split the plugin docs into individual files
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3dveins
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=======
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Removes all existing veins from the map and generates new ones using
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3D Perlin noise, in order to produce a layout that smoothly flows between
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Z levels. The vein distribution is based on the world seed, so running
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the command for the second time should produce no change. It is best to
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run it just once immediately after embark.
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This command is intended as only a cosmetic change, so it takes
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care to exactly preserve the mineral counts reported by `prospect` ``all``.
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The amounts of different layer stones may slightly change in some cases
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if vein mass shifts between Z layers.
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The only undo option is to restore your save from backup.
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add-spatter
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===========
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This plugin makes reactions with names starting with ``SPATTER_ADD_``
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produce contaminants on the items instead of improvements. The plugin is
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intended to give some use to all those poisons that can be bought from caravans,
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so they're immune to being washed away by water or destroyed by `clean`.
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adv-bodyswap
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============
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This allows taking control over your followers and other creatures in adventure
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mode. For example, you can make them pick up new arms and armor and equip them
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properly.
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Usage:
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* When viewing unit details, body-swaps into that unit.
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* In the main adventure mode screen, reverts transient swap.
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:dfhack-keybind:`adv-bodyswap`
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alltraffic
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==========
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Set traffic designations for every single tile of the map - useful for resetting
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traffic designations. See also `filltraffic`, `restrictice`, and `restrictliquids`.
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Options:
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:H: High Traffic
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:N: Normal Traffic
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:L: Low Traffic
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:R: Restricted Traffic
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autobutcher
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===========
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Assigns lifestock for slaughter once it reaches a specific count. Requires that
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you add the target race(s) to a watch list. Only tame units will be processed.
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Units will be ignored if they are:
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* Nicknamed (for custom protection; you can use the `rename` ``unit`` tool
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individually, or `zone` ``nick`` for groups)
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* Caged, if and only if the cage is defined as a room (to protect zoos)
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* Trained for war or hunting
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Creatures who will not reproduce (because they're not interested in the
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opposite sex or have been gelded) will be butchered before those who will.
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Older adults and younger children will be butchered first if the population
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is above the target (default 1 male, 5 female kids and adults). Note that
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you may need to set a target above 1 to have a reliable breeding population
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due to asexuality etc. See `fix-ster` if this is a problem.
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Options:
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:example: Print some usage examples.
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:start: Start running every X frames (df simulation ticks).
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Default: X=6000, which would be every 60 seconds at 100fps.
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:stop: Stop running automatically.
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:sleep <x>: Changes the timer to sleep X frames between runs.
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:watch R: Start watching a race. R can be a valid race RAW id (ALPACA,
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BIRD_TURKEY, etc) or a list of ids seperated by spaces or
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the keyword 'all' which affects all races on your current
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watchlist.
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:unwatch R: Stop watching race(s). The current target settings will be
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remembered. R can be a list of ids or the keyword 'all'.
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:forget R: Stop watching race(s) and forget it's/their target settings.
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R can be a list of ids or the keyword 'all'.
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:autowatch: Automatically adds all new races (animals you buy from merchants,
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tame yourself or get from migrants) to the watch list using
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default target count.
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:noautowatch: Stop auto-adding new races to the watchlist.
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:list: Print the current status and watchlist.
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:list_export: Print the commands needed to set up status and watchlist,
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which can be used to import them to another save (see notes).
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:target <fk> <mk> <fa> <ma> <R>:
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Set target count for specified race(s). The first four arguments
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are the number of female and male kids, and female and male adults.
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R can be a list of spceies ids, or the keyword ``all`` or ``new``.
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``R = 'all'``: change target count for all races on watchlist
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and set the new default for the future. ``R = 'new'``: don't touch
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current settings on the watchlist, only set the new default
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for future entries.
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:list_export: Print the commands required to rebuild your current settings.
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.. note::
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Settings and watchlist are stored in the savegame, so that you can have
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different settings for each save. If you want to copy your watchlist to
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another savegame you must export the commands required to recreate your settings.
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To export, open an external terminal in the DF directory, and run
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``dfhack-run autobutcher list_export > filename.txt``. To import, load your
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new save and run ``script filename.txt`` in the DFHack terminal.
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Examples:
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You want to keep max 7 kids (4 female, 3 male) and max 3 adults (2 female,
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1 male) of the race alpaca. Once the kids grow up the oldest adults will get
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slaughtered. Excess kids will get slaughtered starting with the youngest
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to allow that the older ones grow into adults. Any unnamed cats will
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be slaughtered as soon as possible. ::
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autobutcher target 4 3 2 1 ALPACA BIRD_TURKEY
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autobutcher target 0 0 0 0 CAT
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autobutcher watch ALPACA BIRD_TURKEY CAT
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autobutcher start
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Automatically put all new races onto the watchlist and mark unnamed tame units
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for slaughter as soon as they arrive in your fort. Settings already made
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for specific races will be left untouched. ::
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autobutcher target 0 0 0 0 new
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autobutcher autowatch
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autobutcher start
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Stop watching the races alpaca and cat, but remember the target count
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settings so that you can use 'unwatch' without the need to enter the
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values again. Note: 'autobutcher unwatch all' works, but only makes sense
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if you want to keep the plugin running with the 'autowatch' feature or manually
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add some new races with 'watch'. If you simply want to stop it completely use
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'autobutcher stop' instead. ::
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autobutcher unwatch ALPACA CAT
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autochop
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========
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Automatically manage tree cutting designation to keep available logs withing given
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quotas.
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Open the dashboard by running::
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enable autochop
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The plugin must be activated (with :kbd:`d`-:kbd:`t`-:kbd:`c`-:kbd:`a`) before
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it can be used. You can then set logging quotas and restrict designations to
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specific burrows (with 'Enter') if desired. The plugin's activity cycle runs
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once every in game day.
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If you add ``enable autochop`` to your dfhack.init there will be a hotkey to
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open the dashboard from the chop designation menu.
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autoclothing
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============
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Automatically manage clothing work orders, allowing the user to set how many of
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each clothing type every citizen should have. Usage::
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autoclothing <material> <item> [number]
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Examples:
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* ``autoclothing cloth "short skirt" 10``:
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Sets the desired number of cloth short skirts available per citizen to 10.
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* ``autoclothing cloth dress``:
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Displays the currently set number of cloth dresses chosen per citizen.
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autodump
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========
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This plugin adds an option to the :kbd:`q` menu for stckpiles when `enabled <enable>`.
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When autodump is enabled for a stockpile, any items placed in the stockpile will
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automatically be designated to be dumped.
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Alternatively, you can use it to quickly move all items designated to be dumped.
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Items are instantly moved to the cursor position, the dump flag is unset,
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and the forbid flag is set, as if it had been dumped normally.
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Be aware that any active dump item tasks still point at the item.
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Cursor must be placed on a floor tile so the items can be dumped there.
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Options:
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:destroy: Destroy instead of dumping. Doesn't require a cursor.
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If called again before the game is resumed, cancels destroy.
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:destroy-here: As ``destroy``, but only the selected item in the :kbd:`k` list,
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or inside a container.
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Alias ``autodump-destroy-here``, for keybindings.
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:dfhack-keybind:`autodump-destroy-here`
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:visible: Only process items that are not hidden.
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:hidden: Only process hidden items.
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:forbidden: Only process forbidden items (default: only unforbidden).
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``autodump-destroy-item`` destroys the selected item, which may be selected
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in the :kbd:`k` list, or inside a container. If called again before the game
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is resumed, cancels destruction of the item.
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:dfhack-keybind:`autodump-destroy-item`
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autofarm
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========
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Automatically handles crop selection in farm plots based on current plant
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stocks, and selects crops for planting if current stock is below a threshold.
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Selected crops are dispatched on all farmplots. (Note that this plugin replaces
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an older Ruby script of the same name.)
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Use the `enable` or `disable <disable>` commands to change whether this plugin is
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enabled.
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Usage:
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* ``autofarm runonce``:
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Updates all farm plots once, without enabling the plugin
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* ``autofarm status``:
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Prints status information, including any applied limits
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* ``autofarm default 30``:
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Sets the default threshold
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* ``autofarm threshold 150 helmet_plump tail_pig``:
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Sets thresholds of individual plants
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autogems
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========
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Creates a new Workshop Order setting, automatically cutting rough gems
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when `enabled <enable>`.
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See `gui/autogems` for a configuration UI. If necessary, the ``autogems-reload``
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command reloads the configuration file produced by that script.
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autohauler
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==========
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Autohauler is an autolabor fork.
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Rather than the all-of-the-above means of autolabor, autohauler will instead
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only manage hauling labors and leave skilled labors entirely to the user, who
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will probably use Dwarf Therapist to do so.
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Idle dwarves will be assigned the hauling labors; everyone else (including
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those currently hauling) will have the hauling labors removed. This is to
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encourage every dwarf to do their assigned skilled labors whenever possible,
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but resort to hauling when those jobs are not available. This also implies
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that the user will have a very tight skill assignment, with most skilled
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labors only being assigned to just one dwarf, no dwarf having more than two
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active skilled labors, and almost every non-military dwarf having at least
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one skilled labor assigned.
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Autohauler allows skills to be flagged as to prevent hauling labors from
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being assigned when the skill is present. By default this is the unused
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ALCHEMIST labor but can be changed by the user.
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autolabor
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=========
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Automatically manage dwarf labors to efficiently complete jobs.
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Autolabor tries to keep as many dwarves as possible busy but
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also tries to have dwarves specialize in specific skills.
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The key is that, for almost all labors, once a dwarf begins a job it will finish that
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job even if the associated labor is removed. Autolabor therefore frequently checks
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which dwarf or dwarves should take new jobs for that labor, and sets labors accordingly.
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Labors with equipment (mining, hunting, and woodcutting), which are abandoned
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if labors change mid-job, are handled slightly differently to minimise churn.
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.. warning::
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*autolabor will override any manual changes you make to labors while
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it is enabled, including through other tools such as Dwarf Therapist*
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Simple usage:
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:enable autolabor: Enables the plugin with default settings. (Persistent per fortress)
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:disable autolabor: Disables the plugin.
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Anything beyond this is optional - autolabor works well on the default settings.
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By default, each labor is assigned to between 1 and 200 dwarves (2-200 for mining).
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By default 33% of the workforce become haulers, who handle all hauling jobs as well
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as cleaning, pulling levers, recovering wounded, removing constructions, and filling ponds.
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Other jobs are automatically assigned as described above. Each of these settings can be adjusted.
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Jobs are rarely assigned to nobles with responsibilities for meeting diplomats or merchants,
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never to the chief medical dwarf, and less often to the bookeeper and manager.
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Hunting is never assigned without a butchery, and fishing is never assigned without a fishery.
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For each labor a preference order is calculated based on skill, biased against masters of other
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trades and excluding those who can't do the job. The labor is then added to the best <minimum>
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dwarves for that labor. We assign at least the minimum number of dwarfs, in order of preference,
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and then assign additional dwarfs that meet any of these conditions:
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* The dwarf is idle and there are no idle dwarves assigned to this labor
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* The dwarf has non-zero skill associated with the labor
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* The labor is mining, hunting, or woodcutting and the dwarf currently has it enabled.
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We stop assigning dwarfs when we reach the maximum allowed.
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Advanced usage:
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:autolabor <labor> <minimum> [<maximum>]:
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Set number of dwarves assigned to a labor.
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:autolabor <labor> haulers: Set a labor to be handled by hauler dwarves.
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:autolabor <labor> disable: Turn off autolabor for a specific labor.
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:autolabor <labor> reset: Return a labor to the default handling.
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:autolabor reset-all: Return all labors to the default handling.
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:autolabor list: List current status of all labors.
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:autolabor status: Show basic status information.
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See `autolabor-artisans` for a differently-tuned setup.
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Examples:
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``autolabor MINE``
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Keep at least 5 dwarves with mining enabled.
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``autolabor CUT_GEM 1 1``
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Keep exactly 1 dwarf with gemcutting enabled.
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``autolabor COOK 1 1 3``
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Keep 1 dwarf with cooking enabled, selected only from the top 3.
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``autolabor FEED_WATER_CIVILIANS haulers``
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Have haulers feed and water wounded dwarves.
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``autolabor CUTWOOD disable``
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Turn off autolabor for wood cutting.
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automaterial
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============
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This makes building constructions (walls, floors, fortifications, etc) a little bit
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easier by saving you from having to trawl through long lists of materials each time
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you place one.
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Firstly, it moves the last used material for a given construction type to the top of
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the list, if there are any left. So if you build a wall with chalk blocks, the next
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time you place a wall the chalk blocks will be at the top of the list, regardless of
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distance (it only does this in "grouped" mode, as individual item lists could be huge).
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This should mean you can place most constructions without having to search for your
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preferred material type.
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.. image:: ../images/automaterial-mat.png
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Pressing :kbd:`a` while highlighting any material will enable that material for "auto select"
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for this construction type. You can enable multiple materials as autoselect. Now the next
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time you place this type of construction, the plugin will automatically choose materials
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for you from the kinds you enabled. If there is enough to satisfy the whole placement,
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you won't be prompted with the material screen - the construction will be placed and you
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will be back in the construction menu as if you did it manually.
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When choosing the construction placement, you will see a couple of options:
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.. image:: ../images/automaterial-pos.png
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Use :kbd:`a` here to temporarily disable the material autoselection, e.g. if you need
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to go to the material selection screen so you can toggle some materials on or off.
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The other option (auto type selection, off by default) can be toggled on with :kbd:`t`. If you
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toggle this option on, instead of returning you to the main construction menu after selecting
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materials, it returns you back to this screen. If you use this along with several autoselect
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enabled materials, you should be able to place complex constructions more conveniently.
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automelt
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========
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When automelt is enabled for a stockpile, any meltable items placed
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in it will be designated to be melted.
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This plugin adds an option to the :kbd:`q` menu when `enabled <enable>`.
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autonestbox
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===========
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Assigns unpastured female egg-layers to nestbox zones. Requires that you create
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pen/pasture zones above nestboxes. If the pen is bigger than 1x1 the nestbox
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must be in the top left corner. Only 1 unit will be assigned per pen, regardless
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of the size. The age of the units is currently not checked, most birds grow up
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quite fast. Egglayers who are also grazers will be ignored, since confining them
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to a 1x1 pasture is not a good idea. Only tame and domesticated own units are
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processed since pasturing half-trained wild egglayers could destroy your neat
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nestbox zones when they revert to wild. When called without options autonestbox
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will instantly run once.
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Options:
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:start: Start running every X frames (df simulation ticks).
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Default: X=6000, which would be every 60 seconds at 100fps.
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:stop: Stop running automatically.
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:sleep: Must be followed by number X. Changes the timer to sleep X
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frames between runs.
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autotrade
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=========
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When autotrade is enabled for a stockpile, any items placed in it will be
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designated to be taken to the Trade Depot whenever merchants are on the map.
