split the plugin docs into individual files

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3dveins
=======
Removes all existing veins from the map and generates new ones using
3D Perlin noise, in order to produce a layout that smoothly flows between
Z levels. The vein distribution is based on the world seed, so running
the command for the second time should produce no change. It is best to
run it just once immediately after embark.
This command is intended as only a cosmetic change, so it takes
care to exactly preserve the mineral counts reported by `prospect` ``all``.
The amounts of different layer stones may slightly change in some cases
if vein mass shifts between Z layers.
The only undo option is to restore your save from backup.

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add-spatter
===========
This plugin makes reactions with names starting with ``SPATTER_ADD_``
produce contaminants on the items instead of improvements. The plugin is
intended to give some use to all those poisons that can be bought from caravans,
so they're immune to being washed away by water or destroyed by `clean`.

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adv-bodyswap
============
This allows taking control over your followers and other creatures in adventure
mode. For example, you can make them pick up new arms and armor and equip them
properly.
Usage:
* When viewing unit details, body-swaps into that unit.
* In the main adventure mode screen, reverts transient swap.
:dfhack-keybind:`adv-bodyswap`

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alltraffic
==========
Set traffic designations for every single tile of the map - useful for resetting
traffic designations. See also `filltraffic`, `restrictice`, and `restrictliquids`.
Options:
:H: High Traffic
:N: Normal Traffic
:L: Low Traffic
:R: Restricted Traffic

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autobutcher
===========
Assigns lifestock for slaughter once it reaches a specific count. Requires that
you add the target race(s) to a watch list. Only tame units will be processed.
Units will be ignored if they are:
* Nicknamed (for custom protection; you can use the `rename` ``unit`` tool
individually, or `zone` ``nick`` for groups)
* Caged, if and only if the cage is defined as a room (to protect zoos)
* Trained for war or hunting
Creatures who will not reproduce (because they're not interested in the
opposite sex or have been gelded) will be butchered before those who will.
Older adults and younger children will be butchered first if the population
is above the target (default 1 male, 5 female kids and adults). Note that
you may need to set a target above 1 to have a reliable breeding population
due to asexuality etc. See `fix-ster` if this is a problem.
Options:
:example: Print some usage examples.
:start: Start running every X frames (df simulation ticks).
Default: X=6000, which would be every 60 seconds at 100fps.
:stop: Stop running automatically.
:sleep <x>: Changes the timer to sleep X frames between runs.
:watch R: Start watching a race. R can be a valid race RAW id (ALPACA,
BIRD_TURKEY, etc) or a list of ids seperated by spaces or
the keyword 'all' which affects all races on your current
watchlist.
:unwatch R: Stop watching race(s). The current target settings will be
remembered. R can be a list of ids or the keyword 'all'.
:forget R: Stop watching race(s) and forget it's/their target settings.
R can be a list of ids or the keyword 'all'.
:autowatch: Automatically adds all new races (animals you buy from merchants,
tame yourself or get from migrants) to the watch list using
default target count.
:noautowatch: Stop auto-adding new races to the watchlist.
:list: Print the current status and watchlist.
:list_export: Print the commands needed to set up status and watchlist,
which can be used to import them to another save (see notes).
:target <fk> <mk> <fa> <ma> <R>:
Set target count for specified race(s). The first four arguments
are the number of female and male kids, and female and male adults.
R can be a list of spceies ids, or the keyword ``all`` or ``new``.
``R = 'all'``: change target count for all races on watchlist
and set the new default for the future. ``R = 'new'``: don't touch
current settings on the watchlist, only set the new default
for future entries.
:list_export: Print the commands required to rebuild your current settings.
.. note::
Settings and watchlist are stored in the savegame, so that you can have
different settings for each save. If you want to copy your watchlist to
another savegame you must export the commands required to recreate your settings.
To export, open an external terminal in the DF directory, and run
``dfhack-run autobutcher list_export > filename.txt``. To import, load your
new save and run ``script filename.txt`` in the DFHack terminal.
Examples:
You want to keep max 7 kids (4 female, 3 male) and max 3 adults (2 female,
1 male) of the race alpaca. Once the kids grow up the oldest adults will get
slaughtered. Excess kids will get slaughtered starting with the youngest
to allow that the older ones grow into adults. Any unnamed cats will
be slaughtered as soon as possible. ::
autobutcher target 4 3 2 1 ALPACA BIRD_TURKEY
autobutcher target 0 0 0 0 CAT
autobutcher watch ALPACA BIRD_TURKEY CAT
autobutcher start
Automatically put all new races onto the watchlist and mark unnamed tame units
for slaughter as soon as they arrive in your fort. Settings already made
for specific races will be left untouched. ::
autobutcher target 0 0 0 0 new
autobutcher autowatch
autobutcher start
Stop watching the races alpaca and cat, but remember the target count
settings so that you can use 'unwatch' without the need to enter the
values again. Note: 'autobutcher unwatch all' works, but only makes sense
if you want to keep the plugin running with the 'autowatch' feature or manually
add some new races with 'watch'. If you simply want to stop it completely use
'autobutcher stop' instead. ::
autobutcher unwatch ALPACA CAT

