id153" > gui/companion-order< / a > < / li >
< li > < a class = "reference internal" href = "#gui-gm-editor" id = "id154" > gui/gm-editor< / a > < / li >
< / ul >
< / ul >
< / li >
< / li >
< li > < a class = "reference internal" href = "#behavior-mods" id = "id15 2 "> Behavior Mods< / a > < ul >
< li > < a class = "reference internal" href = "#behavior-mods" id = "id15 5 "> Behavior Mods< / a > < ul >
< li > < a class = "reference internal" href = "#siege-engine" id = "id15 3 "> Siege Engine< / a > < ul >
< li > < a class = "reference internal" href = "#siege-engine" id = "id15 6 "> Siege Engine< / a > < ul >
< li > < a class = "reference internal" href = "#rationale" id = "id15 4 "> Rationale< / a > < / li >
< li > < a class = "reference internal" href = "#rationale" id = "id15 7 "> Rationale< / a > < / li >
< li > < a class = "reference internal" href = "#configuration-ui" id = "id15 5 "> Configuration UI< / a > < / li >
< li > < a class = "reference internal" href = "#configuration-ui" id = "id15 8 "> Configuration UI< / a > < / li >
< / ul >
< / ul >
< / li >
< / li >
< li > < a class = "reference internal" href = "#power-meter" id = "id15 6 "> Power Meter< / a > < / li >
< li > < a class = "reference internal" href = "#power-meter" id = "id15 9 "> Power Meter< / a > < / li >
< li > < a class = "reference internal" href = "#steam-engine" id = "id1 57 "> Steam Engine< / a > < ul >
< li > < a class = "reference internal" href = "#steam-engine" id = "id1 60 "> Steam Engine< / a > < ul >
< li > < a class = "reference internal" href = "#id1" id = "id1 58 "> Rationale< / a > < / li >
< li > < a class = "reference internal" href = "#id1" id = "id1 61 "> Rationale< / a > < / li >
< li > < a class = "reference internal" href = "#construction" id = "id1 59 "> Construction< / a > < / li >
< li > < a class = "reference internal" href = "#construction" id = "id1 62 "> Construction< / a > < / li >
< li > < a class = "reference internal" href = "#operation" id = "id16 0 "> Operation< / a > < / li >
< li > < a class = "reference internal" href = "#operation" id = "id16 3 "> Operation< / a > < / li >
< li > < a class = "reference internal" href = "#explosions" id = "id16 1 "> Explosions< / a > < / li >
< li > < a class = "reference internal" href = "#explosions" id = "id16 4 "> Explosions< / a > < / li >
< li > < a class = "reference internal" href = "#save-files" id = "id16 2 "> Save files< / a > < / li >
< li > < a class = "reference internal" href = "#save-files" id = "id16 5 "> Save files< / a > < / li >
< / ul >
< / ul >
< / li >
< / li >
< li > < a class = "reference internal" href = "#add-spatter" id = "id16 3 "> Add Spatter< / a > < / li >
< li > < a class = "reference internal" href = "#add-spatter" id = "id16 6 "> Add Spatter< / a > < / li >
< / ul >
< / ul >
< / li >
< / li >
< / ul >
< / ul >
@ -554,9 +557,9 @@ access DF memory and allow for easier development of new tools.</p>
< / div >
< / div >
< div class = "section" id = "getting-dfhack" >
< div class = "section" id = "getting-dfhack" >
< h1 > < a class = "toc-backref" href = "#id3" > Getting DFHack< / a > < / h1 >
< h1 > < a class = "toc-backref" href = "#id3" > Getting DFHack< / a > < / h1 >
< p > The project is currently hosted on < a class = "reference external" href = "http://www.github.com/" > github< / a > , for both source and
< p > The project is currently hosted on < a class = "reference external" href = "http://www.github.com/" > github< / a >
binaries at < a class = "reference external" href = "http://github.com/peterix/dfhack" > http://github.com/peterix/dfhack< / a > < / p >
at < a class = "reference external" href = "http://github.com/peterix/dfhack" > http://github.com/peterix/dfhack< / a > < / p >
< p > Releases can be downloaded from here: < a class = "reference external" href = "http s://github.com/peterix/dfhack/downloads"> https://github.com/peterix/dfhack/downloads < / a > < / p >
< p > Releases can be downloaded from here: < a class = "reference external" href = "http ://dethware.org/dfhack/download"> http://dethware.org/dfhack/download < / a > < / p >
< p > All new releases are announced in the bay12 thread: < a class = "reference external" href = "http://tinyurl.com/dfhack-ng" > http://tinyurl.com/dfhack-ng< / a > < / p >
< p > All new releases are announced in the bay12 thread: < a class = "reference external" href = "http://tinyurl.com/dfhack-ng" > http://tinyurl.com/dfhack-ng< / a > < / p >
< / div >
< / div >
< div class = "section" id = "compatibility" >
< div class = "section" id = "compatibility" >
@ -1668,8 +1671,16 @@ If an argument is given, the designation of the selected tile is ignored, and al
< blockquote >
< blockquote >
'alltraffic N' - Set traffic to 'normal' for all tiles.< / blockquote >
'alltraffic N' - Set traffic to 'normal' for all tiles.< / blockquote >
< / div >
< / div >
< div class = "section" id = "restrictliquid" >
< h3 > < a class = "toc-backref" href = "#id71" > restrictliquid< / a > < / h3 >
< p > Restrict traffic on all visible tiles with liquid.< / p >
< / div >
< div class = "section" id = "restrictice" >
< h3 > < a class = "toc-backref" href = "#id72" > restrictice< / a > < / h3 >
< p > Restrict traffic on all tiles on top of visible ice.< / p >
< / div >
< div class = "section" id = "getplants" >
< div class = "section" id = "getplants" >
< h3 > < a class = "toc-backref" href = "#id71" > getplants< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id7 3 "> getplants< / a > < / h3 >
< p > This tool allows plant gathering and tree cutting by RAW ID. Specify the types
< p > This tool allows plant gathering and tree cutting by RAW ID. Specify the types
of trees to cut down and/or shrubs to gather by their plant names, separated
of trees to cut down and/or shrubs to gather by their plant names, separated
by spaces.< / p >
by spaces.< / p >
@ -1696,9 +1707,9 @@ all valid plant IDs will be listed.</p>
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "cleanup-and-garbage-disposal" >
< div class = "section" id = "cleanup-and-garbage-disposal" >
< h2 > < a class = "toc-backref" href = "#id7 2 "> Cleanup and garbage disposal< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id7 4 "> Cleanup and garbage disposal< / a > < / h2 >
< div class = "section" id = "clean" >
< div class = "section" id = "clean" >
< h3 > < a class = "toc-backref" href = "#id7 3 "> clean< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id7 5 "> clean< / a > < / h3 >
< p > Cleans all the splatter that get scattered all over the map, items and
< p > Cleans all the splatter that get scattered all over the map, items and
creatures. In an old fortress, this can significantly reduce FPS lag. It can
creatures. In an old fortress, this can significantly reduce FPS lag. It can
also spoil your !!FUN!!, so think before you use it.< / p >
also spoil your !!FUN!!, so think before you use it.< / p >
@ -1732,12 +1743,12 @@ also spoil your !!FUN!!, so think before you use it.</p>
< / blockquote >
< / blockquote >
< / div >
< / div >
< div class = "section" id = "spotclean" >
< div class = "section" id = "spotclean" >
< h3 > < a class = "toc-backref" href = "#id7 4 "> spotclean< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id7 6 "> spotclean< / a > < / h3 >
< p > Works like 'clean map snow mud', but only for the tile under the cursor. Ideal
< p > Works like 'clean map snow mud', but only for the tile under the cursor. Ideal
if you want to keep that bloody entrance 'clean map' would clean up.< / p >
if you want to keep that bloody entrance 'clean map' would clean up.< / p >
< / div >
< / div >
< div class = "section" id = "autodump" >
< div class = "section" id = "autodump" >
< h3 > < a class = "toc-backref" href = "#id7 5 "> autodump< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id7 7 "> autodump< / a > < / h3 >
< p > This utility lets you quickly move all items designated to be dumped.