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This plugin adds an option to the :kbd:`q` menu when `enabled <enable>`.
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blueprint
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=========
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The ``blueprint`` command exports the structure of a portion of your fortress in
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a blueprint file that you (or anyone else) can later play back with `quickfort`.
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Blueprints are ``.csv`` or ``.xlsx`` files created in the ``blueprints``
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subdirectory of your DF folder. The map area to turn into a blueprint is either
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selected interactively with the ``blueprint gui`` command or, if the GUI is not
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used, starts at the active cursor location and extends right and down for the
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requested width and height.
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**Usage:**
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``blueprint <width> <height> [<depth>] [<name> [<phases>]] [<options>]``
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``blueprint gui [<name> [<phases>]] [<options>]``
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**Examples:**
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``blueprint gui``
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Runs `gui/blueprint`, the interactive frontend, where all configuration for
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a ``blueprint`` command can be set visually and interactively.
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``blueprint 30 40 bedrooms``
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Generates blueprints for an area 30 tiles wide by 40 tiles tall, starting
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from the active cursor on the current z-level. Blueprints are written
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sequentially to ``bedrooms.csv`` in the ``blueprints`` directory.
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``blueprint 30 40 bedrooms dig --cursor 108,100,150``
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Generates only the ``#dig`` blueprint in the ``bedrooms.csv`` file, and
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the start of the blueprint area is set to a specific value instead of using
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the in-game cursor position.
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**Positional Parameters:**
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:``width``: Width of the area (in tiles) to translate.
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:``height``: Height of the area (in tiles) to translate.
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:``depth``: Number of z-levels to translate. Positive numbers go *up* from the
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cursor and negative numbers go *down*. Defaults to 1 if not specified,
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indicating that the blueprint should only include the current z-level.
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:``name``: Base name for blueprint files created in the ``blueprints``
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directory. If no name is specified, "blueprint" is used by default. The
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string must contain some characters other than numbers so the name won't be
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confused with the optional ``depth`` parameter.
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**Phases:**
|
||||
|
||||
If you want to generate blueprints only for specific phases, add their names to
|
||||
the commandline, anywhere after the blueprint base name. You can list multiple
|
||||
phases; just separate them with a space.
|
||||
|
||||
:``dig``: Generate quickfort ``#dig`` blueprints for digging natural stone.
|
||||
:``carve``: Generate quickfort ``#dig`` blueprints for smoothing and carving.
|
||||
:``build``: Generate quickfort ``#build`` blueprints for constructions and
|
||||
buildings.
|
||||
:``place``: Generate quickfort ``#place`` blueprints for placing stockpiles.
|
||||
:``zone``: Generate quickfort ``#zone`` blueprints for designating zones.
|
||||
:``query``: Generate quickfort ``#query`` blueprints for configuring rooms.
|
||||
|
||||
If no phases are specified, phases are autodetected. For example, a ``#place``
|
||||
blueprint will be created only if there are stockpiles in the blueprint area.
|
||||
|
||||
**Options:**
|
||||
|
||||
``-c``, ``--cursor <x>,<y>,<z>``:
|
||||
Use the specified map coordinates instead of the current cursor position for
|
||||
the upper left corner of the blueprint range. If this option is specified,
|
||||
then an active game map cursor is not necessary.
|
||||
``-e``, ``--engrave``:
|
||||
Record engravings in the ``carve`` phase. If this option is not specified,
|
||||
engravings are ignored.
|
||||
``-f``, ``--format <format>``:
|
||||
Select the output format of the generated files. See the ``Output formats``
|
||||
section below for options. If not specified, the output format defaults to
|
||||
"minimal", which will produce a small, fast ``.csv`` file.
|
||||
``-h``, ``--help``:
|
||||
Show command help text.
|
||||
``-s``, ``--playback-start <x>,<y>,<comment>``:
|
||||
Specify the column and row offsets (relative to the upper-left corner of the
|
||||
blueprint, which is ``1,1``) where the player should put the cursor when the
|
||||
blueprint is played back with `quickfort`, in
|
||||
`quickfort start marker <quickfort-start>` format, for example:
|
||||
``10,10,central stairs``. If there is a space in the comment, you will need
|
||||
to surround the parameter string in double quotes: ``"-s10,10,central stairs"`` or
|
||||
``--playback-start "10,10,central stairs"`` or
|
||||
``"--playback-start=10,10,central stairs"``.
|
||||
``-t``, ``--splitby <strategy>``:
|
||||
Split blueprints into multiple files. See the ``Splitting output into
|
||||
multiple files`` section below for details. If not specified, defaults to
|
||||
"none", which will create a standard quickfort
|
||||
`multi-blueprint <quickfort-packaging>` file.
|
||||
|
||||
**Output formats:**
|
||||
|
||||
Here are the values that can be passed to the ``--format`` flag:
|
||||
|
||||
:``minimal``:
|
||||
Creates ``.csv`` files with minimal file size that are fast to read and
|
||||
write. This is the default.
|
||||
:``pretty``:
|
||||
Makes the blueprints in the ``.csv`` files easier to read and edit with a text
|
||||
editor by adding extra spacing and alignment markers.
|
||||
|
||||
**Splitting output into multiple files:**
|
||||
|
||||
The ``--splitby`` flag can take any of the following values:
|
||||
|
||||
:``none``:
|
||||
Writes all blueprints into a single file. This is the standard format for
|
||||
quickfort fortress blueprint bundles and is the default.
|
||||
:``phase``:
|
||||
Creates a separate file for each phase.
|
@ -0,0 +1,88 @@
|
||||
buildingplan
|
||||
============
|
||||
When active (via ``enable buildingplan``), this plugin adds a planning mode for
|
||||
building placement. You can then place furniture, constructions, and other buildings
|
||||
before the required materials are available, and they will be created in a suspended
|
||||
state. Buildingplan will periodically scan for appropriate items, and the jobs will
|
||||
be unsuspended when the items are available.
|
||||
|
||||
This is very useful when combined with `workflow` - you can set a constraint
|
||||
to always have one or two doors/beds/tables/chairs/etc available, and place
|
||||
as many as you like. The plugins then take over and fulfill the orders,
|
||||
with minimal space dedicated to stockpiles.
|
||||
|
||||
.. _buildingplan-filters:
|
||||
|
||||
Item filtering
|
||||
--------------
|
||||
|
||||
While placing a building, you can set filters for what materials you want the building made
|
||||
out of, what quality you want the component items to be, and whether you want the items to
|
||||
be decorated.
|
||||
|
||||
If a building type takes more than one item to construct, use :kbd:`Ctrl`:kbd:`Left` and
|
||||
:kbd:`Ctrl`:kbd:`Right` to select the item that you want to set filters for. Any filters that
|
||||
you set will be used for all buildings of the selected type placed from that point onward
|
||||
(until you set a new filter or clear the current one). Buildings placed before the filters
|
||||
were changed will keep the filter values that were set when the building was placed.
|
||||
|
||||
For example, you can be sure that all your constructed walls are the same color by setting
|
||||
a filter to accept only certain types of stone.
|
||||
|
||||
Quickfort mode
|
||||
--------------
|
||||
|
||||
If you use the external Python Quickfort to apply building blueprints instead of the native
|
||||
DFHack `quickfort` script, you must enable Quickfort mode. This temporarily enables
|
||||
buildingplan for all building types and adds an extra blank screen after every building
|
||||
placement. This "dummy" screen is needed for Python Quickfort to interact successfully with
|
||||
Dwarf Fortress.
|
||||
|
||||
Note that Quickfort mode is only for compatibility with the legacy Python Quickfort. The
|
||||
DFHack `quickfort` script does not need Quickfort mode to be enabled. The `quickfort` script
|
||||
will successfully integrate with buildingplan as long as the buildingplan plugin is enabled.
|
||||
|
||||
.. _buildingplan-settings:
|
||||
|
||||
Global settings
|
||||
---------------
|
||||
|
||||
The buildingplan plugin has several global settings that can be set from the UI (:kbd:`G`
|
||||
from any building placement screen, for example: :kbd:`b`:kbd:`a`:kbd:`G`). These settings
|
||||
can also be set from the ``DFHack#`` prompt once a map is loaded (or from your
|
||||
``onMapLoad.init`` file) with the syntax::
|
||||
|
||||
buildingplan set <setting> <true|false>
|
||||
|
||||
and displayed with::
|
||||
|
||||
buildingplan set
|
||||
|
||||
The available settings are:
|
||||
|
||||
+----------------+---------+-----------+---------------------------------------+
|
||||
| Setting | Default | Persisted | Description |
|
||||
+================+=========+===========+=======================================+
|
||||
| all_enabled | false | no | Enable planning mode for all building |
|
||||
| | | | types. |
|
||||
+----------------+---------+-----------+---------------------------------------+
|
||||
| blocks | true | yes | Allow blocks, boulders, logs, or bars |
|
||||
+----------------+---------+ | to be matched for generic "building |
|
||||
| boulders | true | | material" items |
|
||||
+----------------+---------+ | |
|
||||
| logs | true | | |
|
||||
+----------------+---------+ | |
|
||||
| bars | false | | |
|
||||
+----------------+---------+-----------+---------------------------------------+
|
||||
| quickfort_mode | false | no | Enable compatibility mode for the |
|
||||
| | | | legacy Python Quickfort (not required |
|
||||
| | | | for DFHack quickfort) |
|
||||
+----------------+---------+-----------+---------------------------------------+
|
||||
|
||||
For example, to ensure you only use blocks when a "building material" item is required, you
|
||||
could add this to your ``onMapLoad.init`` file::
|
||||
|
||||
on-new-fortress buildingplan set boulders false; buildingplan set logs false
|
||||
|
||||
Persisted settings (i.e. ``blocks``, ``boulders``, ``logs``, and ``bars``) are saved with
|
||||
your game, so you only need to set them to the values you want once.
|
@ -0,0 +1,38 @@
|
||||
burrows
|
||||
=======
|
||||
Miscellaneous burrow control. Allows manipulating burrows and automated burrow
|
||||
expansion while digging.
|
||||
|
||||
Options:
|
||||
|
||||
:enable feature ...:
|
||||
Enable features of the plugin.
|
||||
:disable feature ...:
|
||||
Disable features of the plugin.
|
||||
:clear-unit burrow burrow ...:
|
||||
Remove all units from the burrows.
|
||||
:clear-tiles burrow burrow ...:
|
||||
Remove all tiles from the burrows.
|
||||
:set-units target-burrow src-burrow ...:
|
||||
Clear target, and adds units from source burrows.
|
||||
:add-units target-burrow src-burrow ...:
|
||||
Add units from the source burrows to the target.
|
||||
:remove-units target-burrow src-burrow ...:
|
||||
Remove units in source burrows from the target.
|
||||
:set-tiles target-burrow src-burrow ...:
|
||||
Clear target and adds tiles from the source burrows.
|
||||
:add-tiles target-burrow src-burrow ...:
|
||||
Add tiles from the source burrows to the target.
|
||||
:remove-tiles target-burrow src-burrow ...:
|
||||
Remove tiles in source burrows from the target.
|
||||
|
||||
For these three options, in place of a source burrow it is
|
||||
possible to use one of the following keywords: ABOVE_GROUND,
|
||||
SUBTERRANEAN, INSIDE, OUTSIDE, LIGHT, DARK, HIDDEN, REVEALED
|
||||
|
||||
Features:
|
||||
|
||||
:auto-grow: When a wall inside a burrow with a name ending in '+' is dug
|
||||
out, the burrow is extended to newly-revealed adjacent walls.
|
||||
This final '+' may be omitted in burrow name args of commands above.
|
||||
Digging 1-wide corridors with the miner inside the burrow is SLOW.
|
@ -0,0 +1,26 @@
|
||||
changeitem
|
||||
==========
|
||||
Allows changing item material and base quality. By default the item currently
|
||||
selected in the UI will be changed (you can select items in the 'k' list
|
||||
or inside containers/inventory). By default change is only allowed if materials
|
||||
is of the same subtype (for example wood<->wood, stone<->stone etc). But since
|
||||
some transformations work pretty well and may be desired you can override this
|
||||
with 'force'. Note that some attributes will not be touched, possibly resulting
|
||||
in weirdness. To get an idea how the RAW id should look like, check some items
|
||||
with 'info'. Using 'force' might create items which are not touched by
|
||||
crafters/haulers.
|
||||
|
||||
Options:
|
||||
|
||||
:info: Don't change anything, print some info instead.
|
||||
:here: Change all items at the cursor position. Requires in-game cursor.
|
||||
:material, m: Change material. Must be followed by valid material RAW id.
|
||||
:quality, q: Change base quality. Must be followed by number (0-5).
|
||||
:force: Ignore subtypes, force change to new material.
|
||||
|
||||
Examples:
|
||||
|
||||
``changeitem m INORGANIC:GRANITE here``
|
||||
Change material of all items under the cursor to granite.
|
||||
``changeitem q 5``
|
||||
Change currently selected item to masterpiece quality.
|
@ -0,0 +1,60 @@
|
||||
changelayer
|
||||
===========
|
||||
Changes material of the geology layer under cursor to the specified inorganic
|
||||
RAW material. Can have impact on all surrounding regions, not only your embark!
|
||||
By default changing stone to soil and vice versa is not allowed. By default
|
||||
changes only the layer at the cursor position. Note that one layer can stretch
|
||||
across lots of z levels. By default changes only the geology which is linked
|
||||
to the biome under the cursor. That geology might be linked to other biomes
|
||||
as well, though. Mineral veins and gem clusters will stay on the map. Use
|
||||
`changevein` for them.
|
||||
|
||||
tl;dr: You will end up with changing quite big areas in one go, especially if
|
||||
you use it in lower z levels. Use with care.
|
||||
|
||||
Options:
|
||||
|
||||
:all_biomes: Change selected layer for all biomes on your map.
|
||||
Result may be undesirable since the same layer can AND WILL
|
||||
be on different z-levels for different biomes. Use the tool
|
||||
'probe' to get an idea how layers and biomes are distributed
|
||||
on your map.
|
||||
:all_layers: Change all layers on your map (only for the selected biome
|
||||
unless 'all_biomes' is added).
|
||||
Candy mountain, anyone? Will make your map quite boring,
|
||||
but tidy.
|
||||
:force: Allow changing stone to soil and vice versa. !!THIS CAN HAVE
|
||||
WEIRD EFFECTS, USE WITH CARE!!
|
||||
Note that soil will not be magically replaced with stone.
|
||||
You will, however, get a stone floor after digging so it
|
||||
will allow the floor to be engraved.
|
||||
Note that stone will not be magically replaced with soil.
|
||||
You will, however, get a soil floor after digging so it
|
||||
could be helpful for creating farm plots on maps with no
|
||||
soil.
