diff --git a/README.rst b/README.rst index f0a39e88b..eb11da991 100644 --- a/README.rst +++ b/README.rst @@ -45,7 +45,8 @@ Copy the files from a release archive so that: Uninstalling is basically the same, in reverse: - * On Windows, first delete SDL.dll and rename SDLreal.dll to SDL.dll. Then remove the other DFHack files + * On Windows, first delete SDL.dll and rename SDLreal.dll to SDL.dll. Then + remove the other DFHack files * On Linux, Remove the DFHack files. The stonesense plugin might require some additional libraries on Linux. @@ -123,11 +124,16 @@ Usage advtools ======== A package of different adventure mode tools (currently just one) + + Usage ----- :list-equipped [all]: List armor and weapons equipped by your companions. If all is specified, also lists non-metal clothing. +:metal-detector [all-types] [non-trader]: Reveal metal armor and weapons in + shops. The options disable the checks + on item type and being in shop. changelayer =========== @@ -320,6 +326,40 @@ autodump-destroy-item Destroy the selected item. The item may be selected in the 'k' list, or inside a container. If called again before the game is resumed, cancels destroy. +burrow +====== +Miscellaneous burrow control. Allows manipulating burrows and automated burrow +expansion while digging. + +Options +------- +:enable feature ...: +:disable feature ...: Enable or Disable features of the plugin. +:clear-unit burrow burrow ...: +:clear-tiles burrow burrow ...: Removes all units or tiles from the burrows. +:set-units target-burrow src-burrow ...: +:add-units target-burrow src-burrow ...: +:remove-units target-burrow src-burrow ...: Adds or removes units in source + burrows to/from the target burrow. Set is equivalent to clear and add. +:set-tiles target-burrow src-burrow ...: +:add-tiles target-burrow src-burrow ...: +:remove-tiles target-burrow src-burrow ...: Adds or removes tiles in source + burrows to/from the target burrow. 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. + +catsplosion +=========== +Makes cats just *multiply*. It is not a good idea to run this more than once or +twice. + clean ===== Cleans all the splatter that get scattered all over the map, items and @@ -644,6 +684,10 @@ Options ------- :all: processes all tiles, even hidden ones. +regrass +======= +Regrows grass. Not much to it ;) + rename ====== Allows renaming various things. @@ -737,13 +781,91 @@ http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository tiletypes ========= -Can be used for painting map tiles and is a interactive command, much like -liquids. You can paint tiles by their properties - shape, general material and -a few others (paint). You can also paint only over tiles that match a set -of properties (filter) +Can be used for painting map tiles and is an interactive command, much like +liquids. + +The tool works with two set of options and a brush. The brush determines which +tiles will be processed. First set of options is the filter, which can exclude +some of the tiles from the brush by looking at the tile properties. The second +set of options is the paint - this determines how the selected tiles are +changed. + +Both paint and filter can have many different properties including things like +general shape (WALL, FLOOR, etc.), general material (SOIL, STONE, MINERAL, +etc.), state of 'designated', 'hidden' and 'light' flags. + +The properties of filter and paint can be partially defined. This means that +you can for example do something like this: + +:: + + filter material STONE + filter shape FORTIFICATION + paint shape FLOOR + +This will turn all stone fortifications into floors, preserving the material. + +Or this: +:: + + filter material FLOOR + filter shape MINERAL + paint shape WALL + +Turning mineral vein floors back into walls. + +The tool also allows tweaking some tile flags: + +Or this: + +:: + + paint hidden 1 + +This will hide previously revealed tiles. + +Any paint or filter option can be disabled entirely by using the ANY keyword: + +:: + + paint hidden ANY + paint shape ANY + filter material any + filter shape any + +You can use several different brushes for painting tiles: + * Point. (point) + * Rectangular range. (range) + * A column ranging from current cursor to the first solid tile above. (column) + * DF map block - 16x16 tiles, in a regular grid. (block) + +Example: + +:: + + range 10 10 1 + +This will change the brush to a rectangle spanning 10x10 tiles on one z-level. +The range starts at the position of the cursor and goes to the east, south and +up. For more details, see the 'help' command while using this. +tiletypes-commands +================== +Runs tiletypes commands, separated by ;. This makes it possible to change +tiletypes modes from a hotkey. + +tiletypes-here +============== +Apply the current tiletypes options at the in-game cursor position, including +the brush. Can be used from a hotkey. + +tiletypes-here-point +==================== +Apply the current tiletypes options at the in-game cursor position to a single +tile. Can be used from a hotkey. + tweak ===== Contains various tweaks for minor bugs (currently just one). @@ -1215,3 +1337,19 @@ another savegame you can use the command list_export: dfhack-run autobutcher list_export > autobutcher.bat Load the savegame where you want to copy the settings to, run the batch file (from the shell): autobutcher.bat + + +autolabor +========= +Automatically manage dwarf labors. + +When enabled, autolabor periodically checks your dwarves and enables or +disables labors. It tries to keep as many dwarves as possible busy but +also tries to have dwarves specialize in specific skills. + +.. note:: + + Warning: autolabor will override any manual changes you make to labors + while it is enabled. + +For detailed usage information, see 'help autolabor'. diff --git a/Readme.html b/Readme.html index b4cda9608..bfbab385a 100644 --- a/Readme.html +++ b/Readme.html @@ -318,7 +318,7 @@ ul.auto-toc {
DFHack is a Dwarf Fortress memory access library and a set of basic tools that use it. Tools come in the form of plugins or (not yet) external tools. It is an attempt to unite the various ways tools @@ -326,208 +326,219 @@ access DF memory and allow for easier development of new tools.
Contents
The project is currently hosted on github, for both source and binaries at http://github.com/peterix/dfhack
Releases can be downloaded from here: https://github.com/peterix/dfhack/downloads
All new releases are announced in the bay12 thread: http://tinyurl.com/dfhack-ng
DFHack works on Windows XP, Vista, 7 or any modern Linux distribution. OSX is not supported due to lack of developers with a Mac.
Currently, only versions 0.34.06 and 0.34.07 are supported. If you need DFHack @@ -536,7 +547,7 @@ for older versions, look for older releases.
It is possible to use the Windows DFHack under wine/OSX.
Installing DFhack involves copying files into your DF folder. Copy the files from a release archive so that:
@@ -548,7 +559,8 @@ Copy the files from a release archive so that:Uninstalling is basically the same, in reverse:
@@ -557,7 +569,7 @@ Copy the files from a release archive so that: file created in your DF folder.-
- On Windows, first delete SDL.dll and rename SDLreal.dll to SDL.dll. Then remove the other DFHack files
+- On Windows, first delete SDL.dll and rename SDLreal.dll to SDL.dll. Then +remove the other DFHack files
- On Linux, Remove the DFHack files.
DFHack basically extends what DF can do with something similar to the drop-down console found in Quake engine games. On Windows, this is a separate command line window. On linux, the terminal used to launch the dfhack script is taken over @@ -581,7 +593,7 @@ they are re-created every time it is loaded.
Most of the commands come from plugins. Those reside in 'hack/plugins/'.
First, don't panic :) Second, dfhack keeps a few log files in DF's folder
- stderr.log and stdout.log. You can look at those and possibly find out what's
happening.
@@ -590,24 +602,24 @@ the issues tracker on github, contact me (
- If your DF folder contains a file named dfhack.init, its contents will be run
every time you start DF. This allows setting up keybindings. An example file
is provided as dfhack.init-example - you can tweak it and rename to dfhack.init
if you want to use this functionality.The init file
+The init file
Almost all the commands support using the 'help <command-name>' built-in command to retrieve further help without having to look at this document. Alternatively, some accept a 'help'/'?' option on their command line.
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.
A package of different adventure mode tools (currently just one)
List armor and weapons equipped by your companions. If all is specified, also lists non-metal clothing. | |
metal-detector [all-types] [non-trader]: | |
---|---|
Reveal metal armor and weapons in +shops. The options disable the checks +on item type and being in shop. | +
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 @@ -646,7 +663,7 @@ as well, though. Mineral veins and gem clusters will stay on the map. Use
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.
Changes material of the vein under cursor to the specified inorganic RAW material.
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 @@ -732,7 +749,7 @@ 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.
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. @@ -773,7 +790,7 @@ 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".
Makes the game view follow the currently highlighted unit after you exit from current menu/cursor mode. Handy for watching dwarves running around. Deactivated by moving the view manually.
Forces DF to pause. This is useful when your FPS drops below 1 and you lose control of the game.
@@ -833,23 +850,23 @@ control of the game.