< p > This utility lets you quickly move all items designated to be dumped.
Items are instantly moved to the cursor position, the dump flag is unset,
Items are instantly moved to the cursor position, the dump flag is unset,
and the forbid flag is set, as if it had been dumped normally.
and the forbid flag is set, as if it had been dumped normally.
@ -1764,17 +1775,17 @@ Be aware that any active dump item tasks still point at the item.</p>
< / blockquote >
< / blockquote >
< / div >
< / div >
< div class = "section" id = "autodump-destroy-here" >
< div class = "section" id = "autodump-destroy-here" >
< h3 > < a class = "toc-backref" href = "#id7 6 "> autodump-destroy-here< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id7 8 "> autodump-destroy-here< / a > < / h3 >
< p > Destroy items marked for dumping under cursor. Identical to autodump
< p > Destroy items marked for dumping under cursor. Identical to autodump
destroy-here, but intended for use as keybinding.< / p >
destroy-here, but intended for use as keybinding.< / p >
< / div >
< / div >
< div class = "section" id = "autodump-destroy-item" >
< div class = "section" id = "autodump-destroy-item" >
< h3 > < a class = "toc-backref" href = "#id7 7 "> autodump-destroy-item< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id7 9 "> autodump-destroy-item< / a > < / h3 >
< p > Destroy the selected item. The item may be selected in the 'k' list, or inside
< p > Destroy the selected item. The item may be selected in the 'k' list, or inside
a container. If called again before the game is resumed, cancels destroy.< / p >
a container. If called again before the game is resumed, cancels destroy.< / p >
< / div >
< / div >
< div class = "section" id = "cleanowned" >
< div class = "section" id = "cleanowned" >
< h3 > < a class = "toc-backref" href = "#id 7 8"> cleanowned< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id 80 "> cleanowned< / a > < / h3 >
< p > Confiscates items owned by dwarfs. By default, owned food on the floor
< p > Confiscates items owned by dwarfs. By default, owned food on the floor
and rotten items are confistacted and dumped.< / p >
and rotten items are confistacted and dumped.< / p >
< p > Options:< / p >
< p > Options:< / p >
@ -1808,13 +1819,13 @@ worn items with 'X' damage and above.</dd>
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "bugfixes" >
< div class = "section" id = "bugfixes" >
< h2 > < a class = "toc-backref" href = "#id 79 "> Bugfixes< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id 81 "> Bugfixes< / a > < / h2 >
< div class = "section" id = "drybuckets" >
< div class = "section" id = "drybuckets" >
< h3 > < a class = "toc-backref" href = "#id8 0 "> drybuckets< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id8 2 "> drybuckets< / a > < / h3 >
< p > This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.< / p >
< p > This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.< / p >
< / div >
< / div >
< div class = "section" id = "fixdiplomats" >
< div class = "section" id = "fixdiplomats" >
< h3 > < a class = "toc-backref" href = "#id8 1 "> fixdiplomats< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id8 3 "> fixdiplomats< / a > < / h3 >
< p > Up to version 0.31.12, Elves only sent Diplomats to your fortress to propose
< p > Up to version 0.31.12, Elves only sent Diplomats to your fortress to propose
tree cutting quotas due to a bug; once that bug was fixed, Elves stopped caring
tree cutting quotas due to a bug; once that bug was fixed, Elves stopped caring
about excess tree cutting. This command adds a Diplomat position to all Elven
about excess tree cutting. This command adds a Diplomat position to all Elven
@ -1823,19 +1834,19 @@ to violate them and potentially start wars) in case you haven't already modified
your raws accordingly.< / p >
your raws accordingly.< / p >
< / div >
< / div >
< div class = "section" id = "fixmerchants" >
< div class = "section" id = "fixmerchants" >
< h3 > < a class = "toc-backref" href = "#id8 2 "> fixmerchants< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id8 4 "> fixmerchants< / a > < / h3 >
< p > This command adds the Guild Representative position to all Human civilizations,
< p > This command adds the Guild Representative position to all Human civilizations,
allowing them to make trade agreements (just as they did back in 0.28.181.40d
allowing them to make trade agreements (just as they did back in 0.28.181.40d
and earlier) in case you haven't already modified your raws accordingly.< / p >
and earlier) in case you haven't already modified your raws accordingly.< / p >
< / div >
< / div >
< div class = "section" id = "fixveins" >
< div class = "section" id = "fixveins" >
< h3 > < a class = "toc-backref" href = "#id8 3 "> fixveins< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id8 5 "> fixveins< / a > < / h3 >
< p > Removes invalid references to mineral inclusions and restores missing ones.
< p > Removes invalid references to mineral inclusions and restores missing ones.
