Add revforget command, lair plugin

revforget throws away data reveal keeps in order to be able to hide
the revealed parts of the map

lair allows marking the map as monster lair (or the opposite while
using the 'reset' option)
develop
Petr Mrázek 2012-03-11 22:25:30 +01:00
parent 32cc4c8928
commit 3b87f7bd3a
8 changed files with 351 additions and 250 deletions

@ -455,6 +455,21 @@ revflood
======== ========
This command will hide the whole map and then reveal all the tiles that have a path to the in-game cursor. This command will hide the whole map and then reveal all the tiles that have a path to the in-game cursor.
revforget
=========
When you use reveal, it saves information about what was/wasn't visible before revealing everything. Unreveal uses this information to hide things again. This command throws away the information. For example, use in cases where you abandoned with the fort revealed and no longer want the data.
lair
====
This command allows you to mark the map as 'monster lair', preventing item scatter on abandon. When invoked as 'lair reset', it does the opposite.
Unlike reveal, this command doesn't save the information about tiles - you won't be able to restore state of real monster lairs using 'lair reset'.
Options
-------
:lair: Mark the map as monster lair
:lair reset: Mark the map as ordinary (not lair)
seedwatch seedwatch
========= =========
Tool for turning cooking of seeds and plants on/off depending on how much you have of them. Tool for turning cooking of seeds and plants on/off depending on how much you have of them.

@ -318,7 +318,7 @@ ul.auto-toc {
<div class="section" id="introduction"> <div class="section" id="introduction">
<h1><a class="toc-backref" href="#id18">Introduction</a></h1> <h1><a class="toc-backref" href="#id19">Introduction</a></h1>
<p>DFHack is a Dwarf Fortress memory access library and a set of basic <p>DFHack is a Dwarf Fortress memory access library and a set of basic
tools that use it. Tools come in the form of plugins or (not yet) tools that use it. Tools come in the form of plugins or (not yet)
external tools. It is an attempt to unite the various ways tools external tools. It is an attempt to unite the various ways tools
@ -326,160 +326,165 @@ access DF memory and allow for easier development of new tools.</p>
<div class="contents topic" id="contents"> <div class="contents topic" id="contents">
<p class="topic-title first">Contents</p> <p class="topic-title first">Contents</p>
<ul class="simple"> <ul class="simple">
<li><a class="reference internal" href="#introduction" id="id18">Introduction</a></li> <li><a class="reference internal" href="#introduction" id="id19">Introduction</a></li>
<li><a class="reference internal" href="#getting-dfhack" id="id19">Getting DFHack</a></li> <li><a class="reference internal" href="#getting-dfhack" id="id20">Getting DFHack</a></li>
<li><a class="reference internal" href="#compatibility" id="id20">Compatibility</a></li> <li><a class="reference internal" href="#compatibility" id="id21">Compatibility</a></li>
<li><a class="reference internal" href="#installation-removal" id="id21">Installation/Removal</a></li> <li><a class="reference internal" href="#installation-removal" id="id22">Installation/Removal</a></li>
<li><a class="reference internal" href="#using-dfhack" id="id22">Using DFHack</a></li> <li><a class="reference internal" href="#using-dfhack" id="id23">Using DFHack</a></li>
<li><a class="reference internal" href="#something-doesn-t-work-help" id="id23">Something doesn't work, help!</a></li> <li><a class="reference internal" href="#something-doesn-t-work-help" id="id24">Something doesn't work, help!</a></li>
<li><a class="reference internal" href="#the-init-file" id="id24">The init file</a></li> <li><a class="reference internal" href="#the-init-file" id="id25">The init file</a></li>
<li><a class="reference internal" href="#commands" id="id25">Commands</a><ul> <li><a class="reference internal" href="#commands" id="id26">Commands</a><ul>
<li><a class="reference internal" href="#adv-bodyswap" id="id26">adv-bodyswap</a><ul> <li><a class="reference internal" href="#adv-bodyswap" id="id27">adv-bodyswap</a><ul>
<li><a class="reference internal" href="#usage" id="id27">Usage</a></li> <li><a class="reference internal" href="#usage" id="id28">Usage</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#advtools" id="id28">advtools</a><ul> <li><a class="reference internal" href="#advtools" id="id29">advtools</a><ul>
<li><a class="reference internal" href="#id1" id="id29">Usage</a></li> <li><a class="reference internal" href="#id1" id="id30">Usage</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#changevein" id="id30">changevein</a></li> <li><a class="reference internal" href="#changevein" id="id31">changevein</a></li>
<li><a class="reference internal" href="#follow" id="id31">follow</a></li> <li><a class="reference internal" href="#follow" id="id32">follow</a></li>
<li><a class="reference internal" href="#forcepause" id="id32">forcepause</a></li> <li><a class="reference internal" href="#forcepause" id="id33">forcepause</a></li>
<li><a class="reference internal" href="#nopause" id="id33">nopause</a></li> <li><a class="reference internal" href="#nopause" id="id34">nopause</a></li>
<li><a class="reference internal" href="#die" id="id34">die</a></li> <li><a class="reference internal" href="#die" id="id35">die</a></li>
<li><a class="reference internal" href="#autodump" id="id35">autodump</a><ul> <li><a class="reference internal" href="#autodump" id="id36">autodump</a><ul>
<li><a class="reference internal" href="#options" id="id36">Options</a></li> <li><a class="reference internal" href="#options" id="id37">Options</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#autodump-destroy-here" id="id37">autodump-destroy-here</a></li> <li><a class="reference internal" href="#autodump-destroy-here" id="id38">autodump-destroy-here</a></li>
<li><a class="reference internal" href="#autodump-destroy-item" id="id38">autodump-destroy-item</a></li> <li><a class="reference internal" href="#autodump-destroy-item" id="id39">autodump-destroy-item</a></li>
<li><a class="reference internal" href="#clean" id="id39">clean</a><ul> <li><a class="reference internal" href="#clean" id="id40">clean</a><ul>
<li><a class="reference internal" href="#id2" id="id40">Options</a></li> <li><a class="reference internal" href="#id2" id="id41">Options</a></li>
<li><a class="reference internal" href="#extra-options-for-map" id="id41">Extra options for 'map'</a></li> <li><a class="reference internal" href="#extra-options-for-map" id="id42">Extra options for 'map'</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#spotclean" id="id42">spotclean</a></li> <li><a class="reference internal" href="#spotclean" id="id43">spotclean</a></li>
<li><a class="reference internal" href="#cleanowned" id="id43">cleanowned</a><ul> <li><a class="reference internal" href="#cleanowned" id="id44">cleanowned</a><ul>
<li><a class="reference internal" href="#id3" id="id44">Options</a></li> <li><a class="reference internal" href="#id3" id="id45">Options</a></li>
<li><a class="reference internal" href="#example" id="id45">Example:</a></li> <li><a class="reference internal" href="#example" id="id46">Example:</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#colonies" id="id46">colonies</a><ul> <li><a class="reference internal" href="#colonies" id="id47">colonies</a><ul>
<li><a class="reference internal" href="#id4" id="id47">Options</a></li> <li><a class="reference internal" href="#id4" id="id48">Options</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#deramp-by-zilpin" id="id48">deramp (by zilpin)</a></li> <li><a class="reference internal" href="#deramp-by-zilpin" id="id49">deramp (by zilpin)</a></li>
<li><a class="reference internal" href="#df2minecraft" id="id49">df2minecraft</a></li> <li><a class="reference internal" href="#df2minecraft" id="id50">df2minecraft</a></li>
<li><a class="reference internal" href="#dfusion" id="id50">dfusion</a><ul> <li><a class="reference internal" href="#dfusion" id="id51">dfusion</a><ul>
<li><a class="reference internal" href="#confirmed-working-dfusion-plugins" id="id51">Confirmed working DFusion plugins:</a></li> <li><a class="reference internal" href="#confirmed-working-dfusion-plugins" id="id52">Confirmed working DFusion plugins:</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#drybuckets" id="id52">drybuckets</a></li> <li><a class="reference internal" href="#drybuckets" id="id53">drybuckets</a></li>
<li><a class="reference internal" href="#fastdwarf" id="id53">fastdwarf</a></li> <li><a class="reference internal" href="#fastdwarf" id="id54">fastdwarf</a></li>
<li><a class="reference internal" href="#filltraffic" id="id54">filltraffic</a><ul> <li><a class="reference internal" href="#filltraffic" id="id55">filltraffic</a><ul>
<li><a class="reference internal" href="#traffic-type-codes" id="id55">Traffic Type Codes:</a></li> <li><a class="reference internal" href="#traffic-type-codes" id="id56">Traffic Type Codes:</a></li>
<li><a class="reference internal" href="#other-options" id="id56">Other Options:</a></li> <li><a class="reference internal" href="#other-options" id="id57">Other Options:</a></li>
<li><a class="reference internal" href="#id5" id="id57">Example:</a></li> <li><a class="reference internal" href="#id5" id="id58">Example:</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#alltraffic" id="id58">alltraffic</a><ul> <li><a class="reference internal" href="#alltraffic" id="id59">alltraffic</a><ul>
<li><a class="reference internal" href="#id6" id="id59">Traffic Type Codes:</a></li> <li><a class="reference internal" href="#id6" id="id60">Traffic Type Codes:</a></li>
<li><a class="reference internal" href="#id7" id="id60">Example:</a></li> <li><a class="reference internal" href="#id7" id="id61">Example:</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#fixdiplomats" id="id61">fixdiplomats</a></li> <li><a class="reference internal" href="#fixdiplomats" id="id62">fixdiplomats</a></li>
<li><a class="reference internal" href="#fixmerchants" id="id62">fixmerchants</a></li> <li><a class="reference internal" href="#fixmerchants" id="id63">fixmerchants</a></li>