|
||||
:verbose: Give some details about what is being changed.
|
||||
:trouble: Give some advice about known problems.
|
||||
|
||||
Examples:
|
||||
|
||||
``changelayer GRANITE``
|
||||
Convert layer at cursor position into granite.
|
||||
``changelayer SILTY_CLAY force``
|
||||
Convert layer at cursor position into clay even if it's stone.
|
||||
``changelayer MARBLE all_biomes all_layers``
|
||||
Convert all layers of all biomes which are not soil into marble.
|
||||
|
||||
.. note::
|
||||
|
||||
* If you use changelayer and nothing happens, try to pause/unpause the game
|
||||
for a while and try to move the cursor to another tile. Then try again.
|
||||
If that doesn't help try temporarily changing some other layer, undo your
|
||||
changes and try again for the layer you want to change. Saving
|
||||
and reloading your map might also help.
|
||||
* You should be fine if you only change single layers without the use
|
||||
of 'force'. Still it's advisable to save your game before messing with
|
||||
the map.
|
||||
* When you force changelayer to convert soil to stone you might experience
|
||||
weird stuff (flashing tiles, tiles changed all over place etc).
|
||||
Try reverting the changes manually or even better use an older savegame.
|
||||
You did save your game, right?
|
@ -0,0 +1,10 @@
|
||||
changevein
|
||||
==========
|
||||
Changes material of the vein under cursor to the specified inorganic RAW
|
||||
material. Only affects tiles within the current 16x16 block - for veins and
|
||||
large clusters, you will need to use this command multiple times.
|
||||
|
||||
Example:
|
||||
|
||||
``changevein NATIVE_PLATINUM``
|
||||
Convert vein at cursor position into platinum ore.
|
@ -0,0 +1,16 @@
|
||||
clean
|
||||
=====
|
||||
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 !!FUN!!, so think before you use it.
|
||||
|
||||
Options:
|
||||
|
||||
:map: Clean the map tiles. By default, it leaves mud and snow alone.
|
||||
:units: Clean the creatures. Will also clean hostiles.
|
||||
:items: Clean all the items. Even a poisoned blade.
|
||||
|
||||
Extra options for ``map``:
|
||||
|
||||
:mud: Remove mud in addition to the normal stuff.
|
||||
:snow: Also remove snow coverings.
|
@ -0,0 +1,7 @@
|
||||
cleanconst
|
||||
==========
|
||||
Cleans up construction materials.
|
||||
|
||||
This utility alters all constructions on the map so that they spawn their
|
||||
building component when they are disassembled, allowing their actual
|
||||
build items to be safely deleted. This can improve FPS in extreme situations.
|
@ -0,0 +1,19 @@
|
||||
cleanowned
|
||||
==========
|
||||
Confiscates items owned by dwarfs. By default, owned food on the floor
|
||||
and rotten items are confistacted and dumped.
|
||||
|
||||
Options:
|
||||
|
||||
:all: confiscate all owned items
|
||||
:scattered: confiscated and dump all items scattered on the floor
|
||||
:x: confiscate/dump items with wear level 'x' and more
|
||||
:X: confiscate/dump items with wear level 'X' and more
|
||||
:dryrun: a dry run. combine with other options to see what will happen
|
||||
without it actually happening.
|
||||
|
||||
Example:
|
||||
|
||||
``cleanowned scattered X``
|
||||
This will confiscate rotten and dropped food, garbage on the floors and any
|
||||
worn items with 'X' damage and above.
|
@ -0,0 +1,16 @@
|
||||
command-prompt
|
||||
==============
|
||||
An in-game DFHack terminal, where you can enter other commands.
|
||||
|
||||
:dfhack-keybind:`command-prompt`
|
||||
|
||||
Usage: ``command-prompt [entry]``
|
||||
|
||||
If called with an entry, it starts with that text filled in.
|
||||
Most useful for developers, who can set a keybinding to open
|
||||
a laungage interpreter for lua or Ruby by starting with the
|
||||
`:lua <lua>` or `:rb <rb>` commands.
|
||||
|
||||
Otherwise somewhat similar to `gui/quickcmd`.
|
||||
|
||||
.. image:: ../images/command-prompt.png
|
@ -0,0 +1,12 @@
|
||||
confirm
|
||||
=======
|
||||
Implements several confirmation dialogs for potentially destructive actions
|
||||
(for example, seizing goods from traders or deleting hauling routes).
|
||||
|
||||
Usage:
|
||||
|
||||
:enable confirm: Enable all confirmations; alias ``confirm enable all``.
|
||||
Replace with ``disable`` to disable.
|
||||
:confirm help: List available confirmation dialogues.
|
||||
:confirm enable option1 [option2...]:
|
||||
Enable (or disable) specific confirmation dialogues.
|
@ -0,0 +1,48 @@
|
||||
createitem
|
||||
==========
|
||||
Allows creating new items of arbitrary types and made of arbitrary materials. A
|
||||
unit must be selected in-game to use this command. By default, items created are
|
||||
spawned at the feet of the selected unit.
|
||||
|
||||
Specify the item and material information as you would indicate them in
|
||||
custom reaction raws, with the following differences:
|
||||
|
||||
* Separate the item and material with a space rather than a colon
|
||||
* If the item has no subtype, the ``:NONE`` can be omitted
|
||||
* If the item is ``REMAINS``, ``FISH``, ``FISH_RAW``, ``VERMIN``, ``PET``, or ``EGG``,
|
||||
specify a ``CREATURE:CASTE`` pair instead of a material token.
|
||||
* If the item is a ``PLANT_GROWTH``, specify a ``PLANT_ID:GROWTH_ID`` pair
|
||||
instead of a material token.
|
||||
|
||||
Corpses, body parts, and prepared meals cannot be created using this tool.
|
||||
|
||||
To obtain the item and material tokens of an existing item, run
|
||||
``createitem inspect``. Its output can be passed directly as arguments to
|
||||
``createitem`` to create new matching items, as long as the item type is
|
||||
supported.
|
||||
|
||||
Examples:
|
||||
|
||||
* Create 2 pairs of steel gauntlets::
|
||||
|
||||
createitem GLOVES:ITEM_GLOVES_GAUNTLETS INORGANIC:STEEL 2
|
||||
|
||||
* Create tower-cap logs::
|
||||
|
||||
createitem WOOD PLANT_MAT:TOWER_CAP:WOOD
|
||||
|
||||
* Create bilberries::
|
||||
|
||||
createitem PLANT_GROWTH BILBERRY:FRUIT
|
||||
|
||||
For more examples, :wiki:`see this wiki page <Utility:DFHack/createitem>`.
|
||||
|
||||
To change where new items are placed, first run the command with a
|
||||
destination type while an appropriate destination is selected.
|
||||
|
||||
Options:
|
||||
|
||||
:floor: Subsequent items will be placed on the floor beneath the selected unit's feet.
|
||||
:item: Subsequent items will be stored inside the currently selected item.
|
||||
:building: Subsequent items will become part of the currently selected building.
|
||||
Good for loading traps; do not use with workshops (or deconstruct to use the item).
|
@ -0,0 +1,42 @@
|
||||
cursecheck
|
||||
==========
|
||||
Checks a single map tile or the whole map/world for cursed creatures (ghosts,
|
||||
vampires, necromancers, werebeasts, zombies).
|
||||
|
||||
With an active in-game cursor only the selected tile will be observed.
|
||||
Without a cursor the whole map will be checked.
|
||||
|
||||
By default cursed creatures will be only counted in case you just want to find
|
||||
out if you have any of them running around in your fort. Dead and passive
|
||||
creatures (ghosts who were put to rest, killed vampires, ...) are ignored.
|
||||
Undead skeletons, corpses, bodyparts and the like are all thrown into the curse
|
||||
category "zombie". Anonymous zombies and resurrected body parts will show
|
||||
as "unnamed creature".
|
||||
|
||||
Options:
|
||||
|
||||
:detail: Print full name, date of birth, date of curse and some status
|
||||
info (some vampires might use fake identities in-game, though).
|
||||
:ids: Print the creature and race IDs.
|
||||
:nick: Set the type of curse as nickname (does not always show up
|
||||
in-game, some vamps don't like nicknames).
|
||||
:all: Include dead and passive cursed creatures (can result in a quite
|
||||
long list after having FUN with necromancers).
|
||||
:verbose: Print all curse tags (if you really want to know it all).
|
||||
|
||||
Examples:
|
||||
|
||||
``cursecheck detail all``
|
||||
Give detailed info about all cursed creatures including deceased ones (no
|
||||
in-game cursor).
|
||||
``cursecheck nick``
|
||||
Give a nickname all living/active cursed creatures on the map(no in-game
|
||||
cursor).
|
||||
|
||||
.. note::
|
||||
|
||||
If you do a full search (with the option "all") former ghosts will show up
|
||||
with the cursetype "unknown" because their ghostly flag is not set.
|
||||
|
||||
Please report any living/active creatures with cursetype "unknown" -
|
||||
this is most likely with mods which introduce new types of curses.
|
@ -0,0 +1,89 @@
|
||||
debug
|
||||
=====
|
||||
Manager for DFHack runtime debug prints. Debug prints are grouped by plugin name,
|
||||
category name and print level. Levels are ``trace``, ``debug``, ``info``,
|
||||
``warning`` and ``error``.
|
||||
|
||||
The runtime message printing is controlled using filters. Filters set the
|
||||
visible messages of all matching categories. Matching uses regular expression syntax,
|
||||
which allows listing multiple alternative matches or partial name matches.
|
||||
This syntax is a C++ version of the ECMA-262 grammar (Javascript regular expressions).
|
||||
Details of differences can be found at
|
||||
https://en.cppreference.com/w/cpp/regex/ecmascript
|
||||
|
||||
Persistent filters are stored in ``dfhack-config/runtime-debug.json``.
|
||||
Oldest filters are applied first. That means a newer filter can override the
|
||||
older printing level selection.
|
||||
|
||||
Usage: ``debugfilter [subcommand] [parameters...]``
|
||||
|
||||
The following subcommands are supported:
|
||||
|
||||
help
|
||||
----
|
||||
Give overall help or a detailed help for a subcommand.
|
||||
|
||||
Usage: ``debugfilter help [subcommand]``
|
||||
|
||||
category
|
||||
--------
|
||||
List available debug plugin and category names.
|
||||
|
||||
Usage: ``debugfilter category [plugin regex] [category regex]``
|
||||
|
||||
The list can be filtered using optional regex parameters. If filters aren't
|
||||
given then the it uses ``"."`` regex which matches any character. The regex
|
||||
parameters are good way to test regex before passing them to ``set``.
|
||||
|
||||
filter
|
||||
------
|
||||
List active and passive debug print level changes.
|
||||
|
||||
Usage: ``debugfilter filter [id]``
|
||||
|
||||
Optional ``id`` parameter is the id listed as first column in the filter list.
|
||||
If id is given then the command shows information for the given filter only in
|
||||
multi line format that is better format if filter has long regex.
|
||||
|
||||
set
|
||||
---
|
||||
Creates a new debug filter to set category printing levels.
|
||||
|
||||
Usage: ``debugfilter set [level] [plugin regex] [category regex]``
|
||||
|
||||
Adds a filter that will be deleted when DF process exists or plugin is unloaded.
|
||||
|
||||
Usage: ``debugfilter set persistent [level] [plugin regex] [category regex]``
|
||||
|
||||
Stores the filter in the configuration file to until ``unset`` is used to remove
|
||||
it.
|
||||
|
||||
Level is the minimum debug printing level to show in log.
|
||||
|
||||
* ``trace``: Possibly very noisy messages which can be printed many times per second
|
||||
|
||||
* ``debug``: Messages that happen often but they should happen only a couple of times per second
|
||||
|
||||
* ``info``: Important state changes that happen rarely during normal execution
|
||||
|
||||
* ``warning``: Enabled by default. Shows warnings about unexpected events which code managed to handle correctly.
|
||||
|
||||
* ``error``: Enabled by default. Shows errors which code can't handle without user intervention.
|
||||
|
||||
unset
|
||||
-----
|
||||
Delete a space separated list of filters
|
||||
|
||||
Usage: ``debugfilter unset [id...]``
|
||||
|
||||
disable
|
||||
-------
|
||||
Disable a space separated list of filters but keep it in the filter list
|
||||
|
||||
Usage: ``debugfilter disable [id...]``
|
||||
|
||||
enable
|
||||
------
|
||||
Enable a space sperate list of filters
|
||||
|
||||
Usage: ``debugfilter enable [id...]``
|
@ -0,0 +1,6 @@
|
||||
deramp
|
||||
======
|
||||
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).
|
@ -0,0 +1,61 @@
|
||||
dig-now
|
||||
=======
|
||||
|
||||
Instantly completes non-marker dig designations, modifying tile shapes and
|
||||
creating boulders, ores, and gems as if a miner were doing the mining or
|
||||
engraving. By default, the entire map is processed and boulder generation
|
||||
follows standard game rules, but the behavior is configurable.
|
||||
|
||||
Note that no units will get mining or engraving experience for the dug/engraved
|
||||
tiles.
|
||||
|
||||
Trees and roots are not currently handled by this plugin and will be skipped.
|
||||
Requests for engravings are also skipped since they would depend on the skill
|
||||
and creative choices of individual engravers. Other types of engraving (i.e.
|
||||
smoothing and track carving) are handled.
|
||||
|
||||
Usage::
|
||||
|
||||
dig-now [<pos> [<pos>]] [<options>]
|
||||
|
||||
Where the optional ``<pos>`` pair can be used to specify the coordinate bounds
|
||||
within which ``dig-now`` will operate. If they are not specified, ``dig-now``
|
||||
will scan the entire map. If only one ``<pos>`` is specified, only the tile at
|
||||
that coordinate is processed.
|
||||
|
||||
Any ``<pos>`` parameters can either be an ``<x>,<y>,<z>`` triple (e.g.
|
||||
``35,12,150``) or the string ``here``, which means the position of the active
|
||||
game cursor should be used.
|
||||
|
||||
Examples:
|
||||
|
||||
``dig-now``
|
||||
Dig designated tiles according to standard game rules.
|
||||
|
||||
``dig-now --clean``
|
||||
Dig designated tiles, but don't generate any boulders, ores, or gems.
|
||||
|
||||
``dig-now --dump here``
|
||||
Dig tiles and dump all generated boulders, ores, and gems at the tile under
|
||||
the game cursor.
|
||||
|
||||
Options:
|
||||
|
||||
:``-c``, ``--clean``:
|
||||
Don't generate any boulders, ores, or gems. Equivalent to
|
||||
``--percentages 0,0,0,0``.
|
||||
:``-d``, ``--dump <pos>``:
|
||||
Dump any generated items at the specified coordinates. If the tile at those
|
||||
coordinates is open space or is a wall, items will be generated on the
|
||||
closest walkable tile below.