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autochop
========
Automatically manage tree cutting designation to keep available logs withing given
quotas.
Open the dashboard by running::
enable autochop
The plugin must be activated (with :kbd:`d`-:kbd:`t`-:kbd:`c`-:kbd:`a`) before
it can be used. You can then set logging quotas and restrict designations to
specific burrows (with 'Enter') if desired. The plugin's activity cycle runs
once every in game day.
If you add ``enable autochop`` to your dfhack.init there will be a hotkey to
open the dashboard from the chop designation menu.

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autoclothing
============
Automatically manage clothing work orders, allowing the user to set how many of
each clothing type every citizen should have. Usage::
autoclothing <material> <item> [number]
Examples:
* ``autoclothing cloth "short skirt" 10``:
Sets the desired number of cloth short skirts available per citizen to 10.
* ``autoclothing cloth dress``:
Displays the currently set number of cloth dresses chosen per citizen.

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autodump
========
This plugin adds an option to the :kbd:`q` menu for stckpiles when `enabled <enable>`.
When autodump is enabled for a stockpile, any items placed in the stockpile will
automatically be designated to be dumped.
Alternatively, you can use it to quickly move all items designated to be dumped.
Items are instantly moved to the cursor position, the dump flag is unset,
and the forbid flag is set, as if it had been dumped normally.
Be aware that any active dump item tasks still point at the item.
Cursor must be placed on a floor tile so the items can be dumped there.
Options:
:destroy: Destroy instead of dumping. Doesn't require a cursor.
If called again before the game is resumed, cancels destroy.
:destroy-here: As ``destroy``, but only the selected item in the :kbd:`k` list,
or inside a container.
Alias ``autodump-destroy-here``, for keybindings.
:dfhack-keybind:`autodump-destroy-here`
:visible: Only process items that are not hidden.
:hidden: Only process hidden items.
:forbidden: Only process forbidden items (default: only unforbidden).
``autodump-destroy-item`` destroys the selected item, which may be selected
in the :kbd:`k` list, or inside a container. If called again before the game
is resumed, cancels destruction of the item.
:dfhack-keybind:`autodump-destroy-item`

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autofarm
========
Automatically handles crop selection in farm plots based on current plant
stocks, and selects crops for planting if current stock is below a threshold.
Selected crops are dispatched on all farmplots. (Note that this plugin replaces
an older Ruby script of the same name.)
Use the `enable` or `disable <disable>` commands to change whether this plugin is
enabled.
Usage:
* ``autofarm runonce``:
Updates all farm plots once, without enabling the plugin
* ``autofarm status``:
Prints status information, including any applied limits
* ``autofarm default 30``:
Sets the default threshold
* ``autofarm threshold 150 helmet_plump tail_pig``:
Sets thresholds of individual plants

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autogems
========
Creates a new Workshop Order setting, automatically cutting rough gems
when `enabled <enable>`.
See `gui/autogems` for a configuration UI. If necessary, the ``autogems-reload``
command reloads the configuration file produced by that script.