<li><a class="reference internal" href="#fixveins" id="id63">fixveins</a></li> <li><a class="reference internal" href="#fixveins" id="id64">fixveins</a></li>
<li><a class="reference internal" href="#fixwagons" id="id64">fixwagons</a></li> <li><a class="reference internal" href="#fixwagons" id="id65">fixwagons</a></li>
<li><a class="reference internal" href="#flows" id="id65">flows</a></li> <li><a class="reference internal" href="#flows" id="id66">flows</a></li>
<li><a class="reference internal" href="#getplants" id="id66">getplants</a><ul> <li><a class="reference internal" href="#getplants" id="id67">getplants</a><ul>
<li><a class="reference internal" href="#id8" id="id67">Options</a></li> <li><a class="reference internal" href="#id8" id="id68">Options</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#tidlers" id="id68">tidlers</a></li> <li><a class="reference internal" href="#tidlers" id="id69">tidlers</a></li>
<li><a class="reference internal" href="#twaterlvl" id="id69">twaterlvl</a></li> <li><a class="reference internal" href="#twaterlvl" id="id70">twaterlvl</a></li>
<li><a class="reference internal" href="#job" id="id70">job</a></li> <li><a class="reference internal" href="#job" id="id71">job</a></li>
<li><a class="reference internal" href="#job-material" id="id71">job-material</a></li> <li><a class="reference internal" href="#job-material" id="id72">job-material</a></li>
<li><a class="reference internal" href="#job-duplicate" id="id72">job-duplicate</a></li> <li><a class="reference internal" href="#job-duplicate" id="id73">job-duplicate</a></li>
<li><a class="reference internal" href="#keybinding" id="id73">keybinding</a><ul> <li><a class="reference internal" href="#keybinding" id="id74">keybinding</a><ul>
<li><a class="reference internal" href="#id9" id="id74">Options</a></li> <li><a class="reference internal" href="#id9" id="id75">Options</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#liquids" id="id75">liquids</a></li> <li><a class="reference internal" href="#liquids" id="id76">liquids</a></li>
<li><a class="reference internal" href="#mode" id="id76">mode</a></li> <li><a class="reference internal" href="#mode" id="id77">mode</a></li>
<li><a class="reference internal" href="#extirpate" id="id77">extirpate</a><ul> <li><a class="reference internal" href="#extirpate" id="id78">extirpate</a><ul>
<li><a class="reference internal" href="#id10" id="id78">Options</a></li> <li><a class="reference internal" href="#id10" id="id79">Options</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#grow" id="id79">grow</a></li> <li><a class="reference internal" href="#grow" id="id80">grow</a></li>
<li><a class="reference internal" href="#immolate" id="id80">immolate</a></li> <li><a class="reference internal" href="#immolate" id="id81">immolate</a></li>
<li><a class="reference internal" href="#probe" id="id81">probe</a></li> <li><a class="reference internal" href="#probe" id="id82">probe</a></li>
<li><a class="reference internal" href="#prospect" id="id82">prospect</a><ul> <li><a class="reference internal" href="#prospect" id="id83">prospect</a><ul>
<li><a class="reference internal" href="#id11" id="id83">Options</a></li> <li><a class="reference internal" href="#id11" id="id84">Options</a></li>
<li><a class="reference internal" href="#pre-embark-estimate" id="id84">Pre-embark estimate</a></li> <li><a class="reference internal" href="#pre-embark-estimate" id="id85">Pre-embark estimate</a></li>
<li><a class="reference internal" href="#id12" id="id85">Options</a></li> <li><a class="reference internal" href="#id12" id="id86">Options</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#regrass" id="id86">regrass</a></li> <li><a class="reference internal" href="#regrass" id="id87">regrass</a></li>
<li><a class="reference internal" href="#rename" id="id87">rename</a><ul> <li><a class="reference internal" href="#rename" id="id88">rename</a><ul>
<li><a class="reference internal" href="#id13" id="id88">Options</a></li> <li><a class="reference internal" href="#id13" id="id89">Options</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#reveal" id="id89">reveal</a></li> <li><a class="reference internal" href="#reveal" id="id90">reveal</a></li>
<li><a class="reference internal" href="#unreveal" id="id90">unreveal</a></li> <li><a class="reference internal" href="#unreveal" id="id91">unreveal</a></li>
<li><a class="reference internal" href="#revtoggle" id="id91">revtoggle</a></li> <li><a class="reference internal" href="#revtoggle" id="id92">revtoggle</a></li>
<li><a class="reference internal" href="#revflood" id="id92">revflood</a></li> <li><a class="reference internal" href="#revflood" id="id93">revflood</a></li>
<li><a class="reference internal" href="#seedwatch" id="id93">seedwatch</a></li> <li><a class="reference internal" href="#revforget" id="id94">revforget</a></li>
<li><a class="reference internal" href="#showmood" id="id94">showmood</a></li> <li><a class="reference internal" href="#lair" id="id95">lair</a><ul>
<li><a class="reference internal" href="#copystock" id="id95">copystock</a></li> <li><a class="reference internal" href="#id14" id="id96">Options</a></li>
<li><a class="reference internal" href="#ssense-stonesense" id="id96">ssense / stonesense</a></li>
<li><a class="reference internal" href="#tiletypes" id="id97">tiletypes</a></li>
<li><a class="reference internal" href="#tweak" id="id98">tweak</a><ul>
<li><a class="reference internal" href="#id14" id="id99">Options</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#tubefill" id="id100">tubefill</a></li> <li><a class="reference internal" href="#seedwatch" id="id97">seedwatch</a></li>
<li><a class="reference internal" href="#vdig" id="id101">vdig</a></li> <li><a class="reference internal" href="#showmood" id="id98">showmood</a></li>
<li><a class="reference internal" href="#vdigx" id="id102">vdigx</a></li> <li><a class="reference internal" href="#copystock" id="id99">copystock</a></li>
<li><a class="reference internal" href="#expdig" id="id103">expdig</a><ul> <li><a class="reference internal" href="#ssense-stonesense" id="id100">ssense / stonesense</a></li>
<li><a class="reference internal" href="#patterns" id="id104">Patterns:</a></li> <li><a class="reference internal" href="#tiletypes" id="id101">tiletypes</a></li>
<li><a class="reference internal" href="#filters" id="id105">Filters:</a></li> <li><a class="reference internal" href="#tweak" id="id102">tweak</a><ul>
<li><a class="reference internal" href="#examples" id="id106">Examples:</a></li> <li><a class="reference internal" href="#id15" id="id103">Options</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#digcircle" id="id107">digcircle</a><ul> <li><a class="reference internal" href="#tubefill" id="id104">tubefill</a></li>
<li><a class="reference internal" href="#shape" id="id108">Shape:</a></li> <li><a class="reference internal" href="#vdig" id="id105">vdig</a></li>
<li><a class="reference internal" href="#action" id="id109">Action:</a></li> <li><a class="reference internal" href="#vdigx" id="id106">vdigx</a></li>
<li><a class="reference internal" href="#designation-types" id="id110">Designation types:</a></li> <li><a class="reference internal" href="#expdig" id="id107">expdig</a><ul>
<li><a class="reference internal" href="#id15" id="id111">Examples:</a></li> <li><a class="reference internal" href="#patterns" id="id108">Patterns:</a></li>
<li><a class="reference internal" href="#filters" id="id109">Filters:</a></li>
<li><a class="reference internal" href="#examples" id="id110">Examples:</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#weather" id="id112">weather</a><ul> <li><a class="reference internal" href="#digcircle" id="id111">digcircle</a><ul>
<li><a class="reference internal" href="#id16" id="id113">Options:</a></li> <li><a class="reference internal" href="#shape" id="id112">Shape:</a></li>
<li><a class="reference internal" href="#action" id="id113">Action:</a></li>
<li><a class="reference internal" href="#designation-types" id="id114">Designation types:</a></li>
<li><a class="reference internal" href="#id16" id="id115">Examples:</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#workflow" id="id114">workflow</a><ul> <li><a class="reference internal" href="#weather" id="id116">weather</a><ul>
<li><a class="reference internal" href="#id17" id="id115">Usage</a></li> <li><a class="reference internal" href="#id17" id="id117">Options:</a></li>
<li><a class="reference internal" href="#function" id="id116">Function</a></li>
<li><a class="reference internal" href="#constraint-examples" id="id117">Constraint examples</a></li>
</ul> </ul>
</li> </li>
<li><a class="reference internal" href="#mapexport" id="id118">mapexport</a></li> <li><a class="reference internal" href="#workflow" id="id118">workflow</a><ul>
<li><a class="reference internal" href="#dwarfexport" id="id119">dwarfexport</a></li> <li><a class="reference internal" href="#id18" id="id119">Usage</a></li>
<li><a class="reference internal" href="#function" id="id120">Function</a></li>
<li><a class="reference internal" href="#constraint-examples" id="id121">Constraint examples</a></li>
</ul>
</li>
<li><a class="reference internal" href="#mapexport" id="id122">mapexport</a></li>
<li><a class="reference internal" href="#dwarfexport" id="id123">dwarfexport</a></li>
</ul> </ul>
</li> </li>
</ul> </ul>
</div> </div>
</div> </div>
<div class="section" id="getting-dfhack"> <div class="section" id="getting-dfhack">
<h1><a class="toc-backref" href="#id19">Getting DFHack</a></h1> <h1><a class="toc-backref" href="#id20">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>, for both source and
binaries at <a class="reference external" href="http://github.com/peterix/dfhack">http://github.com/peterix/dfhack</a></p> binaries 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="https://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="https://github.com/peterix/dfhack/downloads">https://github.com/peterix/dfhack/downloads</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">
<h1><a class="toc-backref" href="#id20">Compatibility</a></h1> <h1><a class="toc-backref" href="#id21">Compatibility</a></h1>
<p>DFHack works on Windows XP, Vista, 7 or any modern Linux distribution. <p>DFHack works on Windows XP, Vista, 7 or any modern Linux distribution.