|
||||
:``-e``, ``--everywhere``:
|
||||
Generate a boulder, ore, or gem for every tile that can produce one.
|
||||
Equivalent to ``--percentages 100,100,100,100``.
|
||||
:``-h``, ``--help``:
|
||||
Show quick usage help text.
|
||||
:``-p``, ``--percentages <layer>,<vein>,<small cluster>,<deep>``:
|
||||
Set item generation percentages for each of the tile categories. The
|
||||
``vein`` category includes both the large oval clusters and the long stringy
|
||||
mineral veins. Default is ``25,33,100,100``.
|
||||
:``-z``, ``--cur-zlevel``:
|
||||
Restricts the bounds to the currently visible z-level.
|
@ -0,0 +1,20 @@
|
||||
dig
|
||||
===
|
||||
This plugin makes many automated or complicated dig patterns easy.
|
||||
|
||||
Basic commands:
|
||||
|
||||
:digv: Designate all of the selected vein for digging.
|
||||
:digvx: Also cross z-levels, digging stairs as needed. Alias for ``digv x``.
|
||||
:digl: Like ``digv``, for layer stone. Also supports an ``undo`` option
|
||||
to remove designations, for if you accidentally set 50 levels at once.
|
||||
:diglx: Also cross z-levels, digging stairs as needed. Alias for ``digl x``.
|
||||
|
||||
:dfhack-keybind:`digv`
|
||||
|
||||
.. note::
|
||||
|
||||
All commands implemented by the `dig` plugin (listed by ``ls dig``) support
|
||||
specifying the designation priority with ``-p#``, ``-p #``, or ``p=#``,
|
||||
where ``#`` is a number from 1 to 7. If a priority is not specified, the
|
||||
priority selected in-game is used as the default.
|
@ -0,0 +1,18 @@
|
||||
digFlood
|
||||
========
|
||||
Automatically digs out specified veins as they are discovered. It runs once
|
||||
every time a dwarf finishes a dig job. It will only dig out appropriate tiles
|
||||
that are adjacent to the finished dig job. To add a vein type, use ``digFlood 1 [type]``.
|
||||
This will also enable the plugin. To remove a vein type, use ``digFlood 0 [type] 1``
|
||||
to disable, then remove, then re-enable.
|
||||
|
||||
Usage:
|
||||
|
||||
:help digflood: detailed help message
|
||||
:digFlood 0: disable the plugin
|
||||
:digFlood 1: enable the plugin
|
||||
:digFlood 0 MICROCLINE COAL_BITUMINOUS 1:
|
||||
disable plugin, remove microcline and bituminous coal from monitoring, then re-enable the plugin
|
||||
:digFlood CLEAR: remove all inorganics from monitoring
|
||||
:digFlood digAll1: ignore the monitor list and dig any vein
|
||||
:digFlood digAll0: disable digAll mode
|
@ -0,0 +1,35 @@
|
||||
digcircle
|
||||
=========
|
||||
A command for easy designation of filled and hollow circles.
|
||||
It has several types of options.
|
||||
|
||||
Shape:
|
||||
|
||||
:hollow: Set the circle to hollow (default)
|
||||
:filled: Set the circle to filled
|
||||
:#: Diameter in tiles (default = 0, does nothing)
|
||||
|
||||
Action:
|
||||
|
||||
:set: Set designation (default)
|
||||
:unset: Unset current designation
|
||||
:invert: Invert designations already present
|
||||
|
||||
Designation types:
|
||||
|
||||
:dig: Normal digging designation (default)
|
||||
:ramp: Ramp digging
|
||||
:ustair: Staircase up
|
||||
:dstair: Staircase down
|
||||
:xstair: Staircase up/down
|
||||
:chan: Dig channel
|
||||
|
||||
After you have set the options, the command called with no options
|
||||
repeats with the last selected parameters.
|
||||
|
||||
Examples:
|
||||
|
||||
``digcircle filled 3``
|
||||
Dig a filled circle with diameter = 3.
|
||||
``digcircle``
|
||||
Do it again.
|
@ -0,0 +1,31 @@
|
||||
digexp
|
||||
======
|
||||
This command is for :wiki:`exploratory mining <Exploratory_mining>`.
|
||||
|
||||
There are two variables that can be set: pattern and filter.
|
||||
|
||||
Patterns:
|
||||
|
||||
:diag5: diagonals separated by 5 tiles
|
||||
:diag5r: diag5 rotated 90 degrees
|
||||
:ladder: A 'ladder' pattern
|
||||
:ladderr: ladder rotated 90 degrees
|
||||
:clear: Just remove all dig designations
|
||||
:cross: A cross, exactly in the middle of the map.
|
||||
|
||||
Filters:
|
||||
|
||||
:all: designate whole z-level
|
||||
:hidden: designate only hidden tiles of z-level (default)
|
||||
:designated: Take current designation and apply pattern to it.
|
||||
|
||||
After you have a pattern set, you can use ``expdig`` to apply it again.
|
||||
|
||||
Examples:
|
||||
|
||||
``expdig diag5 hidden``
|
||||
Designate the diagonal 5 patter over all hidden tiles
|
||||
``expdig``
|
||||
Apply last used pattern and filter
|
||||
``expdig ladder designated``
|
||||
Take current designations and replace them with the ladder pattern
|
@ -0,0 +1,29 @@
|
||||
diggingInvaders
|
||||
===============
|
||||
Makes invaders dig or destroy constructions to get to your dwarves.
|
||||
|
||||
To enable/disable the pluging, use: ``diggingInvaders (1|enable)|(0|disable)``
|
||||
|
||||
Basic usage:
|
||||
|
||||
:add GOBLIN: registers the race GOBLIN as a digging invader. Case-sensitive.
|
||||
:remove GOBLIN: unregisters the race GOBLIN as a digging invader. Case-sensitive.
|
||||
:now: makes invaders try to dig now, if plugin is enabled
|
||||
:clear: clears all digging invader races
|
||||
:edgesPerTick n: makes the pathfinding algorithm work on at most n edges per tick.
|
||||
Set to 0 or lower to make it unlimited.
|
||||
|
||||
You can also use ``diggingInvaders setCost (race) (action) n`` to set the
|
||||
pathing cost of particular action, or ``setDelay`` to set how long it takes.
|
||||
Costs and delays are per-tile, and the table shows default values.
|
||||
|
||||
============================== ======= ====== =================================
|
||||
Action Cost Delay Notes
|
||||
============================== ======= ====== =================================
|
||||
``walk`` 1 0 base cost in the path algorithm
|
||||
``destroyBuilding`` 2 1,000 delay adds to the job_completion_timer of destroy building jobs that are assigned to invaders
|
||||
``dig`` 10,000 1,000 digging soil or natural stone
|
||||
``destroyRoughConstruction`` 1,000 1,000 constructions made from boulders
|
||||
``destroySmoothConstruction`` 100 100 constructions made from blocks or bars
|
||||
============================== ======= ====== =================================
|
||||
|
@ -0,0 +1,20 @@
|
||||
dig
|
||||
===
|
||||
This plugin makes many automated or complicated dig patterns easy.
|
||||
|
||||
Basic commands:
|
||||
|
||||
:digv: Designate all of the selected vein for digging.
|
||||
:digvx: Also cross z-levels, digging stairs as needed. Alias for ``digv x``.
|
||||
:digl: Like ``digv``, for layer stone. Also supports an ``undo`` option
|
||||
to remove designations, for if you accidentally set 50 levels at once.
|
||||
:diglx: Also cross z-levels, digging stairs as needed. Alias for ``digl x``.
|
||||
|
||||
:dfhack-keybind:`digv`
|
||||
|
||||
.. note::
|
||||
|
||||
All commands implemented by the `dig` plugin (listed by ``ls dig``) support
|
||||
specifying the designation priority with ``-p#``, ``-p #``, or ``p=#``,
|
||||
where ``#`` is a number from 1 to 7. If a priority is not specified, the
|
||||
priority selected in-game is used as the default.
|
@ -0,0 +1,20 @@
|
||||
dig
|
||||
===
|
||||
This plugin makes many automated or complicated dig patterns easy.
|
||||
|
||||
Basic commands:
|
||||
|
||||
:digv: Designate all of the selected vein for digging.
|
||||
:digvx: Also cross z-levels, digging stairs as needed. Alias for ``digv x``.
|
||||
:digl: Like ``digv``, for layer stone. Also supports an ``undo`` option
|
||||
to remove designations, for if you accidentally set 50 levels at once.
|
||||
:diglx: Also cross z-levels, digging stairs as needed. Alias for ``digl x``.
|
||||
|
||||
:dfhack-keybind:`digv`
|
||||
|
||||
.. note::
|
||||
|
||||
All commands implemented by the `dig` plugin (listed by ``ls dig``) support
|
||||
specifying the designation priority with ``-p#``, ``-p #``, or ``p=#``,
|
||||
where ``#`` is a number from 1 to 7. If a priority is not specified, the
|
||||
priority selected in-game is used as the default.
|
@ -0,0 +1,19 @@
|
||||
digtype
|
||||
=======
|
||||
For every tile on the map of the same vein type as the selected tile,
|
||||
this command designates it to have the same designation as the
|
||||
selected tile. If the selected tile has no designation, they will be
|
||||
dig designated.
|
||||
If an argument is given, the designation of the selected tile is
|
||||
ignored, and all appropriate tiles are set to the specified
|
||||
designation.
|
||||
|
||||
Options:
|
||||
|
||||
:dig:
|
||||
:channel:
|
||||
:ramp:
|
||||
:updown: up/down stairs
|
||||
:up: up stairs
|
||||
:down: down stairs
|
||||
:clear: clear designation
|
@ -0,0 +1,20 @@
|
||||
dig
|
||||
===
|
||||
This plugin makes many automated or complicated dig patterns easy.
|
||||
|
||||
Basic commands:
|
||||
|
||||
:digv: Designate all of the selected vein for digging.
|
||||
:digvx: Also cross z-levels, digging stairs as needed. Alias for ``digv x``.
|
||||
:digl: Like ``digv``, for layer stone. Also supports an ``undo`` option
|
||||
to remove designations, for if you accidentally set 50 levels at once.
|
||||
:diglx: Also cross z-levels, digging stairs as needed. Alias for ``digl x``.
|
||||
|
||||
:dfhack-keybind:`digv`
|
||||
|
||||
.. note::
|
||||
|
||||
All commands implemented by the `dig` plugin (listed by ``ls dig``) support
|
||||
specifying the designation priority with ``-p#``, ``-p #``, or ``p=#``,
|
||||
where ``#`` is a number from 1 to 7. If a priority is not specified, the
|
||||
priority selected in-game is used as the default.
|
@ -0,0 +1,20 @@
|
||||
dig
|
||||
===
|
||||
This plugin makes many automated or complicated dig patterns easy.
|
||||
|
||||
Basic commands:
|
||||
|
||||
:digv: Designate all of the selected vein for digging.
|
||||
:digvx: Also cross z-levels, digging stairs as needed. Alias for ``digv x``.
|
||||
:digl: Like ``digv``, for layer stone. Also supports an ``undo`` option
|
||||
to remove designations, for if you accidentally set 50 levels at once.
|
||||
:diglx: Also cross z-levels, digging stairs as needed. Alias for ``digl x``.
|
||||
|
||||
:dfhack-keybind:`digv`
|
||||
|
||||
.. note::
|
||||
|
||||
All commands implemented by the `dig` plugin (listed by ``ls dig``) support
|
||||
specifying the designation priority with ``-p#``, ``-p #``, or ``p=#``,
|
||||
where ``#`` is a number from 1 to 7. If a priority is not specified, the
|
||||
priority selected in-game is used as the default.
|
@ -0,0 +1,78 @@
|
||||
dwarfmonitor
|
||||
============
|
||||
Records dwarf activity to measure fort efficiency.
|
||||
|
||||
Options:
|
||||
|
||||
:enable <mode>: Start monitoring ``mode``. ``mode`` can be "work", "misery",
|
||||
"weather", or "all". This will enable all corresponding widgets,
|
||||
if applicable.
|
||||
:disable <mode>: Stop monitoring ``mode``, and disable corresponding widgets, if applicable.
|
||||
:stats: Show statistics summary
|
||||
:prefs: Show dwarf preferences summary
|
||||
:reload: Reload configuration file (``dfhack-config/dwarfmonitor.json``)
|
||||
|
||||
:dfhack-keybind:`dwarfmonitor`
|
||||
|
||||
Widget configuration:
|
||||
|
||||
The following types of widgets (defined in :file:`hack/lua/plugins/dwarfmonitor.lua`)
|
||||
can be displayed on the main fortress mode screen:
|
||||
|
||||
:date: Show the in-game date
|
||||
:misery: Show overall happiness levels of all dwarves
|
||||
:weather: Show current weather (rain/snow)
|
||||
:cursor: Show the current mouse cursor position
|
||||
|
||||
The file :file:`dfhack-config/dwarfmonitor.json` can be edited to control the
|
||||
positions and settings of all widgets displayed. This file should contain a
|
||||
JSON object with the key ``widgets`` containing an array of objects - see the
|
||||
included file in the ``dfhack-config`` folder for an example:
|
||||
|
||||
.. code-block:: lua
|
||||
|
||||
{
|
||||
"widgets": [
|
||||
{
|
||||
"type": "widget type (weather, misery, etc.)",
|
||||
"x": X coordinate,
|
||||
"y": Y coordinate
|
||||
<...additional options...>
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
X and Y coordinates begin at zero (in the upper left corner of the screen).
|
||||
Negative coordinates will be treated as distances from the lower right corner,
|
||||
beginning at 1 - e.g. an x coordinate of 0 is the leftmost column, while an x
|
||||
coordinate of 1 is the rightmost column.
|
||||
|
||||
By default, the x and y coordinates given correspond to the leftmost tile of
|
||||
the widget. Including an ``anchor`` option set to ``right`` will cause the
|
||||
rightmost tile of the widget to be located at this position instead.
|
||||
|
||||
Some widgets support additional options:
|
||||
|
||||
* ``date`` widget:
|
||||
|
||||
* ``format``: specifies the format of the date. The following characters
|
||||
are replaced (all others, such as punctuation, are not modified)
|
||||
|
||||
* ``Y`` or ``y``: The current year
|
||||
* ``M``: The current month, zero-padded if necessary
|
||||
* ``m``: The current month, *not* zero-padded
|
||||
* ``D``: The current day, zero-padded if necessary
|
||||
* ``d``: The current day, *not* zero-padded
|
||||
|
||||
The default date format is ``Y-M-D``, per the ISO8601_ standard.
|
||||
|
||||
.. _ISO8601: https://en.wikipedia.org/wiki/ISO_8601
|
||||
|
||||
* ``cursor`` widget:
|
||||
|
||||
* ``format``: Specifies the format. ``X``, ``x``, ``Y``, and ``y`` are
|
||||
replaced with the corresponding cursor cordinates, while all other
|
||||
characters are unmodified.