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autohauler
==========
Autohauler is an autolabor fork.
Rather than the all-of-the-above means of autolabor, autohauler will instead
only manage hauling labors and leave skilled labors entirely to the user, who
will probably use Dwarf Therapist to do so.
Idle dwarves will be assigned the hauling labors; everyone else (including
those currently hauling) will have the hauling labors removed. This is to
encourage every dwarf to do their assigned skilled labors whenever possible,
but resort to hauling when those jobs are not available. This also implies
that the user will have a very tight skill assignment, with most skilled
labors only being assigned to just one dwarf, no dwarf having more than two
active skilled labors, and almost every non-military dwarf having at least
one skilled labor assigned.
Autohauler allows skills to be flagged as to prevent hauling labors from
being assigned when the skill is present. By default this is the unused
ALCHEMIST labor but can be changed by the user.

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autolabor
=========
Automatically manage dwarf labors to efficiently complete jobs.
Autolabor tries to keep as many dwarves as possible busy but
also tries to have dwarves specialize in specific skills.
The key is that, for almost all labors, once a dwarf begins a job it will finish that
job even if the associated labor is removed. Autolabor therefore frequently checks
which dwarf or dwarves should take new jobs for that labor, and sets labors accordingly.
Labors with equipment (mining, hunting, and woodcutting), which are abandoned
if labors change mid-job, are handled slightly differently to minimise churn.
.. warning::
*autolabor will override any manual changes you make to labors while
it is enabled, including through other tools such as Dwarf Therapist*
Simple usage:
:enable autolabor: Enables the plugin with default settings. (Persistent per fortress)
:disable autolabor: Disables the plugin.
Anything beyond this is optional - autolabor works well on the default settings.
By default, each labor is assigned to between 1 and 200 dwarves (2-200 for mining).
By default 33% of the workforce become haulers, who handle all hauling jobs as well
as cleaning, pulling levers, recovering wounded, removing constructions, and filling ponds.
Other jobs are automatically assigned as described above. Each of these settings can be adjusted.
Jobs are rarely assigned to nobles with responsibilities for meeting diplomats or merchants,
never to the chief medical dwarf, and less often to the bookeeper and manager.
Hunting is never assigned without a butchery, and fishing is never assigned without a fishery.
For each labor a preference order is calculated based on skill, biased against masters of other
trades and excluding those who can't do the job. The labor is then added to the best <minimum>
dwarves for that labor. We assign at least the minimum number of dwarfs, in order of preference,
and then assign additional dwarfs that meet any of these conditions:
* The dwarf is idle and there are no idle dwarves assigned to this labor
* The dwarf has non-zero skill associated with the labor
* The labor is mining, hunting, or woodcutting and the dwarf currently has it enabled.
We stop assigning dwarfs when we reach the maximum allowed.
Advanced usage:
:autolabor <labor> <minimum> [<maximum>]:
Set number of dwarves assigned to a labor.
:autolabor <labor> haulers: Set a labor to be handled by hauler dwarves.
:autolabor <labor> disable: Turn off autolabor for a specific labor.
:autolabor <labor> reset: Return a labor to the default handling.
:autolabor reset-all: Return all labors to the default handling.
:autolabor list: List current status of all labors.
:autolabor status: Show basic status information.
See `autolabor-artisans` for a differently-tuned setup.
Examples:
``autolabor MINE``
Keep at least 5 dwarves with mining enabled.
``autolabor CUT_GEM 1 1``
Keep exactly 1 dwarf with gemcutting enabled.
``autolabor COOK 1 1 3``
Keep 1 dwarf with cooking enabled, selected only from the top 3.
``autolabor FEED_WATER_CIVILIANS haulers``
Have haulers feed and water wounded dwarves.
``autolabor CUTWOOD disable``
Turn off autolabor for wood cutting.