OSX is not supported due to lack of developers with a Mac.</p> OSX is not supported due to lack of developers with a Mac.</p>
<p>Currently, only version 0.34.05 is supported. If you need DFHack <p>Currently, only version 0.34.05 is supported. If you need DFHack
@ -488,7 +493,7 @@ for older versions, look for older releases.</p>
<p>It is possible to use the Windows DFHack under wine/OSX.</p> <p>It is possible to use the Windows DFHack under wine/OSX.</p>
</div> </div>
<div class="section" id="installation-removal"> <div class="section" id="installation-removal">
<h1><a class="toc-backref" href="#id21">Installation/Removal</a></h1> <h1><a class="toc-backref" href="#id22">Installation/Removal</a></h1>
<p>Installing DFhack involves copying files into your DF folder. <p>Installing DFhack involves copying files into your DF folder.
Copy the files from a release archive so that:</p> Copy the files from a release archive so that:</p>
<blockquote> <blockquote>
@ -508,7 +513,7 @@ Copy the files from a release archive so that:</p>
<p>If any of the plugins or dfhack itself refuses to load, check the stderr.log file created in your DF folder.</p> <p>If any of the plugins or dfhack itself refuses to load, check the stderr.log file created in your DF folder.</p>
</div> </div>
<div class="section" id="using-dfhack"> <div class="section" id="using-dfhack">
<h1><a class="toc-backref" href="#id22">Using DFHack</a></h1> <h1><a class="toc-backref" href="#id23">Using DFHack</a></h1>
<p>DFHack basically extends what DF can do with something similar to the drop-down console found in Quake engine games. On Windows, this is a separate command line window. On linux, the terminal used to launch the dfhack script is taken over (so, make sure you start from a terminal). <p>DFHack basically extends what DF can do with something similar to the drop-down console found in Quake engine games. On Windows, this is a separate command line window. On linux, the terminal used to launch the dfhack script is taken over (so, make sure you start from a terminal).
Basic interaction with dfhack involves entering commands into the console. For some basic instroduction, use the 'help' command. To list all possible commands, use the 'ls' command. Basic interaction with dfhack involves entering commands into the console. For some basic instroduction, use the 'help' command. To list all possible commands, use the 'ls' command.
Many commands have their own help or detailed description. You can use 'command help' or 'command ?' to show that.</p> Many commands have their own help or detailed description. You can use 'command help' or 'command ?' to show that.</p>
@ -519,22 +524,22 @@ Many commands have their own help or detailed description. You can use 'command
<p>Most of the commands come from plugins. Those reside in 'hack/plugins/'.</p> <p>Most of the commands come from plugins. Those reside in 'hack/plugins/'.</p>
</div> </div>
<div class="section" id="something-doesn-t-work-help"> <div class="section" id="something-doesn-t-work-help">
<h1><a class="toc-backref" href="#id23">Something doesn't work, help!</a></h1> <h1><a class="toc-backref" href="#id24">Something doesn't work, help!</a></h1>
<p>First, don't panic :) Second, dfhack keeps a few log files in DF's folder - stderr.log and stdout.log. You can look at those and possibly find out what's happening. <p>First, don't panic :) Second, dfhack keeps a few log files in DF's folder - stderr.log and stdout.log. You can look at those and possibly find out what's happening.
If you found a bug, you can either report it in the bay12 DFHack thread, the issues tracker on github, contact me (<a class="reference external" href="mailto:peterix&#64;gmail.com">peterix&#64;gmail.com</a>) or visit the #dfhack IRC channel on freenode.</p> If you found a bug, you can either report it in the bay12 DFHack thread, the issues tracker on github, contact me (<a class="reference external" href="mailto:peterix&#64;gmail.com">peterix&#64;gmail.com</a>) or visit the #dfhack IRC channel on freenode.</p>
</div> </div>
<div class="section" id="the-init-file"> <div class="section" id="the-init-file">
<h1><a class="toc-backref" href="#id24">The init file</a></h1> <h1><a class="toc-backref" href="#id25">The init file</a></h1>
<p>If your DF folder contains a file named dfhack.init, its contents will be run every time you start DF. This allows setting up keybindings. An example file is provided as dfhack.init-example - you can tweak it and rename to dfhack.init if you want to use this functionality.</p> <p>If your DF folder contains a file named dfhack.init, its contents will be run every time you start DF. This allows setting up keybindings. An example file is provided as dfhack.init-example - you can tweak it and rename to dfhack.init if you want to use this functionality.</p>
</div> </div>
<div class="section" id="commands"> <div class="section" id="commands">
<h1><a class="toc-backref" href="#id25">Commands</a></h1> <h1><a class="toc-backref" href="#id26">Commands</a></h1>
<p>Almost all the commands support using the 'help &lt;command-name&gt;' built-in command to retrieve further help without having to look at this document. Alternatively, some accept a 'help'/'?' option on their command line.</p> <p>Almost all the commands support using the 'help &lt;command-name&gt;' built-in command to retrieve further help without having to look at this document. Alternatively, some accept a 'help'/'?' option on their command line.</p>
<div class="section" id="adv-bodyswap"> <div class="section" id="adv-bodyswap">
<h2><a class="toc-backref" href="#id26">adv-bodyswap</a></h2> <h2><a class="toc-backref" href="#id27">adv-bodyswap</a></h2>
<p>This allows taking control over your followers and other creatures in adventure mode. For example, you can make them pick up new arms and armor and equip them properly.</p> <p>This allows taking control over your followers and other creatures in adventure mode. For example, you can make them pick up new arms and armor and equip them properly.</p>
<div class="section" id="usage"> <div class="section" id="usage">
<h3><a class="toc-backref" href="#id27">Usage</a></h3> <h3><a class="toc-backref" href="#id28">Usage</a></h3>
<blockquote> <blockquote>
<ul class="simple"> <ul class="simple">
<li>When viewing unit details, body-swaps into that unit.</li> <li>When viewing unit details, body-swaps into that unit.</li>
@ -544,10 +549,10 @@ If you found a bug, you can either report it in the bay12 DFHack thread, the iss
</div> </div>
</div> </div>
<div class="section" id="advtools"> <div class="section" id="advtools">
<h2><a class="toc-backref" href="#id28">advtools</a></h2> <h2><a class="toc-backref" href="#id29">advtools</a></h2>
<p>A package of different adventure mode tools (currently just one)</p> <p>A package of different adventure mode tools (currently just one)</p>
<div class="section" id="id1"> <div class="section" id="id1">
<h3><a class="toc-backref" href="#id29">Usage</a></h3> <h3><a class="toc-backref" href="#id30">Usage</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -560,15 +565,15 @@ If you found a bug, you can either report it in the bay12 DFHack thread, the iss
</div> </div>
</div> </div>
<div class="section" id="changevein"> <div class="section" id="changevein">
<h2><a class="toc-backref" href="#id30">changevein</a></h2> <h2><a class="toc-backref" href="#id31">changevein</a></h2>
<p>Changes material of the vein under cursor to the specified inorganic RAW material.</p> <p>Changes material of the vein under cursor to the specified inorganic RAW material.</p>
</div> </div>
<div class="section" id="follow"> <div class="section" id="follow">
<h2><a class="toc-backref" href="#id31">follow</a></h2> <h2><a class="toc-backref" href="#id32">follow</a></h2>
<p>Makes the game view follow the currently highlighted unit after you exit from current menu/cursor mode. Handy for watching dwarves running around. Deactivated by moving the view manually.</p> <p>Makes the game view follow the currently highlighted unit after you exit from current menu/cursor mode. Handy for watching dwarves running around. Deactivated by moving the view manually.</p>
</div> </div>
<div class="section" id="forcepause"> <div class="section" id="forcepause">
<h2><a class="toc-backref" href="#id32">forcepause</a></h2> <h2><a class="toc-backref" href="#id33">forcepause</a></h2>
<p>Forces DF to pause. This is useful when your FPS drops below 1 and you lose control of the game.</p> <p>Forces DF to pause. This is useful when your FPS drops below 1 and you lose control of the game.</p>
<blockquote> <blockquote>
<ul class="simple"> <ul class="simple">
@ -578,23 +583,23 @@ If you found a bug, you can either report it in the bay12 DFHack thread, the iss
</blockquote> </blockquote>
</div> </div>
<div class="section" id="nopause"> <div class="section" id="nopause">
<h2><a class="toc-backref" href="#id33">nopause</a></h2> <h2><a class="toc-backref" href="#id34">nopause</a></h2>
<p>Disables pausing (both manual and automatic) with the exception of pause forced by 'reveal hell'. <p>Disables pausing (both manual and automatic) with the exception of pause forced by 'reveal hell'.
This is nice for digging under rivers.</p> This is nice for digging under rivers.</p>
</div> </div>
<div class="section" id="die"> <div class="section" id="die">
<h2><a class="toc-backref" href="#id34">die</a></h2> <h2><a class="toc-backref" href="#id35">die</a></h2>
<p>Instantly kills DF without saving.</p> <p>Instantly kills DF without saving.</p>
</div> </div>
<div class="section" id="autodump"> <div class="section" id="autodump">
<h2><a class="toc-backref" href="#id35">autodump</a></h2> <h2><a class="toc-backref" href="#id36">autodump</a></h2>
<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.