|
||||
* ``show_invalid``: If set to ``true``, the mouse coordinates will both be
|
||||
displayed as ``-1`` when the cursor is outside of the DF window; otherwise,
|
||||
nothing will be displayed.
|
@ -0,0 +1,19 @@
|
||||
dwarfvet
|
||||
========
|
||||
Enables Animal Caretaker functionality
|
||||
|
||||
Always annoyed your dragons become useless after a minor injury? Well, with
|
||||
dwarfvet, your animals become first rate members of your fort. It can also
|
||||
be used to train medical skills.
|
||||
|
||||
Animals need to be treated in an animal hospital, which is simply a hospital
|
||||
that is also an animal training zone. The console will print out a list on game
|
||||
load, and whenever one is added or removed. Dwarfs must have the Animal Caretaker
|
||||
labor to treat animals. Normal medical skills are used (and no experience is given
|
||||
to the Animal Caretaker skill).
|
||||
|
||||
Options:
|
||||
|
||||
:enable: Enables Animal Caretakers to treat and manage animals
|
||||
:disable: Turns off the plguin
|
||||
:report: Reports all zones that the game considers animal hospitals
|
@ -0,0 +1,9 @@
|
||||
embark-assistant
|
||||
================
|
||||
|
||||
This plugin provides embark site selection help. It has to be run with the
|
||||
``embark-assistant`` command while the pre-embark screen is displayed and shows
|
||||
extended (and correct(?)) resource information for the embark rectangle as well
|
||||
as normally undisplayed sites in the current embark region. It also has a site
|
||||
selection tool with more options than DF's vanilla search tool. For detailed
|
||||
help invoke the in game info screen.
|
@ -0,0 +1,12 @@
|
||||
embark-tools
|
||||
============
|
||||
A collection of embark-related tools. Usage and available tools::
|
||||
|
||||
embark-tools enable/disable tool [tool]...
|
||||
|
||||
:anywhere: Allows embarking anywhere (including sites, mountain-only biomes,
|
||||
and oceans). Use with caution.
|
||||
:mouse: Implements mouse controls (currently in the local embark region only)
|
||||
:sand: Displays an indicator when sand is present in the currently-selected
|
||||
area, similar to the default clay/stone indicators.
|
||||
:sticky: Maintains the selected local area while navigating the world map
|
@ -0,0 +1,14 @@
|
||||
fastdwarf
|
||||
=========
|
||||
Controls speedydwarf and teledwarf. Speedydwarf makes dwarves move quickly
|
||||
and perform tasks quickly. Teledwarf makes dwarves move instantaneously,
|
||||
but do jobs at the same speed.
|
||||
|
||||
:fastdwarf 0: disables both (also ``0 0``)
|
||||
:fastdwarf 1: enables speedydwarf and disables teledwarf (also ``1 0``)
|
||||
:fastdwarf 2: sets a native debug flag in the game memory that implements an
|
||||
even more aggressive version of speedydwarf.
|
||||
:fastdwarf 0 1: disables speedydwarf and enables teledwarf
|
||||
:fastdwarf 1 1: enables both
|
||||
|
||||
See `superdwarf` for a per-creature version.
|
@ -0,0 +1,17 @@
|
||||
filltraffic
|
||||
===========
|
||||
Set traffic designations using flood-fill starting at the cursor.
|
||||
See also `alltraffic`, `restrictice`, and `restrictliquids`. Options:
|
||||
|
||||
:H: High Traffic
|
||||
:N: Normal Traffic
|
||||
:L: Low Traffic
|
||||
:R: Restricted Traffic
|
||||
:X: Fill across z-levels.
|
||||
:B: Include buildings and stockpiles.
|
||||
:P: Include empty space.
|
||||
|
||||
Example:
|
||||
|
||||
``filltraffic H``
|
||||
When used in a room with doors, it will set traffic to HIGH in just that room.
|
@ -0,0 +1,4 @@
|
||||
fix-armory
|
||||
==========
|
||||
`This plugin requires a binpatch <binpatches/needs-patch>`, which has not
|
||||
been available since DF 0.34.11
|
@ -0,0 +1,5 @@
|
||||
fix-job-postings
|
||||
----------------
|
||||
This command fixes crashes caused by previous versions of workflow, mostly in
|
||||
DFHack 0.40.24-r4, and should be run automatically when loading a world (but can
|
||||
also be run manually if desired).
|
@ -0,0 +1,12 @@
|
||||
fix-unit-occupancy
|
||||
==================
|
||||
This plugin fixes issues with unit occupancy, notably phantom
|
||||
"unit blocking tile" messages (:bug:`3499`). It can be run manually, or
|
||||
periodically when enabled with the built-in enable/disable commands:
|
||||
|
||||
:(no argument): Run the plugin once immediately, for the whole map.
|
||||
:-h, here, cursor: Run immediately, only operate on the tile at the cursor
|
||||
:-n, dry, dry-run: Run immediately, do not write changes to map
|
||||
:interval <X>: Run the plugin every ``X`` ticks (when enabled).
|
||||
The default is 1200 ticks, or 1 day.
|
||||
Ticks are only counted when the game is unpaused.
|
@ -0,0 +1,5 @@
|
||||
fixveins
|
||||
========
|
||||
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.
|
@ -0,0 +1,5 @@
|
||||
flows
|
||||
=====
|
||||
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.
|
@ -0,0 +1,5 @@
|
||||
follow
|
||||
======
|
||||
Makes the game view follow the currently highlighted unit after you exit from the
|
||||
current menu or cursor mode. Handy for watching dwarves running around. Deactivated
|
||||
by moving the view manually.
|
@ -0,0 +1,7 @@
|
||||
forceequip
|
||||
==========
|
||||
Forceequip moves local items into a unit's inventory. It is typically used to
|
||||
equip specific clothing/armor items onto a dwarf, but can also be used to put
|
||||
armor onto a war animal or to add unusual items (such as crowns) to any unit.
|
||||
|
||||
For more information run ``forceequip help``. See also `modtools/equip-item`.
|
@ -0,0 +1,15 @@
|
||||
generated-creature-renamer
|
||||
==========================
|
||||
Automatically renames generated creatures, such as forgotten beasts, titans,
|
||||
etc, to have raw token names that match the description given in-game.
|
||||
|
||||
The ``list-generated`` command can be used to list the token names of all
|
||||
generated creatures in a given save, with an optional ``detailed`` argument
|
||||
to show the accompanying description.
|
||||
|
||||
The ``save-generated-raws`` command will save a sample creature graphics file in
|
||||
the Dwarf Fortress root directory, to use as a start for making a graphics set
|
||||
for generated creatures using the new names that they get with this plugin.
|
||||
|
||||
The new names are saved with the save, and the plugin, when enabled, only runs once
|
||||
per save, unless there's an update.
|
@ -0,0 +1,37 @@
|
||||
getplants
|
||||
=========
|
||||
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.
|
||||
|
||||
Options:
|
||||
|
||||
:``-t``: Tree: Select trees only (exclude shrubs)
|
||||
:``-s``: Shrub: Select shrubs only (exclude trees)
|
||||
:``-f``: Farming: Designate only shrubs that yield seeds for farming. Implies -s
|
||||
:``-c``: Clear: Clear designations instead of setting them
|
||||
:``-x``: eXcept: Apply selected action to all plants except those specified (invert
|
||||
selection)
|
||||
:``-a``: All: Select every type of plant (obeys ``-t``/``-s``/``-f``)
|
||||
:``-v``: Verbose: Lists the number of (un)designations per plant
|
||||
:``-n *``: Number: Designate up to * (an integer number) plants of each species
|
||||
|
||||
Specifying both ``-t`` and ``-s`` or ``-f`` will have no effect. If no plant IDs are
|
||||
specified, all valid plant IDs will be listed, with ``-t``, ``-s``, and ``-f``
|
||||
restricting the list to trees, shrubs, and farmable shrubs, respectively.
|
||||
|
||||
.. note::
|
||||
|
||||
DF is capable of determining that a shrub has already been picked, leaving
|
||||
an unusable structure part behind. This plugin does not perform such a check
|
||||
(as the location of the required information has not yet been identified).
|
||||
This leads to some shrubs being designated when they shouldn't be, causing a
|
||||
plant gatherer to walk there and do nothing (except clearing the
|
||||
designation). See :issue:`1479` for details.
|
||||
|
||||
The implementation another known deficiency: it's incapable of detecting that
|
||||
raw definitions that specify a seed extraction reaction for the structural part
|
||||
but has no other use for it cannot actually yield any seeds, as the part is
|
||||
never used (parts of :bug:`6940`, e.g. Red Spinach), even though DF
|
||||
collects it, unless there's a workshop reaction to do it (which there isn't
|
||||
in vanilla).
|
@ -0,0 +1,8 @@
|
||||
hotkeys
|
||||
=======
|
||||
Opens an in-game screen showing which DFHack keybindings are
|
||||
active in the current context. See also `hotkey-notes`.
|
||||
|
||||
.. image:: ../images/hotkeys.png
|
||||
|
||||
:dfhack-keybind:`hotkeys`
|
@ -0,0 +1,16 @@
|
||||
infiniteSky
|
||||
===========
|
||||
Automatically allocates new z-levels of sky at the top of the map as you build up,
|
||||
or on request allocates many levels all at once.
|
||||
|
||||
Usage:
|
||||
|
||||
``infiniteSky n``
|
||||
Raise the sky by n z-levels.
|
||||
``infiniteSky enable/disable``
|
||||
Enables/disables monitoring of constructions. If you build anything in the second to highest z-level, it will allocate one more sky level. This is so you can continue to build stairs upward.
|
||||
|
||||
.. warning::
|
||||
|
||||
:issue:`Sometimes <254>` new z-levels disappear and cause cave-ins.
|
||||
Saving and loading after creating new z-levels should fix the problem.
|
@ -0,0 +1,3 @@
|
||||
isoworldremote
|
||||
==============
|
||||
A plugin that implements a `remote API <remote>` used by Isoworld.
|
@ -0,0 +1,6 @@
|
||||
job-duplicate
|
||||
=============
|
||||
In :kbd:`q` mode, when a job is highlighted within a workshop or furnace
|
||||
building, calling ``job-duplicate`` instantly duplicates the job.
|
||||
|
||||
:dfhack-keybind:`job-duplicate`
|
@ -0,0 +1,15 @@
|
||||
job-material
|
||||
============
|
||||
Alter the material of the selected job. Similar to ``job item-material ...``
|
||||
|
||||
Invoked as::
|
||||
|
||||
job-material <inorganic-token>
|
||||
|
||||
:dfhack-keybind:`job-material`
|
||||
|
||||
* In :kbd:`q` mode, when a job is highlighted within a workshop or furnace,
|
||||
changes the material of the job. Only inorganic materials can be used
|
||||
in this mode.
|
||||
* In :kbd:`b` mode, during selection of building components positions the cursor
|
||||
over the first available choice with the matching material.
|
@ -0,0 +1,15 @@
|
||||
job
|
||||
===
|
||||
Command for general job query and manipulation.
|
||||
|
||||
Options:
|
||||
|
||||
*no extra options*
|
||||
Print details of the current job. The job can be selected
|
||||
in a workshop, or the unit/jobs screen.
|
||||
**list**
|
||||
Print details of all jobs in the selected workshop.
|
||||
**item-material <item-idx> <material[:subtoken]>**
|
||||
Replace the exact material id in the job item.
|
||||
**item-type <item-idx> <type[:subtype]>**
|
||||
Replace the exact item type id in the job item.
|
@ -0,0 +1,105 @@
|
||||
labormanager
|
||||
============
|
||||
Automatically manage dwarf labors to efficiently complete jobs.
|
||||
Labormanager is derived from autolabor (above) but uses a completely
|
||||
different approach to assigning jobs to dwarves. While autolabor tries
|
||||
to keep as many dwarves busy as possible, labormanager instead strives
|
||||
to get jobs done as quickly as possible.
|
||||
|
||||
Labormanager frequently scans the current job list, current list of
|
||||
dwarfs, and the map to determine how many dwarves need to be assigned to
|
||||
what labors in order to meet all current labor needs without starving
|
||||
any particular type of job.
|
||||
|
||||
.. warning::
|
||||
|
||||
*As with autolabor, labormanager will override any manual changes you
|
||||
make to labors while it is enabled, including through other tools such
|
||||
as Dwarf Therapist*
|
||||
|
||||
Simple usage:
|
||||
|
||||
:enable labormanager: Enables the plugin with default settings.
|
||||
(Persistent per fortress)
|
||||
|
||||
:disable labormanager: Disables the plugin.
|
||||
|
||||
Anything beyond this is optional - labormanager works fairly well on the
|
||||
default settings.
|
||||
|
||||
The default priorities for each labor vary (some labors are higher
|
||||
priority by default than others). The way the plugin works is that, once
|
||||
it determines how many of each labor is needed, it then sorts them by
|
||||
adjusted priority. (Labors other than hauling have a bias added to them
|
||||
based on how long it's been since they were last used, to prevent job
|
||||
starvation.) The labor with the highest priority is selected, the "best
|
||||
fit" dwarf for that labor is assigned to that labor, and then its
|
||||
priority is *halved*. This process is repeated until either dwarfs or
|
||||
labors run out.
|
||||
|
||||
Because there is no easy way to detect how many haulers are actually
|
||||
needed at any moment, the plugin always ensures that at least one dwarf
|
||||
is assigned to each of the hauling labors, even if no hauling jobs are
|
||||
detected. At least one dwarf is always assigned to construction removing
|
||||
and cleaning because these jobs also cannot be easily detected. Lever
|
||||
pulling is always assigned to everyone. Any dwarfs for which there are
|
||||
no jobs will be assigned hauling, lever pulling, and cleaning labors. If
|
||||
you use animal trainers, note that labormanager will misbehave if you
|
||||
assign specific trainers to specific animals; results are only guaranteed
|
||||
if you use "any trainer", and animal trainers will probably be
|
||||
overallocated in any case.
|
||||
|
||||
Labormanager also sometimes assigns extra labors to currently busy
|
||||
dwarfs so that when they finish their current job, they will go off and
|
||||
do something useful instead of standing around waiting for a job.
|
||||
|
||||
There is special handling to ensure that at least one dwarf is assigned
|
||||
to haul food whenever food is detected left in a place where it will rot
|
||||
if not stored. This will cause a dwarf to go idle if you have no
|
||||
storepiles to haul food to.
|
||||
|
||||
Dwarfs who are unable to work (child, in the military, wounded,
|
||||
handless, asleep, in a meeting) are entirely excluded from labor
|
||||
assignment. Any dwarf explicitly assigned to a burrow will also be
|
||||
completely ignored by labormanager.