Use this if you broke your embark with tools like tiletypes, or if you
Use this if you broke your embark with tools like tiletypes, or if you
accidentally placed a construction on top of a valuable mineral floor.< / p >
accidentally placed a construction on top of a valuable mineral floor.< / p >
< / div >
< / div >
< div class = "section" id = "tweak" >
< div class = "section" id = "tweak" >
< h3 > < a class = "toc-backref" href = "#id8 4 "> tweak< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id8 6 "> tweak< / a > < / h3 >
< p > Contains various tweaks for minor bugs.< / p >
< p > Contains various tweaks for minor bugs.< / p >
< p > One-shot subcommands:< / p >
< p > One-shot subcommands:< / p >
< table class = "docutils field-list" frame = "void" rules = "none" >
< table class = "docutils field-list" frame = "void" rules = "none" >
@ -1941,7 +1952,7 @@ the units spar more.</p>
< / table >
< / table >
< / div >
< / div >
< div class = "section" id = "fix-armory" >
< div class = "section" id = "fix-armory" >
< h3 > < a class = "toc-backref" href = "#id8 5 "> fix-armory< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id8 7 "> fix-armory< / a > < / h3 >
< p > Enables a fix for storage of squad equipment in barracks.< / p >
< p > Enables a fix for storage of squad equipment in barracks.< / p >
< p > Specifically, it prevents your haulers from moving squad equipment
< p > Specifically, it prevents your haulers from moving squad equipment
to stockpiles, and instead queues jobs to store it on weapon racks,
to stockpiles, and instead queues jobs to store it on weapon racks,
@ -1995,9 +2006,9 @@ these rules is intended by Toady; the rest are invented by this plugin.</p>
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "mode-switch-and-reclaim" >
< div class = "section" id = "mode-switch-and-reclaim" >
< h2 > < a class = "toc-backref" href = "#id8 6 "> Mode switch and reclaim< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id8 8 "> Mode switch and reclaim< / a > < / h2 >
< div class = "section" id = "lair" >
< div class = "section" id = "lair" >
< h3 > < a class = "toc-backref" href = "#id8 7 "> lair< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id8 9 "> lair< / a > < / h3 >
< p > This command allows you to mark the map as 'monster lair', preventing item
< p > This command allows you to mark the map as 'monster lair', preventing item
scatter on abandon. When invoked as 'lair reset', it does the opposite.< / p >
scatter on abandon. When invoked as 'lair reset', it does the opposite.< / p >
< p > Unlike reveal, this command doesn't save the information about tiles - you
< p > Unlike reveal, this command doesn't save the information about tiles - you
@ -2017,7 +2028,7 @@ won't be able to restore state of real monster lairs using 'lair reset'.</p>
< / blockquote >
< / blockquote >
< / div >
< / div >
< div class = "section" id = "mode" >
< div class = "section" id = "mode" >
< h3 > < a class = "toc-backref" href = "#id 88 "> mode< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id 90 "> mode< / a > < / h3 >
< p > This command lets you see and change the game mode directly.
< p > This command lets you see and change the game mode directly.
Not all combinations are good for every situation and most of them will
Not all combinations are good for every situation and most of them will
produce undesirable results. There are a few good ones though.< / p >
produce undesirable results. There are a few good ones though.< / p >
@ -2037,9 +2048,9 @@ You just created a returnable mountain home and gained an adventurer.</p>
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "visualizer-and-data-export" >
< div class = "section" id = "visualizer-and-data-export" >
< h2 > < a class = "toc-backref" href = "#id 8 9"> Visualizer and data export< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id 91 "> Visualizer and data export< / a > < / h2 >
< div class = "section" id = "ssense-stonesense" >
< div class = "section" id = "ssense-stonesense" >
< h3 > < a class = "toc-backref" href = "#id9 0 "> ssense / stonesense< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id9 2 "> ssense / stonesense< / a > < / h3 >
< p > An isometric visualizer that runs in a second window. This requires working
< p > An isometric visualizer that runs in a second window. This requires working
graphics acceleration and at least a dual core CPU (otherwise it will slow
graphics acceleration and at least a dual core CPU (otherwise it will slow
down DF).< / p >
down DF).< / p >
@ -2052,19 +2063,19 @@ thread: <a class="reference external" href="http://www.bay12forums.com/smf/index
< a class = "reference external" href = "http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository" > http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository< / a > < / p >
< a class = "reference external" href = "http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository" > http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository< / a > < / p >
< / div >
< / div >
< div class = "section" id = "mapexport" >
< div class = "section" id = "mapexport" >
< h3 > < a class = "toc-backref" href = "#id9 1 "> mapexport< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id9 3 "> mapexport< / a > < / h3 >
< p > Export the current loaded map as a file. This will be eventually usable
< p > Export the current loaded map as a file. This will be eventually usable
with visualizers.< / p >
with visualizers.< / p >
< / div >
< / div >
< div class = "section" id = "dwarfexport" >
< div class = "section" id = "dwarfexport" >
< h3 > < a class = "toc-backref" href = "#id9 2 "> dwarfexport< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id9 4 "> dwarfexport< / a > < / h3 >
< p > Export dwarves to RuneSmith-compatible XML.< / p >
< p > Export dwarves to RuneSmith-compatible XML.< / p >
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "job-management" >
< div class = "section" id = "job-management" >
< h2 > < a class = "toc-backref" href = "#id9 3 "> Job management< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id9 5 "> Job management< / a > < / h2 >
< div class = "section" id = "job" >
< div class = "section" id = "job" >
< h3 > < a class = "toc-backref" href = "#id9 4 "> job< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id9 6 "> job< / a > < / h3 >
< p > Command for general job query and manipulation.< / p >
< p > Command for general job query and manipulation.< / p >
< dl class = "docutils" >
< dl class = "docutils" >
< dt > Options:< / dt >
< dt > Options:< / dt >
@ -2083,7 +2094,7 @@ in a workshop, or the unit/jobs screen.</dd>
< / dl >
< / dl >
< / div >
< / div >
< div class = "section" id = "job-material" >
< div class = "section" id = "job-material" >
< h3 > < a class = "toc-backref" href = "#id9 5 "> job-material< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id9 7 "> job-material< / a > < / h3 >
< p > Alter the material of the selected job.< / p >
< p > Alter the material of the selected job.< / p >
< p > Invoked as:< / p >
< p > Invoked as:< / p >
< pre class = "literal-block" >
< pre class = "literal-block" >
@ -2101,7 +2112,7 @@ over the first available choice with the matching material.</li>
< / blockquote >
< / blockquote >
< / div >
< / div >
< div class = "section" id = "job-duplicate" >
< div class = "section" id = "job-duplicate" >
< h3 > < a class = "toc-backref" href = "#id9 6 "> job-duplicate< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id9 8 "> job-duplicate< / a > < / h3 >
< dl class = "docutils" >
< dl class = "docutils" >
< dt > Duplicate the selected job in a workshop:< / dt >
< dt > Duplicate the selected job in a workshop:< / dt >
< dd > < ul class = "first last simple" >
< dd > < ul class = "first last simple" >
@ -2112,7 +2123,7 @@ instantly duplicates the job.</li>
< / dl >
< / dl >
< / div >
< / div >
< div class = "section" id = "workflow" >
< div class = "section" id = "workflow" >
< h3 > < a class = "toc-backref" href = "#id9 7 "> workflow< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id9 9 "> workflow< / a > < / h3 >
< p > Manage control of repeat jobs.< / p >
< p > Manage control of repeat jobs.< / p >
< p > Usage:< / p >
< p > Usage:< / p >
< blockquote >
< blockquote >
@ -2144,7 +2155,7 @@ this list can be copied to a file, and then reloaded using the
< / dl >
< / dl >
< / blockquote >
< / blockquote >
< div class = "section" id = "function" >
< div class = "section" id = "function" >
< h4 > < a class = "toc-backref" href = "#id 98 "> Function< / a > < / h4 >
< h4 > < a class = "toc-backref" href = "#id 100 "> Function< / a > < / h4 >
< p > When the plugin is enabled, it protects all repeat jobs from removal.