Be aware that any active dump item tasks still point at the item.</p> Be aware that any active dump item tasks still point at the item.</p>
<p>Cursor must be placed on a floor tile so the items can be dumped there.</p> <p>Cursor must be placed on a floor tile so the items can be dumped there.</p>
<div class="section" id="options"> <div class="section" id="options">
<h3><a class="toc-backref" href="#id36">Options</a></h3> <h3><a class="toc-backref" href="#id37">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -614,20 +619,20 @@ Be aware that any active dump item tasks still point at the item.</p>
</div> </div>
</div> </div>
<div class="section" id="autodump-destroy-here"> <div class="section" id="autodump-destroy-here">
<h2><a class="toc-backref" href="#id37">autodump-destroy-here</a></h2> <h2><a class="toc-backref" href="#id38">autodump-destroy-here</a></h2>
<p>Destroy items marked for dumping under cursor. Identical to autodump destroy-here, but intended for use as keybinding.</p> <p>Destroy items marked for dumping under cursor. Identical to autodump 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">
<h2><a class="toc-backref" href="#id38">autodump-destroy-item</a></h2> <h2><a class="toc-backref" href="#id39">autodump-destroy-item</a></h2>
<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> <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>
</div> </div>
<div class="section" id="clean"> <div class="section" id="clean">
<h2><a class="toc-backref" href="#id39">clean</a></h2> <h2><a class="toc-backref" href="#id40">clean</a></h2>
<p>Cleans all the splatter that get scattered all over the map, items and creatures. <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 also spoil your In an old fortress, this can significantly reduce FPS lag. It can also spoil your
!!FUN!!, so think before you use it.</p> !!FUN!!, so think before you use it.</p>
<div class="section" id="id2"> <div class="section" id="id2">
<h3><a class="toc-backref" href="#id40">Options</a></h3> <h3><a class="toc-backref" href="#id41">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -642,7 +647,7 @@ In an old fortress, this can significantly reduce FPS lag. It can also spoil you
</table> </table>
</div> </div>
<div class="section" id="extra-options-for-map"> <div class="section" id="extra-options-for-map">
<h3><a class="toc-backref" href="#id41">Extra options for 'map'</a></h3> <h3><a class="toc-backref" href="#id42">Extra options for 'map'</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -656,15 +661,15 @@ In an old fortress, this can significantly reduce FPS lag. It can also spoil you
</div> </div>
</div> </div>
<div class="section" id="spotclean"> <div class="section" id="spotclean">
<h2><a class="toc-backref" href="#id42">spotclean</a></h2> <h2><a class="toc-backref" href="#id43">spotclean</a></h2>
<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> <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>
</div> </div>
<div class="section" id="cleanowned"> <div class="section" id="cleanowned">
<h2><a class="toc-backref" href="#id43">cleanowned</a></h2> <h2><a class="toc-backref" href="#id44">cleanowned</a></h2>
<p>Confiscates items owned by dwarfs. <p>Confiscates items owned by dwarfs.
By default, owned food on the floor and rotten items are confistacted and dumped.</p> By default, owned food on the floor and rotten items are confistacted and dumped.</p>
<div class="section" id="id3"> <div class="section" id="id3">
<h3><a class="toc-backref" href="#id44">Options</a></h3> <h3><a class="toc-backref" href="#id45">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -683,15 +688,15 @@ By default, owned food on the floor and rotten items are confistacted and dumped
</table> </table>
</div> </div>
<div class="section" id="example"> <div class="section" id="example">
<h3><a class="toc-backref" href="#id45">Example:</a></h3> <h3><a class="toc-backref" href="#id46">Example:</a></h3>
<p><tt class="docutils literal">cleanowned scattered X</tt> : This will confiscate rotten and dropped food, garbage on the floors and any worn items with 'X' damage and above.</p> <p><tt class="docutils literal">cleanowned scattered X</tt> : This will confiscate rotten and dropped food, garbage on the floors and any worn items with 'X' damage and above.</p>
</div> </div>
</div> </div>
<div class="section" id="colonies"> <div class="section" id="colonies">
<h2><a class="toc-backref" href="#id46">colonies</a></h2> <h2><a class="toc-backref" href="#id47">colonies</a></h2>
<p>Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.</p> <p>Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.</p>
<div class="section" id="id4"> <div class="section" id="id4">
<h3><a class="toc-backref" href="#id47">Options</a></h3> <h3><a class="toc-backref" href="#id48">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -703,12 +708,12 @@ By default, owned food on the floor and rotten items are confistacted and dumped
</div> </div>
</div> </div>
<div class="section" id="deramp-by-zilpin"> <div class="section" id="deramp-by-zilpin">
<h2><a class="toc-backref" href="#id48">deramp (by zilpin)</a></h2> <h2><a class="toc-backref" href="#id49">deramp (by zilpin)</a></h2>
<p>Removes all ramps designated for removal from the map. This is useful for replicating the old channel digging designation. <p>Removes all ramps designated for removal from the map. This is useful for replicating the old channel digging designation.
It also removes any and all 'down ramps' that can remain after a cave-in (you don't have to designate anything for that to happen).</p> It also removes any and all 'down ramps' that can remain after a cave-in (you don't have to designate anything for that to happen).</p>
</div> </div>
<div class="section" id="df2minecraft"> <div class="section" id="df2minecraft">
<h2><a class="toc-backref" href="#id49">df2minecraft</a></h2> <h2><a class="toc-backref" href="#id50">df2minecraft</a></h2>
<p>This generates a minecraft world out of the currently loaded fortress. <p>This generates a minecraft world out of the currently loaded fortress.
Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p> Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
<div class="warning"> <div class="warning">
@ -722,11 +727,11 @@ Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
</div> </div>
</div> </div>
<div class="section" id="dfusion"> <div class="section" id="dfusion">
<h2><a class="toc-backref" href="#id50">dfusion</a></h2> <h2><a class="toc-backref" href="#id51">dfusion</a></h2>
<p>This is the DFusion lua plugin system by warmist/darius, running as a DFHack plugin.</p> <p>This is the DFusion lua plugin system by warmist/darius, running as a DFHack plugin.</p>
<p>See the bay12 thread for details: <a class="reference external" href="http://www.bay12forums.com/smf/index.php?topic=69682.15">http://www.bay12forums.com/smf/index.php?topic=69682.15</a></p> <p>See the bay12 thread for details: <a class="reference external" href="http://www.bay12forums.com/smf/index.php?topic=69682.15">http://www.bay12forums.com/smf/index.php?topic=69682.15</a></p>
<div class="section" id="confirmed-working-dfusion-plugins"> <div class="section" id="confirmed-working-dfusion-plugins">
<h3><a class="toc-backref" href="#id51">Confirmed working DFusion plugins:</a></h3> <h3><a class="toc-backref" href="#id52">Confirmed working DFusion plugins:</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -746,11 +751,11 @@ Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
</div> </div>
</div> </div>
<div class="section" id="drybuckets"> <div class="section" id="drybuckets">
<h2><a class="toc-backref" href="#id52">drybuckets</a></h2> <h2><a class="toc-backref" href="#id53">drybuckets</a></h2>
<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="fastdwarf"> <div class="section" id="fastdwarf">
<h2><a class="toc-backref" href="#id53">fastdwarf</a></h2> <h2><a class="toc-backref" href="#id54">fastdwarf</a></h2>
<p>Makes your minions move at ludicrous speeds.</p> <p>Makes your minions move at ludicrous speeds.</p>
<blockquote> <blockquote>
<ul class="simple"> <ul class="simple">
@ -760,10 +765,10 @@ Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
</blockquote> </blockquote>
</div> </div>
<div class="section" id="filltraffic"> <div class="section" id="filltraffic">
<h2><a class="toc-backref" href="#id54">filltraffic</a></h2> <h2><a class="toc-backref" href="#id55">filltraffic</a></h2>
<p>Set traffic designations using flood-fill starting at the cursor.</p> <p>Set traffic designations using flood-fill starting at the cursor.</p>
<div class="section" id="traffic-type-codes"> <div class="section" id="traffic-type-codes">
<h3><a class="toc-backref" href="#id55">Traffic Type Codes:</a></h3> <h3><a class="toc-backref" href="#id56">Traffic Type Codes:</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -780,7 +785,7 @@ Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
</table> </table>
</div> </div>
<div class="section" id="other-options"> <div class="section" id="other-options">
<h3><a class="toc-backref" href="#id56">Other Options:</a></h3> <h3><a class="toc-backref" href="#id57">Other Options:</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -795,15 +800,15 @@ Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
</table> </table>
</div> </div>
<div class="section" id="id5"> <div class="section" id="id5">
<h3><a class="toc-backref" href="#id57">Example:</a></h3> <h3><a class="toc-backref" href="#id58">Example:</a></h3>
<p>'filltraffic H' - When used in a room with doors, it will set traffic to HIGH in just that room.</p> <p>'filltraffic H' - When used in a room with doors, it will set traffic to HIGH in just that room.</p>