|
||||
|
||||
The fitness algorithm for assigning jobs to dwarfs generally attempts to
|
||||
favor dwarfs who are more skilled over those who are less skilled. It
|
||||
also tries to avoid assigning female dwarfs with children to jobs that
|
||||
are "outside", favors assigning "outside" jobs to dwarfs who are
|
||||
carrying a tool that could be used as a weapon, and tries to minimize
|
||||
how often dwarfs have to reequip.
|
||||
|
||||
Labormanager automatically determines medical needs and reserves health
|
||||
care providers as needed. Note that this may cause idling if you have
|
||||
injured dwarfs but no or inadequate hospital facilities.
|
||||
|
||||
Hunting is never assigned without a butchery, and fishing is never
|
||||
assigned without a fishery, and neither of these labors is assigned
|
||||
unless specifically enabled.
|
||||
|
||||
The method by which labormanager determines what labor is needed for a
|
||||
particular job is complicated and, in places, incomplete. In some
|
||||
situations, labormanager will detect that it cannot determine what labor
|
||||
is required. It will, by default, pause and print an error message on
|
||||
the dfhack console, followed by the message "LABORMANAGER: Game paused
|
||||
so you can investigate the above message.". If this happens, please open
|
||||
an issue on github, reporting the lines that immediately preceded this
|
||||
message. You can tell labormanager to ignore this error and carry on by
|
||||
typing ``labormanager pause-on-error no``, but be warned that some job may go
|
||||
undone in this situation.
|
||||
|
||||
Advanced usage:
|
||||
|
||||
:labormanager enable: Turn plugin on.
|
||||
:labormanager disable: Turn plugin off.
|
||||
:labormanager priority <labor> <value>: Set the priority value (see above) for labor <labor> to <value>.
|
||||
:labormanager reset <labor>: Reset the priority value of labor <labor> to its default.
|
||||
:labormanager reset-all: Reset all priority values to their defaults.
|
||||
:labormanager allow-fishing: Allow dwarfs to fish. *Warning* This tends to result in most of the fort going fishing.
|
||||
:labormanager forbid-fishing: Forbid dwarfs from fishing. Default behavior.
|
||||
:labormanager allow-hunting: Allow dwarfs to hunt. *Warning* This tends to result in as many dwarfs going hunting as you have crossbows.
|
||||
:labormanager forbid-hunting: Forbid dwarfs from hunting. Default behavior.
|
||||
:labormanager list: Show current priorities and current allocation stats.
|
||||
:labormanager pause-on-error yes: Make labormanager pause if the labor inference engine fails. See above.
|
||||
:labormanager pause-on-error no: Allow labormanager to continue past a labor inference engine failure.
|
@ -0,0 +1,12 @@
|
||||
lair
|
||||
====
|
||||
This command allows you to mark the map as a 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)
|
@ -0,0 +1,6 @@
|
||||
liquids-here
|
||||
------------
|
||||
Run the liquid spawner with the current/last settings made in liquids (if no
|
||||
settings in liquids were made it paints a point of 7/7 magma by default).
|
||||
|
||||
Intended to be used as keybinding. Requires an active in-game cursor.
|
@ -0,0 +1,65 @@
|
||||
liquids
|
||||
=======
|
||||
Allows adding magma, water and obsidian to the game. It replaces the normal
|
||||
dfhack command line and can't be used from a hotkey. Settings will be remembered
|
||||
as long as dfhack runs. Intended for use in combination with the command
|
||||
``liquids-here`` (which can be bound to a hotkey). See also :issue:`80`.
|
||||
|
||||
.. warning::
|
||||
|
||||
Spawning and deleting liquids can mess up pathing data and
|
||||
temperatures (creating heat traps). You've been warned.
|
||||
|
||||
.. note::
|
||||
|
||||
`gui/liquids` is an in-game UI for this script.
|
||||
|
||||
Settings will be remembered until you quit DF. You can call `liquids-here` to execute
|
||||
the last configured action, which is useful in combination with keybindings.
|
||||
|
||||
Usage: point the DF cursor at a tile you want to modify and use the commands.
|
||||
|
||||
If you only want to add or remove water or magma from one tile,
|
||||
`source` may be easier to use.
|
||||
|
||||
Commands
|
||||
--------
|
||||
Misc commands:
|
||||
|
||||
:q: quit
|
||||
:help, ?: print this list of commands
|
||||
:<empty line>: put liquid
|
||||
|
||||
Modes:
|
||||
|
||||
:m: switch to magma
|
||||
:w: switch to water
|
||||
:o: make obsidian wall instead
|
||||
:of: make obsidian floors
|
||||
:rs: make a river source
|
||||
:f: flow bits only
|
||||
:wclean: remove salt and stagnant flags from tiles
|
||||
|
||||
Set-Modes and flow properties (only for magma/water):
|
||||
|
||||
:s+: only add mode
|
||||
:s.: set mode
|
||||
:s-: only remove mode
|
||||
:f+: make the spawned liquid flow
|
||||
:f.: don't change flow state (read state in flow mode)
|
||||
:f-: make the spawned liquid static
|
||||
|
||||
Permaflow (only for water):
|
||||
|
||||
:pf.: don't change permaflow state
|
||||
:pf-: make the spawned liquid static
|
||||
:pf[NS][EW]: make the spawned liquid permanently flow
|
||||
:0-7: set liquid amount
|
||||
|
||||
Brush size and shape:
|
||||
|
||||
:p, point: Single tile
|
||||
:r, range: Block with cursor at bottom north-west (any place, any size)
|
||||
:block: DF map block with cursor in it (regular spaced 16x16x1 blocks)
|
||||
:column: Column from cursor, up through free space
|
||||
:flood: Flood-fill water tiles from cursor (only makes sense with wclean)
|
@ -0,0 +1,182 @@
|
||||
manipulator
|
||||
===========
|
||||
An in-game equivalent to the popular program Dwarf Therapist.
|
||||
|
||||
To activate, open the unit screen and press :kbd:`l`.
|
||||
|
||||
.. image:: ../images/manipulator.png
|
||||
|
||||
The far left column displays the unit's Happiness (color-coded based on its
|
||||
value), Name, Profession/Squad, and the right half of the screen displays each
|
||||
dwarf's labor settings and skill levels (0-9 for Dabbling through Professional,
|
||||
A-E for Great through Grand Master, and U-Z for Legendary through Legendary+5).
|
||||
|
||||
Cells with teal backgrounds denote skills not controlled by labors, e.g.
|
||||
military and social skills.
|
||||
|
||||
.. image:: ../images/manipulator2.png
|
||||
|
||||
Press :kbd:`t` to toggle between Profession, Squad, and Job views.
|
||||
|
||||
.. image:: ../images/manipulator3.png
|
||||
|
||||
Use the arrow keys or number pad to move the cursor around, holding :kbd:`Shift` to
|
||||
move 10 tiles at a time.
|
||||
|
||||
Press the Z-Up (:kbd:`<`) and Z-Down (:kbd:`>`) keys to move quickly between labor/skill
|
||||
categories. The numpad Z-Up and Z-Down keys seek to the first or last unit
|
||||
in the list. :kbd:`Backspace` seeks to the top left corner.
|
||||
|
||||
Press Enter to toggle the selected labor for the selected unit, or Shift+Enter
|
||||
to toggle all labors within the selected category.
|
||||
|
||||
Press the :kbd:`+`:kbd:`-` keys to sort the unit list according to the currently selected
|
||||
skill/labor, and press the :kbd:`*`:kbd:`/` keys to sort the unit list by Name, Profession/Squad,
|
||||
Happiness, or Arrival order (using :kbd:`Tab` to select which sort method to use here).
|
||||
|
||||
With a unit selected, you can press the :kbd:`v` key to view its properties (and
|
||||
possibly set a custom nickname or profession) or the :kbd:`c` key to exit
|
||||
Manipulator and zoom to its position within your fortress.
|
||||
|
||||
The following mouse shortcuts are also available:
|
||||
|
||||
* Click on a column header to sort the unit list. Left-click to sort it in one
|
||||
direction (descending for happiness or labors/skills, ascending for name,
|
||||
profession or squad) and right-click to sort it in the opposite direction.
|
||||
* Left-click on a labor cell to toggle that labor. Right-click to move the
|
||||
cursor onto that cell instead of toggling it.
|
||||
* Left-click on a unit's name, profession or squad to view its properties.
|
||||
* Right-click on a unit's name, profession or squad to zoom to it.
|
||||
|
||||
Pressing :kbd:`Esc` normally returns to the unit screen, but :kbd:`Shift`:kbd:`Esc` would exit
|
||||
directly to the main dwarf mode screen.
|
||||
|
||||
Professions
|
||||
-----------
|
||||
|
||||
The manipulator plugin supports saving professions: a named set of labors that can be
|
||||
quickly applied to one or multiple dwarves.
|
||||
|
||||
To save a profession, highlight a dwarf and press :kbd:`P`. The profession will be saved using
|
||||
the custom profession name of the dwarf, or the default for that dwarf if no custom profession
|
||||
name has been set.
|
||||
|
||||
To apply a profession, either highlight a single dwarf or select multiple with
|
||||
:kbd:`x`, and press :kbd:`p` to select the profession to apply. All labors for
|
||||
the selected dwarves will be reset to the labors of the chosen profession.
|
||||
|
||||
Professions are saved as human-readable text files in the
|
||||
``dfhack-config/professions`` folder within the DF folder, and can be edited or
|
||||
deleted there.
|
||||
|
||||
The professions library
|
||||
~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
The manipulator plugin comes with a library of professions that you can assign
|
||||
to your dwarves.
|
||||
|
||||
If you'd rather use Dwarf Therapist to manage your labors, it is easy to import
|
||||
these professions to DT and use them there. Simply assign the professions you
|
||||
want to import to a dwarf. Once you have assigned a profession to at least one
|
||||
dwarf, you can select "Import Professions from DF" in the DT "File" menu. The
|
||||
professions will then be available for use in DT.
|
||||
|
||||
In the charts below, the "At Start" and "Max" columns indicate the approximate
|
||||
number of dwarves of each profession that you are likely to need at the start of
|
||||
the game and how many you are likely to need in a mature fort. These are just
|
||||
approximations. Your playstyle may demand more or fewer of each profession.
|
||||
|
||||
============= ======== ===== =================================================
|
||||
Profession At Start Max Description
|
||||
============= ======== ===== =================================================
|
||||
Chef 0 3 Buchery, Tanning, and Cooking. It is important to
|
||||
focus just a few dwarves on cooking since
|
||||
well-crafted meals make dwarves very happy. They
|
||||
are also an excellent trade good.
|
||||
Craftsdwarf 0 4-6 All labors used at Craftsdwarf's workshops,
|
||||
Glassmaker's workshops, and kilns.
|
||||
Doctor 0 2-4 The full suite of medical labors, plus Animal
|
||||
Caretaking for those using the dwarfvet plugin.
|
||||
Farmer 1 4 Food- and animal product-related labors. This
|
||||
profession also has the ``Alchemist`` labor
|
||||
enabled since they need to focus on food-related
|
||||
jobs, though you might want to disable
|
||||
``Alchemist`` for your first farmer until there
|
||||
are actual farming duties to perform.
|
||||
Fisherdwarf 0 0-1 Fishing and fish cleaning. If you assign this
|
||||
profession to any dwarf, be prepared to be
|
||||
inundated with fish. Fisherdwarves *never stop
|
||||
fishing*. Be sure to also run ``prioritize -a
|
||||
PrepareRawFish ExtractFromRawFish`` or else
|
||||
caught fish will just be left to rot.
|
||||
Hauler 0 >20 All hauling labors plus Siege Operating, Mechanic
|
||||
(so haulers can assist in reloading traps) and
|
||||
Architecture (so haulers can help build massive
|
||||
windmill farms and pump stacks). As you
|
||||
accumulate enough Haulers, you can turn off
|
||||
hauling labors for other dwarves so they can
|
||||
focus on their skilled tasks. You may also want
|
||||
to restrict your Mechanic's workshops to only
|
||||
skilled mechanics so your haulers don't make
|
||||
low-quality mechanisms.
|
||||
Laborer 0 10-12 All labors that don't improve quality with skill,
|
||||
such as Soapmaking and furnace labors.
|
||||
Marksdwarf 0 10-30 Similar to Hauler. See the description for
|
||||
Meleedwarf below for more details.
|
||||
Mason 2 2-4 Masonry and Gem Cutting/Encrusting. In the early
|
||||
game, you may need to run "`prioritize`
|
||||
ConstructBuilding" to get your masons to build
|
||||
wells and bridges if they are too busy crafting
|
||||
stone furniture.
|
||||
Meleedwarf 0 20-50 Similar to Hauler, but without most civilian
|
||||
labors. This profession is separate from Hauler
|
||||
so you can find your military dwarves easily.
|
||||
Meleedwarves and Marksdwarves have Mechanics and
|
||||
hauling labors enabled so you can temporarily
|
||||
deactivate your military after sieges and allow
|
||||
your military dwarves to help clean up.
|
||||
Migrant 0 0 You can assign this profession to new migrants
|
||||
temporarily while you sort them into professions.
|
||||
Like Marksdwarf and Meleedwarf, the purpose of
|
||||
this profession is so you can find your new
|
||||
dwarves more easily.
|
||||
Miner 2 2-10 Mining and Engraving. This profession also has
|
||||
the ``Alchemist`` labor enabled, which disables
|
||||
hauling for those using the `autohauler` plugin.
|
||||
Once the need for Miners tapers off in the late
|
||||
game, dwarves with this profession make good
|
||||
military dwarves, wielding their picks as
|
||||
weapons.
|
||||
Outdoorsdwarf 1 2-4 Carpentry, Bowyery, Woodcutting, Animal Training,
|
||||
Trapping, Plant Gathering, Beekeeping, and Siege
|
||||
Engineering.
|
||||
Smith 0 2-4 Smithing labors. You may want to specialize your
|
||||
Smiths to focus on a single smithing skill to
|
||||
maximize equipment quality.
|
||||
StartManager 1 0 All skills not covered by the other starting
|
||||
professions (Miner, Mason, Outdoorsdwarf, and
|
||||
Farmer), plus a few overlapping skills to
|
||||
assist in critical tasks at the beginning of the
|
||||
game. Individual labors should be turned off as
|
||||
migrants are assigned more specialized
|
||||
professions that cover them, and the StartManager
|
||||
dwarf can eventually convert to some other
|
||||
profession.
|
||||
Tailor 0 2 Textile industry labors: Dying, Leatherworking,
|
||||
Weaving, and Clothesmaking.