< p > When the plugin is enabled, it protects all repeat jobs from removal.
If they do disappear due to any cause, they are immediately re-added to their
If they do disappear due to any cause, they are immediately re-added to their
workshop and suspended.< / p >
workshop and suspended.< / p >
@ -2157,7 +2168,7 @@ the frequency of jobs being toggled.</p>
in the game UI.< / p >
in the game UI.< / p >
< / div >
< / div >
< div class = "section" id = "constraint-format" >
< div class = "section" id = "constraint-format" >
< h4 > < a class = "toc-backref" href = "#id 99 "> Constraint format< / a > < / h4 >
< h4 > < a class = "toc-backref" href = "#id 101 "> Constraint format< / a > < / h4 >
< p > The contstraint spec consists of 4 parts, separated with '/' characters:< / p >
< p > The contstraint spec consists of 4 parts, separated with '/' characters:< / p >
< pre class = "literal-block" >
< pre class = "literal-block" >
ITEM[:SUBTYPE]/[GENERIC_MAT,...]/[SPECIFIC_MAT:...]/[LOCAL,< quality> ]
ITEM[:SUBTYPE]/[GENERIC_MAT,...]/[SPECIFIC_MAT:...]/[LOCAL,< quality> ]
@ -2186,7 +2197,7 @@ be used to ignore imported items or items below a certain quality.</p>
< / ul >
< / ul >
< / div >
< / div >
< div class = "section" id = "constraint-examples" >
< div class = "section" id = "constraint-examples" >
< h4 > < a class = "toc-backref" href = "#id10 0 "> Constraint examples< / a > < / h4 >
< h4 > < a class = "toc-backref" href = "#id10 2 "> Constraint examples< / a > < / h4 >
< p > Keep metal bolts within 900-1000, and wood/bone within 150-200.< / p >
< p > Keep metal bolts within 900-1000, and wood/bone within 150-200.< / p >
< pre class = "literal-block" >
< pre class = "literal-block" >
workflow amount AMMO:ITEM_AMMO_BOLTS/METAL 1000 100
workflow amount AMMO:ITEM_AMMO_BOLTS/METAL 1000 100
@ -2235,15 +2246,15 @@ workflow count CRAFTS///LOCAL,EXCEPTIONAL 100 90
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "fortress-activity-management" >
< div class = "section" id = "fortress-activity-management" >
< h2 > < a class = "toc-backref" href = "#id10 1 "> Fortress activity management< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id10 3 "> Fortress activity management< / a > < / h2 >
< div class = "section" id = "seedwatch" >
< div class = "section" id = "seedwatch" >
< h3 > < a class = "toc-backref" href = "#id10 2 "> seedwatch< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id10 4 "> seedwatch< / a > < / h3 >
< p > Tool for turning cooking of seeds and plants on/off depending on how much you
< p > Tool for turning cooking of seeds and plants on/off depending on how much you
have of them.< / p >
have of them.< / p >
< p > See 'seedwatch help' for detailed description.< / p >
< p > See 'seedwatch help' for detailed description.< / p >
< / div >
< / div >
< div class = "section" id = "zone" >
< div class = "section" id = "zone" >
< h3 > < a class = "toc-backref" href = "#id10 3 "> zone< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id10 5 "> zone< / a > < / h3 >
< p > Helps a bit with managing activity zones (pens, pastures and pits) and cages.< / p >
< p > Helps a bit with managing activity zones (pens, pastures and pits) and cages.< / p >
< p > Options:< / p >
< p > Options:< / p >
< blockquote >
< blockquote >
@ -2342,7 +2353,7 @@ for war/hunt). Negatable.</td>
< / table >
< / table >
< / blockquote >
< / blockquote >
< div class = "section" id = "usage-with-single-units" >
< div class = "section" id = "usage-with-single-units" >
< h4 > < a class = "toc-backref" href = "#id10 4 "> Usage with single units< / a > < / h4 >
< h4 > < a class = "toc-backref" href = "#id10 6 "> Usage with single units< / a > < / h4 >
< p > One convenient way to use the zone tool is to bind the command 'zone assign' to
< p > One convenient way to use the zone tool is to bind the command 'zone assign' to
a hotkey, maybe also the command 'zone set'. Place the in-game cursor over
a 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
a pen/pasture or pit, use 'zone set' to mark it. Then you can select units
@ -2351,7 +2362,7 @@ and use 'zone assign' to assign them to their new home. Allows pitting your
own dwarves, by the way.< / p >
own dwarves, by the way.< / p >
< / div >
< / div >
< div class = "section" id = "usage-with-filters" >
< div class = "section" id = "usage-with-filters" >
< h4 > < a class = "toc-backref" href = "#id10 5 "> Usage with filters< / a > < / h4 >
< h4 > < a class = "toc-backref" href = "#id10 7 "> Usage with filters< / a > < / h4 >
< p > All filters can be used together with the 'assign' command.< / p >
< p > All filters can be used together with the 'assign' command.< / p >
< p > Restrictions: It's not possible to assign units who are inside built cages
< p > Restrictions: It's not possible to assign units who are inside built cages
or chained because in most cases that won't be desirable anyways.
or chained because in most cases that won't be desirable anyways.