</div> </div>
</div> </div>
<div class="section" id="alltraffic"> <div class="section" id="alltraffic">
<h2><a class="toc-backref" href="#id58">alltraffic</a></h2> <h2><a class="toc-backref" href="#id59">alltraffic</a></h2>
<p>Set traffic designations for every single tile of the map (useful for resetting traffic designations).</p> <p>Set traffic designations for every single tile of the map (useful for resetting traffic designations).</p>
<div class="section" id="id6"> <div class="section" id="id6">
<h3><a class="toc-backref" href="#id59">Traffic Type Codes:</a></h3> <h3><a class="toc-backref" href="#id60">Traffic Type Codes:</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -820,35 +825,35 @@ Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
</table> </table>
</div> </div>
<div class="section" id="id7"> <div class="section" id="id7">
<h3><a class="toc-backref" href="#id60">Example:</a></h3> <h3><a class="toc-backref" href="#id61">Example:</a></h3>
<p>'alltraffic N' - Set traffic to 'normal' for all tiles.</p> <p>'alltraffic N' - Set traffic to 'normal' for all tiles.</p>
</div> </div>
</div> </div>
<div class="section" id="fixdiplomats"> <div class="section" id="fixdiplomats">
<h2><a class="toc-backref" href="#id61">fixdiplomats</a></h2> <h2><a class="toc-backref" href="#id62">fixdiplomats</a></h2>
<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 about excess tree cutting. This command adds a Diplomat position to all Elven civilizations, allowing them to negotiate tree cutting quotas (and allowing you to violate them and potentially start wars) in case you haven't already modified your raws accordingly.</p> <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 about excess tree cutting. This command adds a Diplomat position to all Elven civilizations, allowing them to negotiate tree cutting quotas (and allowing you to violate them and potentially start wars) in case you haven't already modified your raws accordingly.</p>
</div> </div>
<div class="section" id="fixmerchants"> <div class="section" id="fixmerchants">
<h2><a class="toc-backref" href="#id62">fixmerchants</a></h2> <h2><a class="toc-backref" href="#id63">fixmerchants</a></h2>
<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 and earlier) in case you haven't already modified your raws accordingly.</p> <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 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">
<h2><a class="toc-backref" href="#id63">fixveins</a></h2> <h2><a class="toc-backref" href="#id64">fixveins</a></h2>
<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 accidentally placed a construction on top of a valuable mineral floor.</p> <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 accidentally placed a construction on top of a valuable mineral floor.</p>
</div> </div>
<div class="section" id="fixwagons"> <div class="section" id="fixwagons">
<h2><a class="toc-backref" href="#id64">fixwagons</a></h2> <h2><a class="toc-backref" href="#id65">fixwagons</a></h2>
<p>Due to a bug in all releases of version 0.31, merchants no longer bring wagons with their caravans. This command re-enables them for all appropriate civilizations.</p> <p>Due to a bug in all releases of version 0.31, merchants no longer bring wagons with their caravans. This command re-enables them for all appropriate civilizations.</p>
</div> </div>
<div class="section" id="flows"> <div class="section" id="flows">
<h2><a class="toc-backref" href="#id65">flows</a></h2> <h2><a class="toc-backref" href="#id66">flows</a></h2>
<p>A tool for checking how many tiles contain flowing liquids. If you suspect that your magma sea leaks into HFS, you can use this tool to be sure without revealing the map.</p> <p>A tool for checking how many tiles contain flowing liquids. If you suspect that your magma sea leaks into HFS, you can use this tool to be sure without revealing the map.</p>
</div> </div>
<div class="section" id="getplants"> <div class="section" id="getplants">
<h2><a class="toc-backref" href="#id66">getplants</a></h2> <h2><a class="toc-backref" href="#id67">getplants</a></h2>
<p>This tool allows plant gathering and tree cutting by RAW ID. Specify the types of trees to cut down and/or shrubs to gather by their plant names, separated by spaces.</p> <p>This tool allows plant gathering and tree cutting by RAW ID. Specify the types of trees to cut down and/or shrubs to gather by their plant names, separated by spaces.</p>
<div class="section" id="id8"> <div class="section" id="id8">
<h3><a class="toc-backref" href="#id67">Options</a></h3> <h3><a class="toc-backref" href="#id68">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -867,15 +872,15 @@ Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
</div> </div>
</div> </div>
<div class="section" id="tidlers"> <div class="section" id="tidlers">
<h2><a class="toc-backref" href="#id68">tidlers</a></h2> <h2><a class="toc-backref" href="#id69">tidlers</a></h2>
<p>Toggle between all possible positions where the idlers count can be placed.</p> <p>Toggle between all possible positions where the idlers count can be placed.</p>
</div> </div>
<div class="section" id="twaterlvl"> <div class="section" id="twaterlvl">
<h2><a class="toc-backref" href="#id69">twaterlvl</a></h2> <h2><a class="toc-backref" href="#id70">twaterlvl</a></h2>
<p>Toggle between displaying/not displaying liquid depth as numbers.</p> <p>Toggle between displaying/not displaying liquid depth as numbers.</p>
</div> </div>
<div class="section" id="job"> <div class="section" id="job">
<h2><a class="toc-backref" href="#id70">job</a></h2> <h2><a class="toc-backref" href="#id71">job</a></h2>
<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>
@ -889,7 +894,7 @@ Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
</dl> </dl>
</div> </div>
<div class="section" id="job-material"> <div class="section" id="job-material">
<h2><a class="toc-backref" href="#id71">job-material</a></h2> <h2><a class="toc-backref" href="#id72">job-material</a></h2>
<p>Alter the material of the selected job. Invoked as: job-material &lt;inorganic-token&gt;</p> <p>Alter the material of the selected job. Invoked as: job-material &lt;inorganic-token&gt;</p>
<dl class="docutils"> <dl class="docutils">
<dt>Intended to be used as a keybinding:</dt> <dt>Intended to be used as a keybinding:</dt>
@ -901,7 +906,7 @@ Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
</dl> </dl>
</div> </div>
<div class="section" id="job-duplicate"> <div class="section" id="job-duplicate">
<h2><a class="toc-backref" href="#id72">job-duplicate</a></h2> <h2><a class="toc-backref" href="#id73">job-duplicate</a></h2>
<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">
@ -911,10 +916,10 @@ Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
</dl> </dl>
</div> </div>
<div class="section" id="keybinding"> <div class="section" id="keybinding">
<h2><a class="toc-backref" href="#id73">keybinding</a></h2> <h2><a class="toc-backref" href="#id74">keybinding</a></h2>
<p>Manages DFHack keybindings. Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z.</p> <p>Manages DFHack keybindings. Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z.</p>
<div class="section" id="id9"> <div class="section" id="id9">
<h3><a class="toc-backref" href="#id74">Options</a></h3> <h3><a class="toc-backref" href="#id75">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -937,7 +942,7 @@ Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
</div> </div>
</div> </div>
<div class="section" id="liquids"> <div class="section" id="liquids">
<h2><a class="toc-backref" href="#id75">liquids</a></h2> <h2><a class="toc-backref" href="#id76">liquids</a></h2>
<p>Allows adding magma, water and obsidian to the game. It replaces the normal dfhack command line and can't be used from a hotkey. <p>Allows adding magma, water and obsidian to the game. It replaces the normal dfhack command line and can't be used from a hotkey.
For more information, refer to the command's internal help.</p> For more information, refer to the command's internal help.</p>
<div class="note"> <div class="note">
@ -947,7 +952,7 @@ temperatures (creating heat traps). You've been warned.</p>
</div> </div>
</div> </div>
<div class="section" id="mode"> <div class="section" id="mode">
<h2><a class="toc-backref" href="#id76">mode</a></h2> <h2><a class="toc-backref" href="#id77">mode</a></h2>
<p>This command lets you see and change the game mode directly. Not all combinations are good for every situation and most of them will produce undesirable results. <p>This command lets you see and change the game mode directly. Not all combinations are good for every situation and most of them will produce undesirable results.
There are a few good ones though.</p> There are a few good ones though.</p>
<div class="admonition-example admonition"> <div class="admonition-example admonition">
@ -959,11 +964,11 @@ You just lost a fortress and gained an adventurer.</p>
<p>I take no responsibility of anything that happens as a result of using this tool :P</p> <p>I take no responsibility of anything that happens as a result of using this tool :P</p>
</div> </div>
<div class="section" id="extirpate"> <div class="section" id="extirpate">
<h2><a class="toc-backref" href="#id77">extirpate</a></h2> <h2><a class="toc-backref" href="#id78">extirpate</a></h2>
<p>A tool for getting rid of trees and shrubs. By default, it only kills a tree/shrub under the cursor. <p>A tool for getting rid of trees and shrubs. By default, it only kills a tree/shrub under the cursor.