Disables pausing (both manual and automatic) with the exception of pause forced by 'reveal hell'. This is nice for digging under rivers.
This utility lets you quickly move all items designated to be dumped. Items are instantly moved to the cursor position, the dump flag is unset, 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.
enable feature ...: | |
---|---|
+ | |
disable feature ...: | |
Enable or Disable features of the plugin. | +|
clear-unit burrow burrow ...: | |
+ | |
clear-tiles burrow burrow ...: | |
Removes all units or tiles from the burrows. | +|
set-units target-burrow src-burrow ...: | |
+ | |
add-units target-burrow src-burrow ...: | |
+ | |
remove-units target-burrow src-burrow ...: | |
Adds or removes units in source +burrows to/from the target burrow. Set is equivalent to clear and add. | +|
set-tiles target-burrow src-burrow ...: | |
+ | |
add-tiles target-burrow src-burrow ...: | |
+ | |
remove-tiles target-burrow src-burrow ...: | |
Adds or removes tiles in source +burrows to/from the target burrow. 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 | +
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. | +
---|
Makes cats just multiply. It is not a good idea to run this more than once or +twice.
+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.
-cleanowned scattered X : This will confiscate rotten and dropped food, garbage on the floors and any worn items with 'X' damage and above.
Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.
-'filltraffic H' - When used in a room with doors, it will set traffic to HIGH in just that room.
Set traffic designations for every single tile of the map (useful for resetting traffic designations).
-Up to version 0.31.12, Elves only sent Diplomats to your fortress to propose tree cutting quotas due to a bug; once that bug was fixed, Elves stopped caring about excess tree cutting. This command adds a Diplomat position to all Elven @@ -1104,36 +1188,36 @@ to violate them and potentially start wars) in case you haven't already modified your raws accordingly.
This command adds the Guild Representative position to all Human civilizations, allowing them to make trade agreements (just as they did back in 0.28.181.40d and earlier) in case you haven't already modified your raws accordingly.
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.
Due to a bug in all releases of version 0.31, merchants no longer bring wagons with their caravans. This command re-enables them for all appropriate civilizations.
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.
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.
-If called during the embark selection screen, displays an estimate of layer stone availability. If the 'all' option is specified, also estimates veins. The estimate is computed either for 1 embark tile of the blinking biome, or for all tiles of the embark rectangle.
Regrows grass. Not much to it ;)
+Allows renaming various things.
-After you have a pattern set, you can use 'expdig' to apply it again.
A command for easy designation of filled and hollow circles. It has several types of options.
One convenient way to use the zone tool is to bind the command 'zone assign' to a hotkey, maybe also the command 'zone set'. Place the in-game cursor over a pen/pasture or pit, use 'zone set' to mark it. Then you can select units @@ -1865,7 +2019,7 @@ and use 'zone assign' to assign them to their new home. Allows pitting your own dwarves, by the way.
All filters can be used together with the 'assign' command.
Restrictions: It's not possible to assign units who are inside built cages or chained because in most cases that won't be desirable anyways. @@ -1883,14 +2037,14 @@ are not properly added to your own stocks; slaughtering them should work).
Most filters can be negated (e.g. 'not grazer' -> race is not a grazer).
Using the 'nick' command you can set the same nickname for multiple units. If used without 'assign', 'all' or 'count' it will rename all units in the current default target zone. Combined with 'assign', 'all' or 'count' (and further optional filters) it will rename units matching the filter conditions.
Using the 'tocages' command you can assign units to a set of cages, for example a room next to your butcher shop(s). They will be spread evenly among available cages to optimize hauling to and butchering from them. For this to work you need @@ -1900,8 +2054,8 @@ all cages you want to use. Then use 'zone set' (like with 'assign') and use would make no sense, but can be used together with 'nick' or 'remnick' and all the usual filters.
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 @@ -1937,8 +2091,8 @@ 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.
-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 @@ -2054,7 +2208,7 @@ autobutcher unwatch ALPACA CAT
Automatically manage dwarf labors.
+When enabled, autolabor periodically checks your dwarves and enables or +disables labors. It tries to keep as many dwarves as possible busy but +also tries to have dwarves specialize in specific skills.
+Note
+Warning: autolabor will override any manual changes you make to labors +while it is enabled.
+For detailed usage information, see 'help autolabor'.
+