|
||||
============= ======== ===== =================================================
|
||||
|
||||
A note on autohauler
|
||||
~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
These profession definitions are designed to work well with or without the
|
||||
`autohauler` plugin (which helps to keep your dwarves focused on skilled labors
|
||||
instead of constantly being distracted by hauling). If you do want to use
|
||||
autohauler, adding the following lines to your ``onMapLoad.init`` file will
|
||||
configure it to let the professions manage the "Feed water to civilians" and
|
||||
"Recover wounded" labors instead of enabling those labors for all hauling
|
||||
dwarves::
|
||||
|
||||
on-new-fortress enable autohauler
|
||||
on-new-fortress autohauler FEED_WATER_CIVILIANS allow
|
||||
on-new-fortress autohauler RECOVER_WOUNDED allow
|
@ -0,0 +1,14 @@
|
||||
misery
|
||||
======
|
||||
When enabled, fake bad thoughts will be added to all dwarves.
|
||||
|
||||
Usage:
|
||||
|
||||
:misery enable n: enable misery with optional magnitude n. If specified, n must
|
||||
be positive.
|
||||
:misery n: same as "misery enable n"
|
||||
:misery enable: same as "misery enable 1"
|
||||
:misery disable: stop adding new negative thoughts. This will not remove
|
||||
existing negative thoughts. Equivalent to "misery 0".
|
||||
:misery clear: remove fake thoughts, even after saving and reloading. Does
|
||||
not change factor.
|
@ -0,0 +1,21 @@
|
||||
mode
|
||||
====
|
||||
This command lets you see and change the game mode directly.
|
||||
|
||||
.. warning::
|
||||
|
||||
Only use ``mode`` after making a backup of your save!
|
||||
|
||||
Not all combinations are good for every situation and most of them will
|
||||
produce undesirable results. There are a few good ones though.
|
||||
|
||||
Examples:
|
||||
|
||||
* You are in fort game mode, managing your fortress and paused.
|
||||
* You switch to the arena game mode, *assume control of a creature* and then
|
||||
* switch to adventure game mode(1).
|
||||
You just lost a fortress and gained an adventurer. Alternatively:
|
||||
|
||||
* You are in fort game mode, managing your fortress and paused at the esc menu.
|
||||
* You switch to the adventure game mode, assume control of a creature, then save or retire.
|
||||
* You just created a returnable mountain home and gained an adventurer.
|
@ -0,0 +1,16 @@
|
||||
mousequery
|
||||
==========
|
||||
Adds mouse controls to the DF interface, e.g. click-and-drag designations.
|
||||
|
||||
Options:
|
||||
|
||||
:plugin: enable/disable the entire plugin
|
||||
:rbutton: enable/disable right mouse button
|
||||
:track: enable/disable moving cursor in build and designation mode
|
||||
:edge: enable/disable active edge scrolling (when on, will also enable tracking)
|
||||
:live: enable/disable query view when unpaused
|
||||
:delay: Set delay when edge scrolling in tracking mode. Omit amount to display current setting.
|
||||
|
||||
Usage::
|
||||
|
||||
mousequery [plugin] [rbutton] [track] [edge] [live] [enable|disable]
|
@ -0,0 +1,5 @@
|
||||
nestboxes
|
||||
=========
|
||||
|
||||
Automatically scan for and forbid fertile eggs incubating in a nestbox.
|
||||
Toggle status with `enable` or `disable <disable>`.
|
@ -0,0 +1,4 @@
|
||||
nopause
|
||||
=======
|
||||
Disables pausing (both manual and automatic) with the exception of pause forced
|
||||
by `reveal` ``hell``. This is nice for digging under rivers.
|
@ -0,0 +1,116 @@
|
||||
orders
|
||||
======
|
||||
|
||||
A plugin for manipulating manager orders.
|
||||
|
||||
Subcommands:
|
||||
|
||||
:list: Shows the list of previously exported orders, including the orders library.
|
||||
:export NAME: Exports the current list of manager orders to a file named ``dfhack-config/orders/NAME.json``.
|
||||
:import NAME: Imports manager orders from a file named ``dfhack-config/orders/NAME.json``.
|
||||
:clear: Deletes all manager orders in the current embark.
|
||||
:sort: Sorts current manager orders by repeat frequency so daily orders don't
|
||||
prevent other orders from ever being completed: one-time orders first, then
|
||||
yearly, seasonally, monthly, then finally daily.
|
||||
|
||||
You can keep your orders automatically sorted by adding the following command to
|
||||
your ``onMapLoad.init`` file::
|
||||
|
||||
repeat -name orders-sort -time 1 -timeUnits days -command [ orders sort ]
|
||||
|
||||
|
||||
The orders library
|
||||
------------------
|
||||
|
||||
DFHack comes with a library of useful manager orders that are ready for import:
|
||||
|
||||
:source:`basic.json <data/orders/basic.json>`
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
This collection of orders handles basic fort necessities:
|
||||
|
||||
- prepared meals and food products (and by-products like oil)
|
||||
- booze/mead
|
||||
- thread/cloth/dye
|
||||
- pots/jugs/buckets/mugs
|
||||
- bags of leather, cloth, silk, and yarn
|
||||
- crafts and totems from otherwise unusable by-products
|
||||
- mechanisms/cages
|
||||
- splints/crutches
|
||||
- lye/soap
|
||||
- ash/potash
|
||||
- beds/wheelbarrows/minecarts
|
||||
- scrolls
|
||||
|
||||
You should import it as soon as you have enough dwarves to perform the tasks.
|
||||
Right after the first migration wave is usually a good time.
|
||||
|
||||
:source:`furnace.json <data/orders/furnace.json>`
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
This collection creates basic items that require heat. It is separated out from
|
||||
``basic.json`` to give players the opportunity to set up magma furnaces first in
|
||||
order to save resources. It handles:
|
||||
|
||||
- charcoal (including smelting of bituminous coal and lignite)
|
||||
- pearlash
|
||||
- sand
|
||||
- green/clear/crystal glass
|
||||
- adamantine processing
|
||||
- item melting
|
||||
|
||||
Orders are missing for plaster powder until DF :bug:`11803` is fixed.
|
||||
|
||||
:source:`military.json <data/orders/military.json>`
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
This collection adds high-volume smelting jobs for military-grade metal ores and
|
||||
produces weapons and armor:
|
||||
|
||||
- leather backpacks/waterskins/cloaks/quivers/armor
|
||||
- bone/wooden bolts
|
||||
- smelting for platinum, silver, steel, bronze, bismuth bronze, and copper (and
|
||||
their dependencies)
|
||||
- bronze/bismuth bronze/copper bolts
|
||||
- platinum/silver/steel/iron/bismuth bronze/bronze/copper weapons and armor,
|
||||
with checks to ensure only the best available materials are being used
|
||||
|
||||
If you set a stockpile to take weapons and armor of less than masterwork quality
|
||||
and turn on `automelt` (like what `dreamfort` provides on its industry level),
|
||||
these orders will automatically upgrade your military equipment to masterwork.
|
||||
Make sure you have a lot of fuel (or magma forges and furnaces) before you turn
|
||||
``automelt`` on, though!
|
||||
|
||||
This file should only be imported, of course, if you need to equip a military.
|
||||
|
||||
:source:`smelting.json <data/orders/smelting.json>`
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
This collection adds smelting jobs for all ores. It includes handling the ores
|
||||
already managed by ``military.json``, but has lower limits. This ensures all
|
||||
ores will be covered if a player imports ``smelting`` but not ``military``, but
|
||||
the higher-volume ``military`` orders will take priority if both are imported.
|
||||
|
||||
:source:`rockstock.json <data/orders/rockstock.json>`
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
This collection of orders keeps a small stock of all types of rock furniture.
|
||||
This allows you to do ad-hoc furnishings of guildhalls, libraries, temples, or
|
||||
other rooms with `buildingplan` and your masons will make sure there is always
|
||||
stock on hand to fulfill the plans.
|
||||
|
||||
:source:`glassstock.json <data/orders/glassstock.json>`
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Similar to ``rockstock`` above, this collection keeps a small stock of all types
|
||||
of glass furniture. If you have a functioning glass industry, this is more
|
||||
sustainable than ``rockstock`` since you can never run out of sand. If you have
|
||||
plenty of rock and just want the variety, you can import both ``rockstock`` and
|
||||
``glassstock`` to get a mixture of rock and glass furnishings in your fort.
|
||||
|
||||
There are a few items that ``glassstock`` produces that ``rockstock`` does not,
|
||||
since there are some items that can not be made out of rock, for example:
|
||||
|
||||
- tubes and corkscrews for building magma-safe screw pumps
|
||||
- windows
|
||||
- terrariums (as an alternative to wooden cages)
|
@ -0,0 +1,19 @@
|
||||
petcapRemover
|
||||
=============
|
||||
Allows you to remove or raise the pet population cap. In vanilla
|
||||
DF, pets will not reproduce unless the population is below 50 and the number of
|
||||
children of that species is below a certain percentage. This plugin allows
|
||||
removing the second restriction and removing or raising the first. Pets still
|
||||
require PET or PET_EXOTIC tags in order to reproduce. Type ``help petcapRemover``
|
||||
for exact usage. In order to make population more stable and avoid sudden
|
||||
population booms as you go below the raised population cap, this plugin counts
|
||||
pregnancies toward the new population cap. It can still go over, but only in the
|
||||
case of multiple births.
|
||||
|
||||
Usage:
|
||||
|
||||
:petcapRemover: cause pregnancies now and schedule the next check
|
||||
:petcapRemover every n: set how often in ticks the plugin checks for possible pregnancies
|
||||
:petcapRemover cap n: set the new cap to n. if n = 0, no cap
|
||||
:petcapRemover pregtime n: sets the pregnancy duration to n ticks. natural pregnancies are
|
||||
300000 ticks for the current race and 200000 for everyone else
|
@ -0,0 +1,16 @@
|
||||
plant
|
||||
=====
|
||||
A tool for creating shrubs, growing, or getting rid of them.
|
||||
|
||||
Subcommands:
|
||||
|
||||
:create: Creates a new sapling under the cursor. Takes a raw ID as argument
|
||||
(e.g. TOWER_CAP). The cursor must be located on a dirt or grass floor tile.
|
||||
:grow: Turns saplings into trees; under the cursor if a sapling is selected,
|
||||
or every sapling on the map if the cursor is hidden.
|
||||
|
||||
For mass effects, use one of the additional options:
|
||||
|
||||
:shrubs: affect all shrubs on the map
|
||||
:trees: affect all trees on the map
|
||||
:all: affect every plant!
|
@ -0,0 +1,6 @@
|
||||
power-meter
|
||||
===========
|
||||
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.
|
||||
|
||||
The configuration front-end is implemented by `gui/power-meter`.
|
@ -0,0 +1,13 @@
|
||||
probe
|
||||
=====
|
||||
|
||||
This plugin provides multiple commands that print low-level properties of the
|
||||
selected objects.
|
||||
|
||||
* ``probe``: prints some properties of the tile selected with :kbd:`k`. Some of
|
||||
these properties can be passed into `tiletypes`.
|
||||
* ``cprobe``: prints some properties of the unit selected with :kbd:`v`, as well
|
||||
as the IDs of any worn items. `gui/gm-unit` and `gui/gm-editor` are more
|
||||
complete in-game alternatives.
|
||||
* ``bprobe``: prints some properties of the building selected with :kbd:`q` or
|
||||
:kbd:`t`. `gui/gm-editor` is a more complete in-game alternative.
|
@ -0,0 +1,51 @@
|
||||
prospect
|
||||
========
|
||||
|
||||
**Usage:**
|
||||
|
||||
``prospect [all|hell] [<options>]``
|
||||
|
||||
Shows a summary of resources that exist on the map. By default, only the visible
|
||||
part of the map is scanned. Include the ``all`` keyword if you want ``prospect``
|
||||
to scan the whole map as if it were revealed. Use ``hell`` instead of ``all`` if
|
||||
you also want to see the Z range of HFS tubes in the 'features' report section.
|
||||
|
||||
**Options:**
|
||||
|
||||
:``-h``, ``--help``:
|
||||
Shows this help text.
|
||||
:``-s``, ``--show <sections>``:
|
||||
Shows only the named comma-separated list of report sections. Report section
|
||||
names are: summary, liquids, layers, features, ores, gems, veins, shrubs,
|
||||
and trees. If run during pre-embark, only the layers, ores, gems, and veins
|
||||
report sections are available.
|
||||
:``-v``, ``--values``:
|
||||
Includes material value in the output. Most useful for the 'gems' report
|
||||
section.
|
||||
|
||||
**Examples:**
|
||||
|
||||
``prospect all``
|
||||
Shows the entire report for the entire map.
|
||||
|
||||
``prospect hell --show layers,ores,veins``
|
||||
Shows only the layers, ores, and other vein stone report sections, and
|
||||
includes information on HFS tubes when a fort is loaded.
|
||||
|
||||
``prospect all -sores``
|
||||
Show only information about ores for the pre-embark or fortress map report.
|
||||
|
||||
**Pre-embark estimate:**
|
||||
|
||||
If prospect is called during the embark selection screen, it displays an
|
||||
estimate of layer stone availability. If the ``all`` keyword is specified, it
|
||||
also estimates ores, gems, and vein material. The estimate covers all tiles of
|
||||
the embark rectangle.
|
||||
|
||||
.. note::
|
||||
|
||||
The results of pre-embark prospect are an *estimate*, and can at best be
|
||||
expected to be somewhere within +/- 30% of the true amount; sometimes it
|
||||
does a lot worse. Especially, it is not clear how to precisely compute how
|
||||
many soil layers there will be in a given embark tile, so it can report a
|
||||
whole extra layer, or omit one that is actually present.
|
@ -0,0 +1,51 @@
|
||||
prospect
|
||||
========
|
||||
|
||||
**Usage:**
|
||||
|
||||
``prospect [all|hell] [<options>]``
|
||||
|
||||
Shows a summary of resources that exist on the map. By default, only the visible
|
||||
part of the map is scanned. Include the ``all`` keyword if you want ``prospect``
|
||||
to scan the whole map as if it were revealed. Use ``hell`` instead of ``all`` if
|
||||
you also want to see the Z range of HFS tubes in the 'features' report section.
|
||||
|
||||
**Options:**
|
||||
|
||||
:``-h``, ``--help``:
|
||||
Shows this help text.
|
||||
:``-s``, ``--show <sections>``:
|
||||
Shows only the named comma-separated list of report sections. Report section
|
||||
names are: summary, liquids, layers, features, ores, gems, veins, shrubs,
|
||||
and trees. If run during pre-embark, only the layers, ores, gems, and veins
|
||||
report sections are available.
|
||||
:``-v``, ``--values``:
|
||||
Includes material value in the output. Most useful for the 'gems' report
|
||||
section.
|
||||
|
||||
**Examples:**
|
||||
|
||||
``prospect all``
|
||||
Shows the entire report for the entire map.