@ -2369,14 +2380,14 @@ are not properly added to your own stocks; slaughtering them should work).</p>
< p > Most filters can be negated (e.g. 'not grazer' -> race is not a grazer).< / p >
< p > Most filters can be negated (e.g. 'not grazer' -> race is not a grazer).< / p >
< / div >
< / div >
< div class = "section" id = "mass-renaming" >
< div class = "section" id = "mass-renaming" >
< h4 > < a class = "toc-backref" href = "#id10 6 "> Mass-renaming< / a > < / h4 >
< h4 > < a class = "toc-backref" href = "#id10 8 "> Mass-renaming< / a > < / h4 >
< p > Using the 'nick' command you can set the same nickname for multiple units.
< p > Using the 'nick' command you can set the same nickname for multiple units.
If used without 'assign', 'all' or 'count' it will rename all units in the
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
current default target zone. Combined with 'assign', 'all' or 'count' (and
further optional filters) it will rename units matching the filter conditions.< / p >
further optional filters) it will rename units matching the filter conditions.< / p >
< / div >
< / div >
< div class = "section" id = "cage-zones" >
< div class = "section" id = "cage-zones" >
< h4 > < a class = "toc-backref" href = "#id10 7 "> Cage zones< / a > < / h4 >
< h4 > < a class = "toc-backref" href = "#id10 9 "> Cage zones< / a > < / h4 >
< p > Using the 'tocages' command you can assign units to a set of cages, for example
< p > Using the 'tocages' command you can assign units to a set of cages, for example
a room next to your butcher shop(s). They will be spread evenly among available
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
cages to optimize hauling to and butchering from them. For this to work you need
@ -2387,7 +2398,7 @@ would make no sense, but can be used together with 'nick' or 'remnick' and all
the usual filters.< / p >
the usual filters.< / p >
< / div >
< / div >
< div class = "section" id = "examples" >
< div class = "section" id = "examples" >
< h4 > < a class = "toc-backref" href = "#id1 08 "> Examples< / a > < / h4 >
< h4 > < a class = "toc-backref" href = "#id1 1 0"> Examples< / a > < / h4 >
< dl class = "docutils" >
< dl class = "docutils" >
< dt > < tt class = "docutils literal" > zone assign all own ALPACA minage 3 maxage 10< / tt > < / dt >
< dt > < tt class = "docutils literal" > zone assign all own ALPACA minage 3 maxage 10< / tt > < / dt >
< dd > Assign all own alpacas who are between 3 and 10 years old to the selected
< dd > Assign all own alpacas who are between 3 and 10 years old to the selected
@ -2413,7 +2424,7 @@ on the current default zone.</dd>
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "autonestbox" >
< div class = "section" id = "autonestbox" >
< h3 > < a class = "toc-backref" href = "#id1 09 "> autonestbox< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id1 11 "> autonestbox< / a > < / h3 >
< p > Assigns unpastured female egg-layers to nestbox zones. Requires that you create
< p > Assigns unpastured female egg-layers to nestbox zones. Requires that you create
pen/pasture zones above nestboxes. If the pen is bigger than 1x1 the nestbox
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
must be in the top left corner. Only 1 unit will be assigned per pen, regardless
@ -2442,7 +2453,7 @@ frames between runs.</td>
< / blockquote >
< / blockquote >
< / div >
< / div >
< div class = "section" id = "autobutcher" >
< div class = "section" id = "autobutcher" >
< h3 > < a class = "toc-backref" href = "#id11 0 "> autobutcher< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id11 2 "> autobutcher< / a > < / h3 >
< p > Assigns lifestock for slaughter once it reaches a specific count. Requires that
< p > Assigns lifestock for slaughter once it reaches a specific count. Requires that
you add the target race(s) to a watch list. Only tame units will be processed.< / p >
you add the target race(s) to a watch list. Only tame units will be processed.< / p >
< p > Named units will be completely ignored (to protect specific animals from
< p > Named units will be completely ignored (to protect specific animals from
@ -2550,28 +2561,29 @@ autobutcher.bat
< / pre >
< / pre >
< / div >
< / div >
< div class = "section" id = "autolabor" >
< div class = "section" id = "autolabor" >
< h3 > < a class = "toc-backref" href = "#id11 1 "> autolabor< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id11 3 "> autolabor< / a > < / h3 >
< p > Automatically manage dwarf labors.< / p >
< p > Automatically manage dwarf labors.< / p >
< p > When enabled, autolabor periodically checks your dwarves and enables or
< p > When enabled, autolabor periodically checks your dwarves and enables or
disables labors. It tries to keep as many dwarves as possible busy but
disables labors. It tries to keep as many dwarves as possible busy but
also tries to have dwarves specialize in specific skills.< / p >
also tries to have dwarves specialize in specific skills.< / p >
< div class = "note" >
< div class = "note" >
< p class = "first admonition-title" > Note< / p >
< p class = "first admonition-title" > Note< / p >
< p class = "last" > Warning: autolabor will override any manual changes you make to labors
< p > Warning: autolabor will override any manual changes you make to labors
while it is enabled.< / p >
while it is enabled.< / p >
< p class = "last" > To prevent particular dwarves from being managed by autolabor, put them in any burrow.< / p >
< / div >
< / div >
< p > For detailed usage information, see 'help autolabor'.< / p >
< p > For detailed usage information, see 'help autolabor'.< / p >
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "other" >
< div class = "section" id = "other" >
< h2 > < a class = "toc-backref" href = "#id11 2 "> Other< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id11 4 "> Other< / a > < / h2 >
< div class = "section" id = "catsplosion" >
< div class = "section" id = "catsplosion" >
< h3 > < a class = "toc-backref" href = "#id11 3 "> catsplosion< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id11 5 "> catsplosion< / a > < / h3 >
< p > Makes cats just < em > multiply< / em > . It is not a good idea to run this more than once or
< p > Makes cats just < em > multiply< / em > . It is not a good idea to run this more than once or
twice.< / p >
twice.< / p >
< / div >
< / div >
< div class = "section" id = "dfusion" >
< div class = "section" id = "dfusion" >
< h3 > < a class = "toc-backref" href = "#id11 4 "> dfusion< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id11 6 "> dfusion< / a > < / h3 >
< dl class = "docutils" >
< dl class = "docutils" >
< dt > This is the DFusion lua plugin system by Warmist, running as a DFHack plugin. There are two parts to this plugin: an interactive script that shows a text based menu and lua modules. Some of the functionality of is intentionaly left out of the menu:< / dt >
< dt > This is the DFusion lua plugin system by Warmist, running as a DFHack plugin. There are two parts to this plugin: an interactive script that shows a text based menu and lua modules. Some of the functionality of is intentionaly left out of the menu:< / dt >
< dd > < table class = "first last docutils field-list" frame = "void" rules = "none" >
< dd > < table class = "first last docutils field-list" frame = "void" rules = "none" >
@ -2596,7 +2608,7 @@ twice.</p>
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "misery" >
< div class = "section" id = "misery" >
< h3 > < a class = "toc-backref" href = "#id11 5 "> misery< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id11 7 "> misery< / a > < / h3 >
< p > When enabled, every new negative dwarven thought will be multiplied by a factor (2 by default).< / p >
< p > When enabled, every new negative dwarven thought will be multiplied by a factor (2 by default).< / p >
< p > Usage:< / p >
< p > Usage:< / p >
< table class = "docutils field-list" frame = "void" rules = "none" >
< table class = "docutils field-list" frame = "void" rules = "none" >
@ -2620,7 +2632,7 @@ twice.</p>
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "scripts" >
< div class = "section" id = "scripts" >
< h1 > < a class = "toc-backref" href = "#id11 6 "> Scripts< / a > < / h1 >
< h1 > < a class = "toc-backref" href = "#id11 8 "> Scripts< / a > < / h1 >
< p > Lua or ruby scripts placed in the hack/scripts/ directory are considered for
< p > 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
execution as if they were native DFHack commands. They are listed at the end
of the 'ls' command output.< / p >
of the 'ls' command output.< / p >
@ -2629,7 +2641,7 @@ 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.< / p >
scripts that are obscure, developer-oriented, or should be used as keybindings.< / p >
< p > Some notable scripts:< / p >
< p > Some notable scripts:< / p >
< div class = "section" id = "fix" >
< div class = "section" id = "fix" >
< h2 > < a class = "toc-backref" href = "#id11 7 "> fix/*< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id11 9 "> fix/*< / a > < / h2 >
< p > Scripts in this subdirectory fix various bugs and issues, some of them obscure.< / p >
< p > Scripts in this subdirectory fix various bugs and issues, some of them obscure.< / p >
< ul >
< ul >
< li > < p class = "first" > fix/dead-units< / p >
< li > < p class = "first" > fix/dead-units< / p >
@ -2661,12 +2673,12 @@ in <tt class="docutils literal">dfhack.init</tt> makes it run automatically.</p>
< / ul >
< / ul >
< / div >
< / div >
< div class = "section" id = "gui" >
< div class = "section" id = "gui" >
< h2 > < a class = "toc-backref" href = "#id1 18 "> gui/*< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id1 20 "> gui/*< / a > < / h2 >
< p > Scripts that implement dialogs inserted into the main game window are put in this
< p > Scripts that implement dialogs inserted into the main game window are put in this
directory.< / p >
directory.< / p >
< / div >
< / div >
< div class = "section" id = "binpatch" >
< div class = "section" id = "binpatch" >
< h2 > < a class = "toc-backref" href = "#id1 19 "> binpatch< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id1 2 1"> binpatch< / a > < / h2 >
< p > Checks, applies or removes binary patches directly in memory at runtime:< / p >
< p > Checks, applies or removes binary patches directly in memory at runtime:< / p >
< pre class = "literal-block" >
< pre class = "literal-block" >
binpatch check/apply/remove < patchname>
binpatch check/apply/remove < patchname>
@ -2676,17 +2688,17 @@ script uses <tt class="docutils literal"><span class="pre">hack/patches/<df-v
the version appropriate for the currently loaded executable.< / p >
the version appropriate for the currently loaded executable.< / p >
< / div >
< / div >
< div class = "section" id = "quicksave" >
< div class = "section" id = "quicksave" >
< h2 > < a class = "toc-backref" href = "#id12 0 "> quicksave< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id12 2 "> 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 = "setfps" >
< div class = "section" id = "setfps" >
< h2 > < a class = "toc-backref" href = "#id12 1 "> setfps< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id12 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 = "#id12 2 "> siren< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id12 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
@ -2694,7 +2706,7 @@ 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 = "growcrops" >
< div class = "section" id = "growcrops" >
< h2 > < a class = "toc-backref" href = "#id12 3 "> growcrops< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id12 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.
@ -2706,7 +2718,7 @@ growcrops plump 40
< / pre >
< / pre >
< / div >
< / div >
< div class = "section" id = "removebadthoughts" >
< div class = "section" id = "removebadthoughts" >
< h2 > < a class = "toc-backref" href = "#id12 4 "> removebadthoughts< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id12 6 "> removebadthoughts< / a > < / h2 >
< p > This script remove negative thoughts from your dwarves. Very useful against
< p > This script remove negative thoughts from your dwarves. Very useful against
tantrum spirals.< / p >
tantrum spirals.< / p >
< p > The script can target a single creature, when used with the < tt class = "docutils literal" > him< / tt > argument,
< p > The script can target a single creature, when used with the < tt class = "docutils literal" > him< / tt > argument,
@ -2720,7 +2732,7 @@ but in the short term your dwarves will get much more joyful.</p>
quickly after you unpause.< / p >
quickly after you unpause.< / p >
< / div >
< / div >
< div class = "section" id = "slayrace" >
< div class = "section" id = "slayrace" >
< h2 > < a class = "toc-backref" href = "#id12 5 "> slayrace< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id12 7 "> slayrace< / 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 >
@ -2748,7 +2760,7 @@ slayrace elve magma
< / pre >
< / pre >
< / div >
< / div >
< div class = "section" id = "magmasource" >
< div class = "section" id = "magmasource" >
< h2 > < a class = "toc-backref" href = "#id12 6 "> magmasource< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id12 8 "> magmasource< / a > < / h2 >
< p > Create an infinite magma source on a tile.< / p >
< p > Create an infinite magma source on a tile.< / p >
< p > This script registers a map tile as a magma source, and every 12 game ticks
< p > This script registers a map tile as a magma source, and every 12 game ticks
that tile receives 1 new unit of flowing magma.< / p >
that tile receives 1 new unit of flowing magma.< / p >
@ -2763,7 +2775,7 @@ To remove all placed sources, call <tt class="docutils literal">magmasource stop
< p > With no argument, this command shows an help message and list existing sources.< / p >
< p > With no argument, this command shows an help message and list existing sources.< / p >
< / div >
< / div >
< div class = "section" id = "digfort" >
< div class = "section" id = "digfort" >
< h2 > < a class = "toc-backref" href = "#id12 7 "> digfort< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id12 9 "> digfort< / a > < / h2 >
< p > A script to designate an area for digging according to a plan in csv format.< / p >
< p > A script to designate an area for digging according to a plan in csv format.< / p >
< p > This script, inspired from quickfort, can designate an area for digging.
< p > This script, inspired from quickfort, can designate an area for digging.
Your plan should be stored in a .csv file like this:< / p >
Your plan should be stored in a .csv file like this:< / p >
@ -2781,7 +2793,7 @@ To skip a row in your design, use a single <tt class="docutils literal">;</tt>.<
< p > The script takes the plan filename, starting from the root df folder.< / p >
< p > The script takes the plan filename, starting from the root df folder.< / p >
< / div >
< / div >
< div class = "section" id = "superdwarf" >
< div class = "section" id = "superdwarf" >
< h2 > < a class = "toc-backref" href = "#id1 28 "> superdwarf< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id1 30 "> 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" >
@ -2791,17 +2803,17 @@ 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 = "drainaquifer" >
< div class = "section" id = "drainaquifer" >
< h2 > < a class = "toc-backref" href = "#id1 29 "> drainaquifer< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id1 31 "> drainaquifer< / a > < / h2 >
< p > Remove all 'aquifer' tag from the map blocks. Irreversible.< / p >
< p > Remove all 'aquifer' tag from the map blocks. Irreversible.< / p >
< / div >
< / div >
< div class = "section" id = "deathcause" >
< div class = "section" id = "deathcause" >
< h2 > < a class = "toc-backref" href = "#id13 0 "> deathcause< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id13 2 "> deathcause< / a > < / h2 >
< p > Focus a body part ingame, and this script will display the cause of death of
< p > Focus a body part ingame, and this script will display the cause of death of
the creature.
the creature.
Also works when selecting units from the 'u'nitlist viewscreen.< / p >
Also works when selecting units from the 'u'nitlist viewscreen.< / p >
< / div >
< / div >
< div class = "section" id = "lua" >
< div class = "section" id = "lua" >
< h2 > < a class = "toc-backref" href = "#id13 1 "> lua< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id13 3 "> 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 >
@ -2820,11 +2832,11 @@ directory. If the filename is not supplied, it loads "dfhack.lua".</p>
< / ol >
< / ol >
< / div >
< / div >
< div class = "section" id = "embark" >
< div class = "section" id = "embark" >
< h2 > < a class = "toc-backref" href = "#id13 2 "> embark< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id13 4 "> embark< / a > < / h2 >
< p > Allows to embark anywhere. Currently windows only.< / p >
< p > Allows to embark anywhere. Currently windows only.< / p >
< / div >
< / div >
< div class = "section" id = "lever" >
< div class = "section" id = "lever" >
< h2 > < a class = "toc-backref" href = "#id13 3 "> lever< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id13 5 "> 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" >
@ -2838,7 +2850,7 @@ lever pull 42 --now
< / pre >
< / pre >
< / div >
< / div >
< div class = "section" id = "stripcaged" >
< div class = "section" id = "stripcaged" >
< h2 > < a class = "toc-backref" href = "#id13 4 "> stripcaged< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id13 6 "> 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
@ -2856,7 +2868,7 @@ stripcaged weapons 25321 34228
< / pre >
< / pre >
< / div >
< / div >
< div class = "section" id = "create-items" >
< div class = "section" id = "create-items" >
< h2 > < a class = "toc-backref" href = "#id13 5 "> create-items< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id13 7 "> create-items< / a > < / h2 >
< p > Spawn arbitrary items under the cursor.< / p >
< p > Spawn arbitrary items under the cursor.< / p >
< p > The first argument gives the item category, the second gives the material,
< p > The first argument gives the item category, the second gives the material,
and the optionnal third gives the number of items to create (defaults to 20).< / p >
and the optionnal third gives the number of items to create (defaults to 20).< / p >
@ -2878,7 +2890,7 @@ create-items bar adamantine
< / pre >
< / pre >
< / div >
< / div >
< div class = "section" id = "soundsense-season" >
< div class = "section" id = "soundsense-season" >
< h2 > < a class = "toc-backref" href = "#id13 6 "> soundsense-season< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id13 8 "> 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 >
@ -2888,7 +2900,7 @@ call the script from <tt class="docutils literal">dfhack.init</tt>.</p>
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "in-game-interface-tools" >
< div class = "section" id = "in-game-interface-tools" >
< h1 > < a class = "toc-backref" href = "#id13 7 "> In-game interface tools< / a > < / h1 >
< h1 > < a class = "toc-backref" href = "#id13 9 "> 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" >
@ -2901,7 +2913,7 @@ existing DF screens, they deliberately use red instead of green for the key.</p>
guideline because it arguably just fixes small usability bugs in the game UI.< / p >
guideline because it arguably just fixes small usability bugs in the game UI.< / p >
< / div >
< / div >
< div class = "section" id = "dwarf-manipulator" >
< div class = "section" id = "dwarf-manipulator" >
< h2 > < a class = "toc-backref" href = "#id1 38 "> Dwarf Manipulator< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id1 40 "> Dwarf Manipulator< / a > < / h2 >
< p > Implemented by the manipulator plugin. To activate, open the unit screen and
< p > Implemented by the manipulator plugin. To activate, open the unit screen and
press 'l'.< / p >
press 'l'.< / p >
< img alt = "images/manipulator.png" src = "images/manipulator.png" / >
< img alt = "images/manipulator.png" src = "images/manipulator.png" / >
@ -2940,7 +2952,7 @@ 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 = "#id1 39 "> Search< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id1 41 "> Search< / a > < / h2 >
< 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
(unit list), Rooms, Announcements, Job List and Unit List screens.< / p >
(unit list), Rooms, Announcements, Job List and Unit List screens.< / p >
@ -2970,7 +2982,7 @@ 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 = "#id14 0 "> AutoMaterial< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id14 2 "> AutoMaterial< / a > < / h2 >
< p > The automaterial plugin makes building constructions (walls, floors, fortifications,
< p > The automaterial plugin makes building constructions (walls, floors, fortifications,
etc) a little bit easier by saving you from having to trawl through long lists of
etc) a little bit easier by saving you from having to trawl through long lists of
materials each time you place one.< / p >
materials each time you place one.< / p >
@ -2997,7 +3009,7 @@ 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 = "gui-liquids" >
< div class = "section" id = "gui-liquids" >
< h2 > < a class = "toc-backref" href = "#id14 1 "> gui/liquids< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id14 3 "> 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,
@ -3017,7 +3029,7 @@ 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 = "#id14 2 "> gui/mechanisms< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id14 4 "> 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
@ -3027,7 +3039,7 @@ 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-rename" >
< div class = "section" id = "gui-rename" >
< h2 > < a class = "toc-backref" href = "#id14 3 "> gui/rename< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id14 5 "> 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 >
@ -3050,7 +3062,7 @@ 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 = "#id14 4 "> gui/room-list< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id14 6 "> 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" / >
@ -3058,7 +3070,7 @@ 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-choose-weapons" >
< div class = "section" id = "gui-choose-weapons" >
< h2 > < a class = "toc-backref" href = "#id14 5 "> gui/choose-weapons< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id14 7 "> 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
@ -3069,7 +3081,7 @@ 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-guide-path" >
< div class = "section" id = "gui-guide-path" >
< h2 > < a class = "toc-backref" href = "#id14 6 "> gui/guide-path< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id14 8 "> 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" / >
@ -3077,7 +3089,7 @@ 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-workshop-job" >
< div class = "section" id = "gui-workshop-job" >
< h2 > < a class = "toc-backref" href = "#id14 7 "> gui/workshop-job< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id14 9 "> 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" / >
@ -3113,7 +3125,7 @@ and then try to change the input item type, now it won't let you select <em>plan
you have to unset the material first.< / p >
you have to unset the material first.< / p >
< / div >
< / div >
< div class = "section" id = "gui-workflow" >
< div class = "section" id = "gui-workflow" >
< h2 > < a class = "toc-backref" href = "#id1 48 "> gui/workflow< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id1 50 "> 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" / >
@ -3160,7 +3172,7 @@ 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-assign-rack" >
< div class = "section" id = "gui-assign-rack" >
< h2 > < a class = "toc-backref" href = "#id1 49 "> gui/assign-rack< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id1 51 "> 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" / >
@ -3184,7 +3196,7 @@ 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-advfort" >
< div class = "section" id = "gui-advfort" >
< h2 > < a class = "toc-backref" href = "#id15 0 "> gui/advfort< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id15 2 "> 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 >
@ -3196,15 +3208,30 @@ implies -a</li>
< li > job - selects that job (e.g. Dig or FellTree)< / li >
< li > job - selects that job (e.g. Dig or FellTree)< / li >
< / ul >
< / ul >
< / div >
< / div >
< div class = "section" id = "gui-companion-order" >
< h2 > < a class = "toc-backref" href = "#id153" > gui/companion-order< / a > < / h2 >
< 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 >
< ul class = "simple" >
< li > move - orders selected companions to move to location. If companions are following they will move no more than 3 tiles from you.< / li >
< li > equip - try to equip items on the ground.< / li >
< li > pick-up - try to take items into hand (also wield)< / li >
< li > unequip - remove and drop equipment< / li >
< li > unwield - drop held items< / li >
< li > wait - temporarely remove from party< / li >
< li > follow - rejoin the party after " wait" < / li >
< li > leave - remove from party (can be rejoined by talking)< / li >
< / ul >
< / div >
< div class = "section" id = "gui-gm-editor" >
< div class = "section" id = "gui-gm-editor" >
< h2 > < a class = "toc-backref" href = "#id151" > gui/gm-editor< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id15 4 "> 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
or viewed (e.g. unit/item description screen)< / li >
or viewed (e.g. unit/item description screen)< / li >
< li > using gui/gm-editor < lua command> - executes lua command and opens editor on
< li > using gui/gm-editor < lua command> - executes lua command and opens editor on
it's results (e.g. gui/gm-editor " df.global.world.items.all" shows all items)< / li >
it's results (e.g. gui/gm-editor " df.global.world.items.all" shows all items)< / li >
< li > using gui/gm-edito dialog - shows an in game dialog to input lua command. Works
< li > using gui/gm-editor dialog - shows an in game dialog to input lua command. Works
the same as version above.< / li >
the same as version above.< / li >
< / ul >
< / ul >
< p > This editor allows to change and modify almost anything in df. Press '?' for an
< p > This editor allows to change and modify almost anything in df. Press '?' for an
@ -3212,7 +3239,7 @@ in-game help.</p>
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "behavior-mods" >
< div class = "section" id = "behavior-mods" >
< h1 > < a class = "toc-backref" href = "#id15 2 "> Behavior Mods< / a > < / h1 >
< h1 > < a class = "toc-backref" href = "#id15 5 "> 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 >
@ -3223,20 +3250,20 @@ 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 = "#id15 3 "> Siege Engine< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id15 6 "> 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 = "#id15 4 "> Rationale< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id15 7 "> 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 = "#id15 5 "> Configuration UI< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id15 8 "> 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 >
@ -3259,7 +3286,7 @@ menu.</p>
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "power-meter" >
< div class = "section" id = "power-meter" >
< h2 > < a class = "toc-backref" href = "#id15 6 "> Power Meter< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id15 9 "> 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
@ -3270,11 +3297,11 @@ 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 = "#id1 57 "> Steam Engine< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id1 60 "> 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 = "id1" >
< div class = "section" id = "id1" >
< h3 > < a class = "toc-backref" href = "#id1 58 "> Rationale< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id1 61 "> 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
@ -3285,7 +3312,7 @@ 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 = "#id1 59 "> Construction< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id1 62 "> 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 >
@ -3309,7 +3336,7 @@ 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 = "#id16 0 "> Operation< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id16 3 "> 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
@ -3340,7 +3367,7 @@ 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 = "#id16 1 "> Explosions< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id16 4 "> 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
@ -3349,7 +3376,7 @@ 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 = "#id16 2 "> Save files< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id16 5 "> 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
@ -3360,7 +3387,7 @@ 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 = "#id16 3 "> Add Spatter< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id16 6 "> 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