The plants are turned into ashes instantly.</p> The plants are turned into ashes instantly.</p>
<div class="section" id="id10"> <div class="section" id="id10">
<h3><a class="toc-backref" href="#id78">Options</a></h3> <h3><a class="toc-backref" href="#id79">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -979,22 +984,22 @@ The plants are turned into ashes instantly.</p>
</div> </div>
</div> </div>
<div class="section" id="grow"> <div class="section" id="grow">
<h2><a class="toc-backref" href="#id79">grow</a></h2> <h2><a class="toc-backref" href="#id80">grow</a></h2>
<p>Makes all saplings present on the map grow into trees (almost) instantly.</p> <p>Makes all saplings present on the map grow into trees (almost) instantly.</p>
</div> </div>
<div class="section" id="immolate"> <div class="section" id="immolate">
<h2><a class="toc-backref" href="#id80">immolate</a></h2> <h2><a class="toc-backref" href="#id81">immolate</a></h2>
<p>Very similar to extirpate, but additionally sets the plants on fire. The fires can and <em>will</em> spread ;)</p> <p>Very similar to extirpate, but additionally sets the plants on fire. The fires can and <em>will</em> spread ;)</p>
</div> </div>
<div class="section" id="probe"> <div class="section" id="probe">
<h2><a class="toc-backref" href="#id81">probe</a></h2> <h2><a class="toc-backref" href="#id82">probe</a></h2>
<p>Can be used to determine tile properties like temperature.</p> <p>Can be used to determine tile properties like temperature.</p>
</div> </div>
<div class="section" id="prospect"> <div class="section" id="prospect">
<h2><a class="toc-backref" href="#id82">prospect</a></h2> <h2><a class="toc-backref" href="#id83">prospect</a></h2>
<p>Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.</p> <p>Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.</p>
<div class="section" id="id11"> <div class="section" id="id11">
<h3><a class="toc-backref" href="#id83">Options</a></h3> <h3><a class="toc-backref" href="#id84">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -1009,13 +1014,13 @@ The plants are turned into ashes instantly.</p>
</table> </table>
</div> </div>
<div class="section" id="pre-embark-estimate"> <div class="section" id="pre-embark-estimate">
<h3><a class="toc-backref" href="#id84">Pre-embark estimate</a></h3> <h3><a class="toc-backref" href="#id85">Pre-embark estimate</a></h3>
<p>If called during the embark selection screen, displays an estimate of layer stone availability. <p>If called during the embark selection screen, displays an estimate of layer stone availability.
If the 'all' option is specified, also estimates veins. The estimate is computed either If the 'all' option is specified, also estimates veins. The estimate is computed either
for 1 embark tile of the blinking biome, or for all tiles of the embark rectangle.</p> for 1 embark tile of the blinking biome, or for all tiles of the embark rectangle.</p>
</div> </div>
<div class="section" id="id12"> <div class="section" id="id12">
<h3><a class="toc-backref" href="#id85">Options</a></h3> <h3><a class="toc-backref" href="#id86">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -1027,14 +1032,14 @@ for 1 embark tile of the blinking biome, or for all tiles of the embark rectangl
</div> </div>
</div> </div>
<div class="section" id="regrass"> <div class="section" id="regrass">
<h2><a class="toc-backref" href="#id86">regrass</a></h2> <h2><a class="toc-backref" href="#id87">regrass</a></h2>
<p>Regrows all surface grass, restoring outdoor plant growth for pre-0.31.19 worlds.</p> <p>Regrows all surface grass, restoring outdoor plant growth for pre-0.31.19 worlds.</p>
</div> </div>
<div class="section" id="rename"> <div class="section" id="rename">
<h2><a class="toc-backref" href="#id87">rename</a></h2> <h2><a class="toc-backref" href="#id88">rename</a></h2>
<p>Allows renaming various things.</p> <p>Allows renaming various things.</p>
<div class="section" id="id13"> <div class="section" id="id13">
<h3><a class="toc-backref" href="#id88">Options</a></h3> <h3><a class="toc-backref" href="#id89">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -1056,37 +1061,59 @@ for 1 embark tile of the blinking biome, or for all tiles of the embark rectangl
</div> </div>
</div> </div>
<div class="section" id="reveal"> <div class="section" id="reveal">
<h2><a class="toc-backref" href="#id89">reveal</a></h2> <h2><a class="toc-backref" href="#id90">reveal</a></h2>
<p>This reveals the map. By default, HFS will remain hidden so that the demons don't spawn. You can use 'reveal hell' to reveal everything. With hell revealed, you won't be able to unpause until you hide the map again. If you really want to unpause with hell revealed, use 'reveal demons'.</p> <p>This reveals the map. By default, HFS will remain hidden so that the demons don't spawn. You can use 'reveal hell' to reveal everything. With hell revealed, you won't be able to unpause until you hide the map again. If you really want to unpause with hell revealed, use 'reveal demons'.</p>
<p>Reveal also works in adventure mode, but any of its effects are negated once you move. When you use it this way, you don't need to run 'unreveal'.</p> <p>Reveal also works in adventure mode, but any of its effects are negated once you move. When you use it this way, you don't need to run 'unreveal'.</p>
</div> </div>
<div class="section" id="unreveal"> <div class="section" id="unreveal">
<h2><a class="toc-backref" href="#id90">unreveal</a></h2> <h2><a class="toc-backref" href="#id91">unreveal</a></h2>
<p>Reverts the effects of 'reveal'.</p> <p>Reverts the effects of 'reveal'.</p>
</div> </div>
<div class="section" id="revtoggle"> <div class="section" id="revtoggle">
<h2><a class="toc-backref" href="#id91">revtoggle</a></h2> <h2><a class="toc-backref" href="#id92">revtoggle</a></h2>
<p>Switches between 'reveal' and 'unreveal'.</p> <p>Switches between 'reveal' and 'unreveal'.</p>
</div> </div>
<div class="section" id="revflood"> <div class="section" id="revflood">
<h2><a class="toc-backref" href="#id92">revflood</a></h2> <h2><a class="toc-backref" href="#id93">revflood</a></h2>
<p>This command will hide the whole map and then reveal all the tiles that have a path to the in-game cursor.</p> <p>This command will hide the whole map and then reveal all the tiles that have a path to the in-game cursor.</p>
</div> </div>
<div class="section" id="revforget">
<h2><a class="toc-backref" href="#id94">revforget</a></h2>
<p>When you use reveal, it saves information about what was/wasn't visible before revealing everything. Unreveal uses this information to hide things again. This command throws away the information. For example, use in cases where you abandoned with the fort revealed and no longer want the data.</p>
</div>
<div class="section" id="lair">
<h2><a class="toc-backref" href="#id95">lair</a></h2>
<p>This command allows you to mark the map as 'monster lair', preventing item scatter on abandon. When invoked as 'lair reset', it does the opposite.</p>
<p>Unlike reveal, this command doesn't save the information about tiles - you won't be able to restore state of real monster lairs using 'lair reset'.</p>
<div class="section" id="id14">
<h3><a class="toc-backref" href="#id96">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name">lair:</th><td class="field-body">Mark the map as monster lair</td>
</tr>
<tr class="field"><th class="field-name">lair reset:</th><td class="field-body">Mark the map as ordinary (not lair)</td>
</tr>
</tbody>
</table>
</div>
</div>
<div class="section" id="seedwatch"> <div class="section" id="seedwatch">
<h2><a class="toc-backref" href="#id93">seedwatch</a></h2> <h2><a class="toc-backref" href="#id97">seedwatch</a></h2>
<p>Tool for turning cooking of seeds and plants on/off depending on how much you have of them.</p> <p>Tool for turning cooking of seeds and plants on/off depending on how much you have of them.</p>
<p>See 'seedwatch help' for detailed description.</p> <p>See 'seedwatch help' for detailed description.</p>
</div> </div>
<div class="section" id="showmood"> <div class="section" id="showmood">
<h2><a class="toc-backref" href="#id94">showmood</a></h2> <h2><a class="toc-backref" href="#id98">showmood</a></h2>
<p>Shows all items needed for the currently active strange mood.</p> <p>Shows all items needed for the currently active strange mood.</p>
</div> </div>
<div class="section" id="copystock"> <div class="section" id="copystock">
<h2><a class="toc-backref" href="#id95">copystock</a></h2> <h2><a class="toc-backref" href="#id99">copystock</a></h2>
<p>Copies the parameters of the currently highlighted stockpile to the custom stockpile settings and switches to custom stockpile placement mode, effectively allowing you to copy/paste stockpiles easily.</p> <p>Copies the parameters of the currently highlighted stockpile to the custom stockpile settings and switches to custom stockpile placement mode, effectively allowing you to copy/paste stockpiles easily.</p>
</div> </div>
<div class="section" id="ssense-stonesense"> <div class="section" id="ssense-stonesense">
<h2><a class="toc-backref" href="#id96">ssense / stonesense</a></h2> <h2><a class="toc-backref" href="#id100">ssense / stonesense</a></h2>
<p>An isometric visualizer that runs in a second window. This requires working graphics acceleration and at least a dual core CPU (otherwise it will slow down DF).</p> <p>An isometric visualizer that runs in a second window. This requires working graphics acceleration and at least a dual core CPU (otherwise it will slow down DF).</p>
<p>All the data resides in the 'stonesense' directory. For detailed instructions, see stonesense/README.txt</p> <p>All the data resides in the 'stonesense' directory. For detailed instructions, see stonesense/README.txt</p>
<p>Compatible with Windows &gt; XP SP3 and most modern Linux distributions.</p> <p>Compatible with Windows &gt; XP SP3 and most modern Linux distributions.</p>
@ -1096,17 +1123,17 @@ for 1 embark tile of the blinking biome, or for all tiles of the embark rectangl
<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="tiletypes"> <div class="section" id="tiletypes">
<h2><a class="toc-backref" href="#id97">tiletypes</a></h2> <h2><a class="toc-backref" href="#id101">tiletypes</a></h2>
<p>Can be used for painting map tiles and is a interactive command, much like liquids. <p>Can be used for painting map tiles and is a interactive command, much like liquids.
You can paint tiles by their properties - shape, general material and a few others (paint). You can paint tiles by their properties - shape, general material and a few others (paint).
You can also paint only over tiles that match a set of properties (filter)</p> You can also paint only over tiles that match a set of properties (filter)</p>
<p>For more details, see the 'help' command while using this.</p> <p>For more details, see the 'help' command while using this.</p>
</div> </div>
<div class="section" id="tweak"> <div class="section" id="tweak">
<h2><a class="toc-backref" href="#id98">tweak</a></h2> <h2><a class="toc-backref" href="#id102">tweak</a></h2>
<p>Contains various tweaks for minor bugs (currently just one).</p> <p>Contains various tweaks for minor bugs (currently just one).</p>
<div class="section" id="id14"> <div class="section" id="id15">
<h3><a class="toc-backref" href="#id99">Options</a></h3> <h3><a class="toc-backref" href="#id103">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -1119,24 +1146,24 @@ You can also paint only over tiles that match a set of properties (filter)</p>
</div> </div>
</div> </div>
<div class="section" id="tubefill"> <div class="section" id="tubefill">
<h2><a class="toc-backref" href="#id100">tubefill</a></h2> <h2><a class="toc-backref" href="#id104">tubefill</a></h2>
<p>Fills all the adamantine veins again. Veins that were empty will be filled in too, but might still trigger a demon invasion (this is a known bug).</p> <p>Fills all the adamantine veins again. Veins that were empty will be filled in too, but might still trigger a demon invasion (this is a known bug).</p>
</div> </div>
<div class="section" id="vdig"> <div class="section" id="vdig">
<h2><a class="toc-backref" href="#id101">vdig</a></h2> <h2><a class="toc-backref" href="#id105">vdig</a></h2>
<p>Designates a whole vein for digging. Requires an active in-game cursor placed over a vein tile. With the 'x' option, it will traverse z-levels (putting stairs between the same-material tiles).</p> <p>Designates a whole vein for digging. Requires an active in-game cursor placed over a vein tile. With the 'x' option, it will traverse z-levels (putting stairs between the same-material tiles).</p>
</div> </div>
<div class="section" id="vdigx"> <div class="section" id="vdigx">
<h2><a class="toc-backref" href="#id102">vdigx</a></h2> <h2><a class="toc-backref" href="#id106">vdigx</a></h2>
<p>A permanent alias for 'vdig x'.</p> <p>A permanent alias for 'vdig x'.</p>
</div> </div>
<div class="section" id="expdig"> <div class="section" id="expdig">
<h2><a class="toc-backref" href="#id103">expdig</a></h2> <h2><a class="toc-backref" href="#id107">expdig</a></h2>
<p>This command can be used for exploratory mining.</p> <p>This command can be used for exploratory mining.</p>
<p>See: <a class="reference external" href="http://df.magmawiki.com/index.php/DF2010:Exploratory_mining">http://df.magmawiki.com/index.php/DF2010:Exploratory_mining</a></p> <p>See: <a class="reference external" href="http://df.magmawiki.com/index.php/DF2010:Exploratory_mining">http://df.magmawiki.com/index.php/DF2010:Exploratory_mining</a></p>
<p>There are two variables that can be set: pattern and filter.</p> <p>There are two variables that can be set: pattern and filter.</p>
<div class="section" id="patterns"> <div class="section" id="patterns">
<h3><a class="toc-backref" href="#id104">Patterns:</a></h3> <h3><a class="toc-backref" href="#id108">Patterns:</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -1157,7 +1184,7 @@ You can also paint only over tiles that match a set of properties (filter)</p>
</table> </table>
</div> </div>
<div class="section" id="filters"> <div class="section" id="filters">
<h3><a class="toc-backref" href="#id105">Filters:</a></h3> <h3><a class="toc-backref" href="#id109">Filters:</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -1173,7 +1200,7 @@ You can also paint only over tiles that match a set of properties (filter)</p>
<p>After you have a pattern set, you can use 'expdig' to apply it again.</p> <p>After you have a pattern set, you can use 'expdig' to apply it again.</p>
</div> </div>
<div class="section" id="examples"> <div class="section" id="examples">
<h3><a class="toc-backref" href="#id106">Examples:</a></h3> <h3><a class="toc-backref" href="#id110">Examples:</a></h3>
<dl class="docutils"> <dl class="docutils">
<dt>designate the diagonal 5 patter over all hidden tiles:</dt> <dt>designate the diagonal 5 patter over all hidden tiles:</dt>
<dd><ul class="first last simple"> <dd><ul class="first last simple">
@ -1194,11 +1221,11 @@ You can also paint only over tiles that match a set of properties (filter)</p>
</div> </div>
</div> </div>
<div class="section" id="digcircle"> <div class="section" id="digcircle">
<h2><a class="toc-backref" href="#id107">digcircle</a></h2> <h2><a class="toc-backref" href="#id111">digcircle</a></h2>
<p>A command for easy designation of filled and hollow circles. <p>A command for easy designation of filled and hollow circles.
It has several types of options.</p> It has several types of options.</p>
<div class="section" id="shape"> <div class="section" id="shape">
<h3><a class="toc-backref" href="#id108">Shape:</a></h3> <h3><a class="toc-backref" href="#id112">Shape:</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -1213,7 +1240,7 @@ It has several types of options.</p>
</table> </table>
</div> </div>
<div class="section" id="action"> <div class="section" id="action">
<h3><a class="toc-backref" href="#id109">Action:</a></h3> <h3><a class="toc-backref" href="#id113">Action:</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -1228,7 +1255,7 @@ It has several types of options.</p>
</table> </table>
</div> </div>
<div class="section" id="designation-types"> <div class="section" id="designation-types">
<h3><a class="toc-backref" href="#id110">Designation types:</a></h3> <h3><a class="toc-backref" href="#id114">Designation types:</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -1250,8 +1277,8 @@ It has several types of options.</p>
<p>After you have set the options, the command called with no options <p>After you have set the options, the command called with no options
repeats with the last selected parameters.</p> repeats with the last selected parameters.</p>
</div> </div>
<div class="section" id="id15"> <div class="section" id="id16">
<h3><a class="toc-backref" href="#id111">Examples:</a></h3> <h3><a class="toc-backref" href="#id115">Examples:</a></h3>
<ul class="simple"> <ul class="simple">
<li>'digcircle filled 3' = Dig a filled circle with radius = 3.</li> <li>'digcircle filled 3' = Dig a filled circle with radius = 3.</li>
<li>'digcircle' = Do it again.</li> <li>'digcircle' = Do it again.</li>
@ -1259,11 +1286,11 @@ repeats with the last selected parameters.</p>
</div> </div>
</div> </div>
<div class="section" id="weather"> <div class="section" id="weather">
<h2><a class="toc-backref" href="#id112">weather</a></h2> <h2><a class="toc-backref" href="#id116">weather</a></h2>
<p>Prints the current weather map by default.</p> <p>Prints the current weather map by default.</p>
<p>Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'.</p> <p>Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'.</p>
<div class="section" id="id16"> <div class="section" id="id17">
<h3><a class="toc-backref" href="#id113">Options:</a></h3> <h3><a class="toc-backref" href="#id117">Options:</a></h3>
<table class="docutils field-list" frame="void" rules="none"> <table class="docutils field-list" frame="void" rules="none">
<col class="field-name" /> <col class="field-name" />
<col class="field-body" /> <col class="field-body" />
@ -1279,10 +1306,10 @@ repeats with the last selected parameters.</p>
</div> </div>
</div> </div>
<div class="section" id="workflow"> <div class="section" id="workflow">
<h2><a class="toc-backref" href="#id114">workflow</a></h2> <h2><a class="toc-backref" href="#id118">workflow</a></h2>
<p>Manage control of repeat jobs.</p> <p>Manage control of repeat jobs.</p>
<div class="section" id="id17"> <div class="section" id="id18">
<h3><a class="toc-backref" href="#id115">Usage</a></h3> <h3><a class="toc-backref" href="#id119">Usage</a></h3>
<dl class="docutils"> <dl class="docutils">
<dt><tt class="docutils literal">workflow enable <span class="pre">[option...],</span> workflow disable <span class="pre">[option...]</span></tt></dt> <dt><tt class="docutils literal">workflow enable <span class="pre">[option...],</span> workflow disable <span class="pre">[option...]</span></tt></dt>
<dd><p class="first">If no options are specified, enables or disables the plugin. <dd><p class="first">If no options are specified, enables or disables the plugin.
@ -1303,7 +1330,7 @@ Otherwise, enables or disables any of the following options:</p>
</dl> </dl>
</div> </div>
<div class="section" id="function"> <div class="section" id="function">
<h3><a class="toc-backref" href="#id116">Function</a></h3> <h3><a class="toc-backref" href="#id120">Function</a></h3>
<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>
@ -1314,7 +1341,7 @@ the amount has to drop before jobs are resumed; this is intended to reduce
the frequency of jobs being toggled.</p> the frequency of jobs being toggled.</p>
</div> </div>
<div class="section" id="constraint-examples"> <div class="section" id="constraint-examples">
<h3><a class="toc-backref" href="#id117">Constraint examples</a></h3> <h3><a class="toc-backref" href="#id121">Constraint examples</a></h3>
<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
@ -1351,11 +1378,11 @@ the Mill Plants job to MUSHROOM_CUP_DIMPLE using the 'job item-material' command
</div> </div>
</div> </div>
<div class="section" id="mapexport"> <div class="section" id="mapexport">
<h2><a class="toc-backref" href="#id118">mapexport</a></h2> <h2><a class="toc-backref" href="#id122">mapexport</a></h2>
<p>Export the current loaded map as a file. This will be eventually usable with visualizers.</p> <p>Export the current loaded map as a file. This will be eventually usable with visualizers.</p>
</div> </div>
<div class="section" id="dwarfexport"> <div class="section" id="dwarfexport">
<h2><a class="toc-backref" href="#id119">dwarfexport</a></h2> <h2><a class="toc-backref" href="#id123">dwarfexport</a></h2>
<p>Export dwarves to RuneSmith-compatible XML.</p> <p>Export dwarves to RuneSmith-compatible XML.</p>
</div> </div>
</div> </div>

@ -80,6 +80,8 @@ if (BUILD_SUPPORTED)
DFHACK_PLUGIN(changevein changevein.cpp) DFHACK_PLUGIN(changevein changevein.cpp)
DFHACK_PLUGIN(advtools advtools.cpp) DFHACK_PLUGIN(advtools advtools.cpp)
DFHACK_PLUGIN(tweak tweak.cpp) DFHACK_PLUGIN(tweak tweak.cpp)
DFHACK_PLUGIN(lair lair.cpp)
# not yet. busy with other crud again...
#DFHACK_PLUGIN(versionosd versionosd.cpp) #DFHACK_PLUGIN(versionosd versionosd.cpp)
endif() endif()

@ -0,0 +1,63 @@
#include <stdint.h>
#include <iostream>
#include <map>
#include <vector>
#include "Core.h"
#include "Console.h"
#include "Export.h"
#include "PluginManager.h"
#include "modules/Maps.h"
#include "modules/World.h"
#include "modules/MapCache.h"
#include "modules/Gui.h"
using namespace DFHack;
using namespace df::enums;
using df::global::world;
DFHACK_PLUGIN("lair");
enum state
{
LAIR_RESET,
LAIR_SET,
};
command_result lair(color_ostream &out, std::vector<std::string> & params)
{
state do_what = LAIR_SET;
for(auto iter = params.begin(); iter != params.end(); iter++)
{
if(*iter == "reset")
do_what = LAIR_RESET;
}
CoreSuspender lock;
if (!Maps::IsValid())
{
out.printerr("Map is not available!\n");
return CR_FAILURE;
}
uint32_t x_max,y_max,z_max;
Maps::getSize(x_max,y_max,z_max);
for (size_t i = 0; i < world->map.map_blocks.size(); i++)
{
df::map_block *block = world->map.map_blocks[i];
DFHack::occupancies40d & occupancies = block->occupancy;
// for each tile in block
for (uint32_t x = 0; x < 16; x++) for (uint32_t y = 0; y < 16; y++)
{
// set to revealed
occupancies[x][y].bits.monster_lair = (do_what == LAIR_SET);
}
}
if(do_what == LAIR_SET)
out.print("Map marked as lair.\n");
else
out.print("Map no longer marked as lair.\n");
return CR_OK;
}
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
{
commands.push_back(PluginCommand("lair","Mark the map as a monster lair, preventing item scatter ('lair reset' reverts that).",lair));
return CR_OK;
}

@ -145,6 +145,7 @@ command_result df_probe (color_ostream &out, vector <string> & parameters)
*/ */
df::tiletype tiletype = mc.tiletypeAt(cursor); df::tiletype tiletype = mc.tiletypeAt(cursor);
df::tile_designation &des = block.designation[tileX][tileY]; df::tile_designation &des = block.designation[tileX][tileY];
df::tile_occupancy &occ = block.occupancy[tileX][tileY];
/* /*
if(showDesig) if(showDesig)
{ {
@ -237,20 +238,21 @@ command_result df_probe (color_ostream &out, vector <string> & parameters)
if(des.bits.water_stagnant) if(des.bits.water_stagnant)
out << "stagnant" << endl; out << "stagnant" << endl;
#define PRINT_FLAG( X ) out.print("%-16s= %c\n", #X , ( des.X ? 'Y' : ' ' ) ) #define PRINT_FLAG( FIELD, BIT ) out.print("%-16s= %c\n", #BIT , ( FIELD.bits.BIT ? 'Y' : ' ' ) )
PRINT_FLAG( bits.hidden ); PRINT_FLAG( des, hidden );
PRINT_FLAG( bits.light ); PRINT_FLAG( des, light );
PRINT_FLAG( bits.outside ); PRINT_FLAG( des, outside );
PRINT_FLAG( bits.subterranean ); PRINT_FLAG( des, subterranean );
PRINT_FLAG( bits.water_table ); PRINT_FLAG( des, water_table );
PRINT_FLAG( bits.rained ); PRINT_FLAG( des, rained );
PRINT_FLAG( occ, monster_lair);
df::coord2d pc(blockX, blockY); df::coord2d pc(blockX, blockY);
t_feature local; t_feature local;
t_feature global; t_feature global;
Maps::ReadFeatures(&(b->raw),&local,&global); Maps::ReadFeatures(&(b->raw),&local,&global);
PRINT_FLAG( bits.feature_local ); PRINT_FLAG( des, feature_local );
if(local.type != -1) if(local.type != -1)
{ {
out.print("%-16s", ""); out.print("%-16s", "");
@ -259,7 +261,7 @@ command_result df_probe (color_ostream &out, vector <string> & parameters)
out.print(" addr 0x%X ", local.origin); out.print(" addr 0x%X ", local.origin);
out.print(" %s\n", sa_feature(local.type)); out.print(" %s\n", sa_feature(local.type));
} }
PRINT_FLAG( bits.feature_global ); PRINT_FLAG( des, feature_global );
if(global.type != -1) if(global.type != -1)
{ {
out.print("%-16s", ""); out.print("%-16s", "");

@ -62,6 +62,7 @@ command_result reveal(color_ostream &out, std::vector<std::string> & params);
command_result unreveal(color_ostream &out, std::vector<std::string> & params); command_result unreveal(color_ostream &out, std::vector<std::string> & params);
command_result revtoggle(color_ostream &out, std::vector<std::string> & params); command_result revtoggle(color_ostream &out, std::vector<std::string> & params);
command_result revflood(color_ostream &out, std::vector<std::string> & params); command_result revflood(color_ostream &out, std::vector<std::string> & params);
command_result revforget(color_ostream &out, std::vector<std::string> & params);
command_result nopause(color_ostream &out, std::vector<std::string> & params); command_result nopause(color_ostream &out, std::vector<std::string> & params);
DFHACK_PLUGIN("reveal"); DFHACK_PLUGIN("reveal");
@ -73,6 +74,7 @@ DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <Plug
commands.push_back(PluginCommand("unreveal","Revert the map to its previous state.",unreveal)); commands.push_back(PluginCommand("unreveal","Revert the map to its previous state.",unreveal));
commands.push_back(PluginCommand("revtoggle","Reveal/unreveal depending on state.",revtoggle)); commands.push_back(PluginCommand("revtoggle","Reveal/unreveal depending on state.",revtoggle));
commands.push_back(PluginCommand("revflood","Hide all, reveal all tiles reachable from cursor position.",revflood)); commands.push_back(PluginCommand("revflood","Hide all, reveal all tiles reachable from cursor position.",revflood));
commands.push_back(PluginCommand("revforget", "Forget the current reveal data, allowing to use reveal again.",revforget));
commands.push_back(PluginCommand("nopause","Disable pausing (doesn't affect pause forced by reveal).",nopause)); commands.push_back(PluginCommand("nopause","Disable pausing (doesn't affect pause forced by reveal).",nopause));
return CR_OK; return CR_OK;
} }
@ -466,3 +468,26 @@ command_result revflood(color_ostream &out, std::vector<std::string> & params)
delete MCache; delete MCache;
return CR_OK; return CR_OK;
} }
command_result revforget(color_ostream &out, std::vector<std::string> & params)
{
auto & con = out;
for(size_t i = 0; i < params.size();i++)
{
if(params[i] == "help" || params[i] == "?")
{
out.print("Forget the current reveal data, allowing to use reveal again.\n");
return CR_OK;
}
}
if(!revealed)
{
con.printerr("There's nothing to forget!\n");
return CR_FAILURE;
}
// give back memory.
hidesaved.clear();
revealed = NOT_REVEALED;
con.print("Reveal data forgotten!\n");
return CR_OK;
}

@ -46,8 +46,6 @@ DFhackCExport command_result plugin_init (color_ostream &out, std::vector <Plugi
"tweak", "Various tweaks for minor bugs.", tweak, false, "tweak", "Various tweaks for minor bugs.", tweak, false,
" tweak clear-missing\n" " tweak clear-missing\n"
" Remove the missing status from the selected unit.\n" " Remove the missing status from the selected unit.\n"
" tweak lair\n"
" Mark the map as monster lair, preventing item scatter on reclaim.\n"
)); ));
return CR_OK; return CR_OK;
} }
@ -85,37 +83,7 @@ static command_result tweak(color_ostream &out, vector <string> &parameters)
crime->flags.bits.discovered = true; crime->flags.bits.discovered = true;
} }
} }
else if(cmd == "lair")
{
return lair(out,parameters);
}
else return CR_WRONG_USAGE; else return CR_WRONG_USAGE;
return CR_OK; return CR_OK;
} }
#include "modules/Maps.h"
command_result lair(color_ostream &out, std::vector<std::string> & params)
{
if (!Maps::IsValid())
{
out.printerr("Map is not available!\n");
return CR_FAILURE;
}
uint32_t x_max,y_max,z_max;
Maps::getSize(x_max,y_max,z_max);
for (size_t i = 0; i < world->map.map_blocks.size(); i++)
{
df::map_block *block = world->map.map_blocks[i];
DFHack::occupancies40d & occupancies = block->occupancy;
// for each tile in block
for (uint32_t x = 0; x < 16; x++) for (uint32_t y = 0; y < 16; y++)
{
// set to revealed
occupancies[x][y].bits.monster_lair = true;
}
}
out.print("Map monsterized.\n");
return CR_OK;
}

@ -1,6 +1,5 @@
// This tool display dfhack version on df screen // This tool display dfhack version on df screen
#include <Windows.h>
#include <iostream> #include <iostream>
#include <vector> #include <vector>
#include <map> #include <map>