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automaterial
============
This makes building constructions (walls, floors, fortifications, etc) a little bit
easier by saving you from having to trawl through long lists of materials each time
you place one.
Firstly, it moves the last used material for a given construction type to the top of
the list, if there are any left. So if you build a wall with chalk blocks, the next
time you place a wall the chalk blocks will be at the top of the list, regardless of
distance (it only does this in "grouped" mode, as individual item lists could be huge).
This should mean you can place most constructions without having to search for your
preferred material type.
.. image:: ../images/automaterial-mat.png
Pressing :kbd:`a` while highlighting any material will enable that material for "auto select"
for this construction type. You can enable multiple materials as autoselect. Now the next
time you place this type of construction, the plugin will automatically choose materials
for you from the kinds you enabled. If there is enough to satisfy the whole placement,
you won't be prompted with the material screen - the construction will be placed and you
will be back in the construction menu as if you did it manually.
When choosing the construction placement, you will see a couple of options:
.. image:: ../images/automaterial-pos.png
Use :kbd:`a` here to temporarily disable the material autoselection, e.g. if you need
to go to the material selection screen so you can toggle some materials on or off.
The other option (auto type selection, off by default) can be toggled on with :kbd:`t`. If you
toggle this option on, instead of returning you to the main construction menu after selecting
materials, it returns you back to this screen. If you use this along with several autoselect
enabled materials, you should be able to place complex constructions more conveniently.

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automelt
========
When automelt is enabled for a stockpile, any meltable items placed
in it will be designated to be melted.
This plugin adds an option to the :kbd:`q` menu when `enabled <enable>`.

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autonestbox
===========
Assigns unpastured female egg-layers to nestbox zones. Requires that you create
pen/pasture zones above nestboxes. If the pen is bigger than 1x1 the nestbox
must be in the top left corner. Only 1 unit will be assigned per pen, regardless
of the size. The age of the units is currently not checked, most birds grow up
quite fast. Egglayers who are also grazers will be ignored, since confining them
to a 1x1 pasture is not a good idea. Only tame and domesticated own units are
processed since pasturing half-trained wild egglayers could destroy your neat
nestbox zones when they revert to wild. When called without options autonestbox
will instantly run once.
Options:
:start: Start running every X frames (df simulation ticks).
Default: X=6000, which would be every 60 seconds at 100fps.
:stop: Stop running automatically.
:sleep: Must be followed by number X. Changes the timer to sleep X
frames between runs.

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autotrade
=========
When autotrade is enabled for a stockpile, any items placed in it will be
designated to be taken to the Trade Depot whenever merchants are on the map.
This plugin adds an option to the :kbd:`q` menu when `enabled <enable>`.

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blueprint
=========
The ``blueprint`` command exports the structure of a portion of your fortress in
a blueprint file that you (or anyone else) can later play back with `quickfort`.
Blueprints are ``.csv`` or ``.xlsx`` files created in the ``blueprints``
subdirectory of your DF folder. The map area to turn into a blueprint is either
selected interactively with the ``blueprint gui`` command or, if the GUI is not
used, starts at the active cursor location and extends right and down for the
requested width and height.
**Usage:**
``blueprint <width> <height> [<depth>] [<name> [<phases>]] [<options>]``
``blueprint gui [<name> [<phases>]] [<options>]``
**Examples:**
``blueprint gui``
Runs `gui/blueprint`, the interactive frontend, where all configuration for
a ``blueprint`` command can be set visually and interactively.
``blueprint 30 40 bedrooms``
Generates blueprints for an area 30 tiles wide by 40 tiles tall, starting
from the active cursor on the current z-level. Blueprints are written
sequentially to ``bedrooms.csv`` in the ``blueprints`` directory.
``blueprint 30 40 bedrooms dig --cursor 108,100,150``
Generates only the ``#dig`` blueprint in the ``bedrooms.csv`` file, and
the start of the blueprint area is set to a specific value instead of using
the in-game cursor position.
**Positional Parameters:**
:``width``: Width of the area (in tiles) to translate.
:``height``: Height of the area (in tiles) to translate.
:``depth``: Number of z-levels to translate. Positive numbers go *up* from the
cursor and negative numbers go *down*. Defaults to 1 if not specified,
indicating that the blueprint should only include the current z-level.
:``name``: Base name for blueprint files created in the ``blueprints``
directory. If no name is specified, "blueprint" is used by default. The
string must contain some characters other than numbers so the name won't be
confused with the optional ``depth`` parameter.
**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.

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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.

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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.

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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.

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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?

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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.

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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.

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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.

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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`.

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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.

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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`

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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.

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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.

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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.

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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

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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!

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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`.

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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.

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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.

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