|
||||
|
||||
``prospect hell --show layers,ores,veins``
|
||||
Shows only the layers, ores, and other vein stone report sections, and
|
||||
includes information on HFS tubes when a fort is loaded.
|
||||
|
||||
``prospect all -sores``
|
||||
Show only information about ores for the pre-embark or fortress map report.
|
||||
|
||||
**Pre-embark estimate:**
|
||||
|
||||
If prospect is called during the embark selection screen, it displays an
|
||||
estimate of layer stone availability. If the ``all`` keyword is specified, it
|
||||
also estimates ores, gems, and vein material. The estimate covers all tiles of
|
||||
the embark rectangle.
|
||||
|
||||
.. note::
|
||||
|
||||
The results of pre-embark prospect are an *estimate*, and can at best be
|
||||
expected to be somewhere within +/- 30% of the true amount; sometimes it
|
||||
does a lot worse. Especially, it is not clear how to precisely compute how
|
||||
many soil layers there will be in a given embark tile, so it can report a
|
||||
whole extra layer, or omit one that is actually present.
|
@ -0,0 +1,4 @@
|
||||
ruby
|
||||
====
|
||||
Ruby language plugin, which evaluates the following arguments as a ruby string.
|
||||
Best used as ``:rb [string]``, for the special parsing mode. Alias ``rb_eval``.
|
@ -0,0 +1,3 @@
|
||||
regrass
|
||||
=======
|
||||
Regrows all the grass. Not much to it ;)
|
@ -0,0 +1,4 @@
|
||||
remotefortressreader
|
||||
====================
|
||||
An in-development plugin for realtime fortress visualisation.
|
||||
See :forums:`Armok Vision <146473>`.
|
@ -0,0 +1,19 @@
|
||||
rename
|
||||
======
|
||||
Allows renaming various things. Use `gui/rename` for an in-game interface.
|
||||
|
||||
Options:
|
||||
|
||||
``rename squad <index> "name"``
|
||||
Rename squad by index to 'name'.
|
||||
``rename hotkey <index> \"name\"``
|
||||
Rename hotkey by index. This allows assigning
|
||||
longer commands to the DF hotkeys.
|
||||
``rename unit "nickname"``
|
||||
Rename a unit/creature highlighted in the DF user interface.
|
||||
``rename unit-profession "custom profession"``
|
||||
Change proffession name of the highlighted unit/creature.
|
||||
``rename building "name"``
|
||||
Set a custom name for the selected building.
|
||||
The building must be one of stockpile, workshop, furnace, trap,
|
||||
siege engine or an activity zone.
|
@ -0,0 +1,18 @@
|
||||
rendermax
|
||||
=========
|
||||
A collection of renderer replacing/enhancing filters. For better effect try changing the
|
||||
black color in palette to non totally black. See :forums:`128487` for more info.
|
||||
|
||||
Options:
|
||||
|
||||
:trippy: Randomizes the color of each tiles. Used for fun, or testing.
|
||||
:light: Enable lighting engine.
|
||||
:light reload: Reload the settings file.
|
||||
:light sun <x>|cycle: Set time to <x> (in hours) or set it to df time cycle.
|
||||
:occlusionON, occlusionOFF: Show debug occlusion info.
|
||||
:disable: Disable any filter that is enabled.
|
||||
|
||||
An image showing lava and dragon breath. Not pictured here: sunlight, shining items/plants,
|
||||
materials that color the light etc...
|
||||
|
||||
.. image:: ../images/rendermax.png
|
@ -0,0 +1,4 @@
|
||||
restrictice
|
||||
===========
|
||||
Restrict traffic on all tiles on top of visible ice.
|
||||
See also `alltraffic`, `filltraffic`, and `restrictliquids`.
|
@ -0,0 +1,4 @@
|
||||
restrictliquids
|
||||
===============
|
||||
Restrict traffic on all visible tiles with liquid.
|
||||
See also `alltraffic`, `filltraffic`, and `restrictice`.
|
@ -0,0 +1,4 @@
|
||||
resume
|
||||
======
|
||||
Allows automatic resumption of suspended constructions, along with colored
|
||||
UI hints for construction status.
|
@ -0,0 +1,23 @@
|
||||
reveal
|
||||
======
|
||||
This reveals the map. By default, HFS will remain hidden so that the demons
|
||||
don't spawn. You can use ``reveal hell`` to reveal everything. With hell revealed,
|
||||
you won't be able to unpause until you hide the map again. If you really want
|
||||
to unpause with hell revealed, use ``reveal demons``.
|
||||
|
||||
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``.
|
||||
|
||||
Usage and related commands:
|
||||
|
||||
:reveal: Reveal the whole map, except for HFS to avoid demons spawning
|
||||
:reveal hell: Also show hell, but requires ``unreveal`` before unpausing
|
||||
:reveal demon: Reveals everything and allows unpausing - good luck!
|
||||
:unreveal: Reverts the effects of ``reveal``
|
||||
:revtoggle: Switches between ``reveal`` and ``unreveal``
|
||||
:revflood: Hide everything, then reveal tiles with a path to the cursor.
|
||||
Note that tiles behind constructed walls are also revealed as a
|
||||
workaround for :bug:`1871`.
|
||||
:revforget: Discard info about what was visible before revealing the map.
|
||||
Only useful where (e.g.) you abandoned with the fort revealed
|
||||
and no longer want the data.
|
@ -0,0 +1,23 @@
|
||||
reveal
|
||||
======
|
||||
This reveals the map. By default, HFS will remain hidden so that the demons
|
||||
don't spawn. You can use ``reveal hell`` to reveal everything. With hell revealed,
|
||||
you won't be able to unpause until you hide the map again. If you really want
|
||||
to unpause with hell revealed, use ``reveal demons``.
|
||||
|
||||
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``.
|
||||
|
||||
Usage and related commands:
|
||||
|
||||
:reveal: Reveal the whole map, except for HFS to avoid demons spawning
|
||||
:reveal hell: Also show hell, but requires ``unreveal`` before unpausing
|
||||
:reveal demon: Reveals everything and allows unpausing - good luck!
|
||||
:unreveal: Reverts the effects of ``reveal``
|
||||
:revtoggle: Switches between ``reveal`` and ``unreveal``
|
||||
:revflood: Hide everything, then reveal tiles with a path to the cursor.
|
||||
Note that tiles behind constructed walls are also revealed as a
|
||||
workaround for :bug:`1871`.
|
||||
:revforget: Discard info about what was visible before revealing the map.
|
||||
Only useful where (e.g.) you abandoned with the fort revealed
|
||||
and no longer want the data.
|
@ -0,0 +1,23 @@
|
||||
reveal
|
||||
======
|
||||
This reveals the map. By default, HFS will remain hidden so that the demons
|
||||
don't spawn. You can use ``reveal hell`` to reveal everything. With hell revealed,
|
||||
you won't be able to unpause until you hide the map again. If you really want
|
||||
to unpause with hell revealed, use ``reveal demons``.
|
||||
|
||||
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``.
|
||||
|
||||
Usage and related commands:
|
||||
|
||||
:reveal: Reveal the whole map, except for HFS to avoid demons spawning
|
||||
:reveal hell: Also show hell, but requires ``unreveal`` before unpausing
|
||||
:reveal demon: Reveals everything and allows unpausing - good luck!
|
||||
:unreveal: Reverts the effects of ``reveal``
|
||||
:revtoggle: Switches between ``reveal`` and ``unreveal``
|
||||
:revflood: Hide everything, then reveal tiles with a path to the cursor.
|
||||
Note that tiles behind constructed walls are also revealed as a
|
||||
workaround for :bug:`1871`.
|
||||
:revforget: Discard info about what was visible before revealing the map.
|
||||
Only useful where (e.g.) you abandoned with the fort revealed
|
||||
and no longer want the data.
|
@ -0,0 +1,23 @@
|
||||
reveal
|
||||
======
|
||||
This reveals the map. By default, HFS will remain hidden so that the demons
|
||||
don't spawn. You can use ``reveal hell`` to reveal everything. With hell revealed,
|
||||
you won't be able to unpause until you hide the map again. If you really want
|
||||
to unpause with hell revealed, use ``reveal demons``.
|
||||
|
||||
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``.
|
||||
|
||||
Usage and related commands:
|
||||
|
||||
:reveal: Reveal the whole map, except for HFS to avoid demons spawning
|
||||
:reveal hell: Also show hell, but requires ``unreveal`` before unpausing
|
||||
:reveal demon: Reveals everything and allows unpausing - good luck!
|
||||
:unreveal: Reverts the effects of ``reveal``
|
||||
:revtoggle: Switches between ``reveal`` and ``unreveal``
|
||||
:revflood: Hide everything, then reveal tiles with a path to the cursor.
|
||||
Note that tiles behind constructed walls are also revealed as a
|
||||
workaround for :bug:`1871`.
|
||||
:revforget: Discard info about what was visible before revealing the map.
|
||||
Only useful where (e.g.) you abandoned with the fort revealed
|
||||
and no longer want the data.
|
@ -0,0 +1,4 @@
|
||||
ruby
|
||||
====
|
||||
Ruby language plugin, which evaluates the following arguments as a ruby string.
|
||||
Best used as ``:rb [string]``, for the special parsing mode. Alias ``rb_eval``.
|
@ -0,0 +1,40 @@
|
||||
|
||||
.. _search-plugin:
|
||||
|
||||
search
|
||||
======
|
||||
The search plugin adds search to the Stocks, Animals, Trading, Stockpile,
|
||||
Noble (assignment candidates), Military (position candidates), Burrows
|
||||
(unit list), Rooms, Announcements, Job List and Unit List screens.
|
||||
|
||||
.. image:: ../images/search.png
|
||||
|
||||
Searching works the same way as the search option in :guilabel:`Move to Depot`.
|
||||
You will see the Search option displayed on screen with a hotkey (usually :kbd:`s`).
|
||||
Pressing it lets you start typing a query and the relevant list will start
|
||||
filtering automatically.
|
||||
|
||||
Pressing :kbd:`Enter`, :kbd:`Esc` or the arrow keys will return you to browsing the now
|
||||
filtered list, which still functions as normal. You can clear the filter
|
||||
by either going back into search mode and backspacing to delete it, or
|
||||
pressing the "shifted" version of the search hotkey while browsing the
|
||||
list (e.g. if the hotkey is :kbd:`s`, then hitting :kbd:`Shift`:kbd:`s` will clear any
|
||||
filter).
|
||||
|
||||
Leaving any screen automatically clears the filter.
|
||||
|
||||
In the Trade screen, the actual trade will always only act on items that
|
||||
are actually visible in the list; the same effect applies to the Trade
|
||||
Value numbers displayed by the screen. Because of this, the :kbd:`t` key is
|
||||
blocked while search is active, so you have to reset the filters first.
|
||||
Pressing :kbd:`Alt`:kbd:`C` will clear both search strings.
|
||||
|
||||
In the stockpile screen the option only appears if the cursor is in the
|
||||
rightmost list:
|
||||
|
||||
.. image:: ../images/search-stockpile.png
|
||||
|
||||
Note that the 'Permit XXX'/'Forbid XXX' keys conveniently operate only
|
||||
on items actually shown in the rightmost list, so it is possible to select
|
||||
only fat or tallow by forbidding fats, then searching for fat/tallow, and
|
||||
using Permit Fats again while the list is filtered.
|
@ -0,0 +1,27 @@
|
||||
seedwatch
|
||||
=========
|
||||
Watches the numbers of seeds available and enables/disables seed and plant cooking.
|
||||
|
||||
Each plant type can be assigned a limit. If their number falls below that limit,
|
||||
the plants and seeds of that type will be excluded from cookery.
|
||||
If the number rises above the limit + 20, then cooking will be allowed.
|
||||
|
||||
The plugin needs a fortress to be loaded and will deactivate automatically otherwise.
|
||||
You have to reactivate with 'seedwatch start' after you load the game.
|
||||
|
||||
Options:
|
||||
|
||||
:all: Adds all plants from the abbreviation list to the watch list.
|
||||
:start: Start watching.
|
||||
:stop: Stop watching.
|
||||
:info: Display whether seedwatch is watching, and the watch list.
|
||||
:clear: Clears the watch list.
|
||||
|
||||
Examples:
|
||||
|
||||
``seedwatch MUSHROOM_HELMET_PLUMP 30``
|
||||
add ``MUSHROOM_HELMET_PLUMP`` to the watch list, limit = 30
|
||||
``seedwatch MUSHROOM_HELMET_PLUMP``
|
||||
removes ``MUSHROOM_HELMET_PLUMP`` from the watch list.
|
||||
``seedwatch all 30``
|
||||
adds all plants from the abbreviation list to the watch list, the limit being 30.
|
@ -0,0 +1,3 @@
|
||||
showmood
|
||||
========
|
||||
Shows all items needed for the currently active strange mood.
|
@ -0,0 +1,12 @@
|
||||
siege-engine
|
||||
============
|
||||
Siege engines in DF haven't been updated since the game was 2D, and can
|
||||
only aim in four directions. To make them useful above-ground,
|
||||
this plugin allows you to:
|
||||
|
||||
* link siege engines to stockpiles
|
||||
* restrict operator skill levels (like workshops)
|
||||
* load any object into a catapult, not just stones
|
||||
* aim at a rectangular area in any direction, and across Z-levels
|
||||
|
||||
The front-end is implemented by `gui/siege-engine`.
|
@ -0,0 +1,17 @@
|
||||
.. _sort:
|
||||
|
||||
sort-items
|
||||
==========
|
||||
Sort the visible item list::
|
||||
|
||||
sort-items order [order...]
|
||||
|
||||
Sort the item list using the given sequence of comparisons.
|
||||
The ``<`` prefix for an order makes undefined values sort first.
|
||||
The ``>`` prefix reverses the sort order for defined values.
|
||||
|
||||
Item order examples::
|
||||
|
||||
description material wear type quality
|
||||
|
||||
The orderings are defined in ``hack/lua/plugins/sort/*.lua``
|
@ -0,0 +1,17 @@
|
||||
sort-units
|
||||
==========
|
||||
Sort the visible unit list::
|
||||
|
||||
sort-units order [order...]
|
||||
|
||||
Sort the unit list using the given sequence of comparisons.
|
||||
The ``<`` prefix for an order makes undefined values sort first.
|
||||
The ``>`` prefix reverses the sort order for defined values.
|
||||
|
||||
Unit order examples::
|
||||
|
||||
name age arrival squad squad_position profession
|
||||
|
||||
The orderings are defined in ``hack/lua/plugins/sort/*.lua``
|
||||
|
||||
:dfhack-keybind:`sort-units`
|
@ -0,0 +1,5 @@
|
||||
spectate
|
||||
========
|
||||
Simple plugin to automate following random dwarves. Most of the time things will
|
||||
be weighted towards z-levels with the highest job activity. Simply enter the
|
||||
``spectate`` command to toggle the plugin's state.
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue