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@ -3,13 +3,13 @@
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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<meta name="generator" content="Docutils 0.9.1: http://docutils.sourceforge.net/" />
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<meta name="generator" content="Docutils 0.10: http://docutils.sourceforge.net/" />
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<title>DFHack Readme</title>
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<style type="text/css">
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/*
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:Author: David Goodger (goodger@python.org)
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:Id: $Id: html4css1.css 7434 2012-05-11 21:06:27Z milde $
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:Id: $Id: html4css1.css 7514 2012-09-14 14:27:12Z milde $
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:Copyright: This stylesheet has been placed in the public domain.
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Default cascading style sheet for the HTML output of Docutils.
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@ -77,7 +77,7 @@ div.tip p.admonition-title {
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div.attention p.admonition-title, div.caution p.admonition-title,
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div.danger p.admonition-title, div.error p.admonition-title,
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div.warning p.admonition-title {
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div.warning p.admonition-title, .code .error {
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color: red ;
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font-weight: bold ;
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font-family: sans-serif }
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@ -253,13 +253,14 @@ pre.literal-block, pre.doctest-block, pre.math, pre.code {
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margin-left: 2em ;
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margin-right: 2em }
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pre.code .ln { /* line numbers */
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color: grey;
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}
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.code {
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background-color: #eeeeee
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}
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pre.code .ln { color: grey; } /* line numbers */
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pre.code, code { background-color: #eeeeee }
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pre.code .comment, code .comment { color: #5C6576 }
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pre.code .keyword, code .keyword { color: #3B0D06; font-weight: bold }
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pre.code .literal.string, code .literal.string { color: #0C5404 }
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pre.code .name.builtin, code .name.builtin { color: #352B84 }
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pre.code .deleted, code .deleted { background-color: #DEB0A1}
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pre.code .inserted, code .inserted { background-color: #A3D289}
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span.classifier {
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font-family: sans-serif ;
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@ -508,39 +509,42 @@ access DF memory and allow for easier development of new tools.</p>
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<li><a class="reference internal" href="#embark" id="id131">embark</a></li>
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<li><a class="reference internal" href="#lever" id="id132">lever</a></li>
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<li><a class="reference internal" href="#stripcaged" id="id133">stripcaged</a></li>
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<li><a class="reference internal" href="#create-items" id="id134">create-items</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#in-game-interface-tools" id="id134">In-game interface tools</a><ul>
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<li><a class="reference internal" href="#dwarf-manipulator" id="id135">Dwarf Manipulator</a></li>
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<li><a class="reference internal" href="#search" id="id136">Search</a></li>
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<li><a class="reference internal" href="#automaterial" id="id137">AutoMaterial</a></li>
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<li><a class="reference internal" href="#gui-liquids" id="id138">gui/liquids</a></li>
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<li><a class="reference internal" href="#gui-mechanisms" id="id139">gui/mechanisms</a></li>
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<li><a class="reference internal" href="#gui-rename" id="id140">gui/rename</a></li>
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<li><a class="reference internal" href="#gui-room-list" id="id141">gui/room-list</a></li>
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<li><a class="reference internal" href="#gui-choose-weapons" id="id142">gui/choose-weapons</a></li>
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<li><a class="reference internal" href="#gui-guide-path" id="id143">gui/guide-path</a></li>
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<li><a class="reference internal" href="#gui-workshop-job" id="id144">gui/workshop-job</a></li>
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<li><a class="reference internal" href="#gui-workflow" id="id145">gui/workflow</a></li>
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<li><a class="reference internal" href="#gui-assign-rack" id="id146">gui/assign-rack</a></li>
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<li><a class="reference internal" href="#in-game-interface-tools" id="id135">In-game interface tools</a><ul>
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<li><a class="reference internal" href="#dwarf-manipulator" id="id136">Dwarf Manipulator</a></li>
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<li><a class="reference internal" href="#search" id="id137">Search</a></li>
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<li><a class="reference internal" href="#automaterial" id="id138">AutoMaterial</a></li>
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<li><a class="reference internal" href="#gui-liquids" id="id139">gui/liquids</a></li>
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<li><a class="reference internal" href="#gui-mechanisms" id="id140">gui/mechanisms</a></li>
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<li><a class="reference internal" href="#gui-rename" id="id141">gui/rename</a></li>
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<li><a class="reference internal" href="#gui-room-list" id="id142">gui/room-list</a></li>
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<li><a class="reference internal" href="#gui-choose-weapons" id="id143">gui/choose-weapons</a></li>
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<li><a class="reference internal" href="#gui-guide-path" id="id144">gui/guide-path</a></li>
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<li><a class="reference internal" href="#gui-workshop-job" id="id145">gui/workshop-job</a></li>
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<li><a class="reference internal" href="#gui-workflow" id="id146">gui/workflow</a></li>
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<li><a class="reference internal" href="#gui-assign-rack" id="id147">gui/assign-rack</a></li>
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<li><a class="reference internal" href="#gui-advfort" id="id148">gui/advfort</a></li>
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<li><a class="reference internal" href="#gui-gm-editor" id="id149">gui/gm-editor</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#behavior-mods" id="id147">Behavior Mods</a><ul>
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<li><a class="reference internal" href="#siege-engine" id="id148">Siege Engine</a><ul>
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<li><a class="reference internal" href="#rationale" id="id149">Rationale</a></li>
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<li><a class="reference internal" href="#configuration-ui" id="id150">Configuration UI</a></li>
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<li><a class="reference internal" href="#behavior-mods" id="id150">Behavior Mods</a><ul>
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<li><a class="reference internal" href="#siege-engine" id="id151">Siege Engine</a><ul>
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<li><a class="reference internal" href="#rationale" id="id152">Rationale</a></li>
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<li><a class="reference internal" href="#configuration-ui" id="id153">Configuration UI</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#power-meter" id="id151">Power Meter</a></li>
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<li><a class="reference internal" href="#steam-engine" id="id152">Steam Engine</a><ul>
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<li><a class="reference internal" href="#id1" id="id153">Rationale</a></li>
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<li><a class="reference internal" href="#construction" id="id154">Construction</a></li>
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<li><a class="reference internal" href="#operation" id="id155">Operation</a></li>
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<li><a class="reference internal" href="#explosions" id="id156">Explosions</a></li>
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<li><a class="reference internal" href="#save-files" id="id157">Save files</a></li>
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<li><a class="reference internal" href="#power-meter" id="id154">Power Meter</a></li>
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<li><a class="reference internal" href="#steam-engine" id="id155">Steam Engine</a><ul>
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<li><a class="reference internal" href="#id1" id="id156">Rationale</a></li>
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<li><a class="reference internal" href="#construction" id="id157">Construction</a></li>
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<li><a class="reference internal" href="#operation" id="id158">Operation</a></li>
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<li><a class="reference internal" href="#explosions" id="id159">Explosions</a></li>
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<li><a class="reference internal" href="#save-files" id="id160">Save files</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#add-spatter" id="id158">Add Spatter</a></li>
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<li><a class="reference internal" href="#add-spatter" id="id161">Add Spatter</a></li>
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</ul>
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</li>
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</ul>
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@ -2688,11 +2692,13 @@ quickly after you unpause.</p>
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<div class="section" id="slayrace">
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<h2><a class="toc-backref" href="#id124">slayrace</a></h2>
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<p>Kills any unit of a given race.</p>
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<p>With no argument, lists the available races.</p>
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<p>With no argument, lists the available races and count eligible targets.</p>
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<p>With the special argument <tt class="docutils literal">him</tt>, targets only the selected creature.</p>
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<p>With the special argument <tt class="docutils literal">undead</tt>, targets all undeads on the map,
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regardless of their race.</p>
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<p>Any non-dead non-caged unit of the specified race gets its <tt class="docutils literal">blood_count</tt>
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set to 0, which means immediate death at the next game tick. For creatures
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such as vampires, also set animal.vanish_countdown to 2.</p>
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such as vampires, it also sets animal.vanish_countdown to 2.</p>
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<p>An alternate mode is selected by adding a 2nd argument to the command,
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<tt class="docutils literal">magma</tt>. In this case, a column of 7/7 magma is generated on top of the
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targets until they die (Warning: do not call on magma-safe creatures. Also,
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@ -2761,7 +2767,8 @@ superdwarf add
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<div class="section" id="deathcause">
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<h2><a class="toc-backref" href="#id129">deathcause</a></h2>
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<p>Focus a body part ingame, and this script will display the cause of death of
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the creature.</p>
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the creature.
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Also works when selecting units from the 'u'nitlist viewscreen.</p>
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</div>
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<div class="section" id="lua">
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<h2><a class="toc-backref" href="#id130">lua</a></h2>
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@ -2818,9 +2825,31 @@ alternatively pass cage IDs as arguments:</p>
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stripcaged weapons 25321 34228
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</pre>
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</div>
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<div class="section" id="create-items">
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<h2><a class="toc-backref" href="#id134">create-items</a></h2>
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<p>Spawn arbitrary items under the cursor.</p>
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<p>The first argument gives the item category, the second gives the material,
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and the optionnal third gives the number of items to create (defaults to 20).</p>
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<p>Currently supported item categories: <tt class="docutils literal">boulder</tt>, <tt class="docutils literal">bar</tt>, <tt class="docutils literal">plant</tt>, <tt class="docutils literal">log</tt>,
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<tt class="docutils literal">web</tt>.</p>
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<p>Instead of material, using <tt class="docutils literal">list</tt> makes the script list eligible materials.</p>
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<p>The <tt class="docutils literal">web</tt> item category will create an uncollected cobweb on the floor.</p>
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<p>Note that the script does not enforce anything, and will let you create
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boulders of toad blood and stuff like that.
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However the <tt class="docutils literal">list</tt> mode will only show 'normal' materials.</p>
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<p>Exemples:</p>
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<pre class="literal-block">
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create-items boulders COAL_BITUMINOUS 12
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create-items plant tail_pig
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create-items log list
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create-items web CREATURE:SPIDER_CAVE_GIANT:SILK
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create-items bar CREATURE:CAT:SOAP
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create-items bar adamantine
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</pre>
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</div>
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</div>
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<div class="section" id="in-game-interface-tools">
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<h1><a class="toc-backref" href="#id134">In-game interface tools</a></h1>
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<h1><a class="toc-backref" href="#id135">In-game interface tools</a></h1>
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<p>These tools work by displaying dialogs or overlays in the game window, and
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are mostly implemented by lua scripts.</p>
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<div class="note">
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@ -2833,7 +2862,7 @@ existing DF screens, they deliberately use red instead of green for the key.</p>
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guideline because it arguably just fixes small usability bugs in the game UI.</p>
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</div>
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<div class="section" id="dwarf-manipulator">
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<h2><a class="toc-backref" href="#id135">Dwarf Manipulator</a></h2>
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<h2><a class="toc-backref" href="#id136">Dwarf Manipulator</a></h2>
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<p>Implemented by the manipulator plugin. To activate, open the unit screen and
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press 'l'.</p>
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<img alt="images/manipulator.png" src="images/manipulator.png" />
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@ -2872,8 +2901,10 @@ cursor onto that cell instead of toggling it.</li>
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directly to the main dwarf mode screen.</p>
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</div>
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<div class="section" id="search">
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<h2><a class="toc-backref" href="#id136">Search</a></h2>
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<p>The search plugin adds search to the Stocks, Trading, Stockpile and Unit List screens.</p>
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<h2><a class="toc-backref" href="#id137">Search</a></h2>
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<p>The search plugin adds search to the Stocks, Animals, Trading, Stockpile,
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Noble (assignment candidates), Military (position candidates), Burrows
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(unit list), Rooms, Announcements, Job List and Unit List screens.</p>
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<img alt="images/search.png" src="images/search.png" />
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<p>Searching works the same way as the search option in "Move to Depot" does.
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You will see the Search option displayed on screen with a hotkey (usually 's').
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@ -2888,8 +2919,9 @@ filter).</p>
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<p>Leaving any screen automatically clears the filter.</p>
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<p>In the Trade screen, the actual trade will always only act on items that
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are actually visible in the list; the same effect applies to the Trade
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Value numbers displayed by the screen. Because of this, pressing the 't'
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key while search is active clears the search instead of executing the trade.</p>
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Value numbers displayed by the screen. Because of this, the 't' key is
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blocked while search is active, so you have to reset the filters first.
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Pressing Alt-C will clear both search strings.</p>
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<p>In the stockpile screen the option only appears if the cursor is in the
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rightmost list:</p>
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<img alt="images/search-stockpile.png" src="images/search-stockpile.png" />
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@ -2899,7 +2931,7 @@ only fat or tallow by forbidding fats, then searching for fat/tallow, and
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using Permit Fats again while the list is filtered.</p>
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</div>
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<div class="section" id="automaterial">
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<h2><a class="toc-backref" href="#id137">AutoMaterial</a></h2>
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<h2><a class="toc-backref" href="#id138">AutoMaterial</a></h2>
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<p>The automaterial plugin makes building constructions (walls, floors, fortifications,
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etc) a little bit easier by saving you from having to trawl through long lists of
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materials each time you place one.</p>
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@ -2926,14 +2958,14 @@ materials, it returns you back to this screen. If you use this along with severa
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enabled materials, you should be able to place complex constructions more conveniently.</p>
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</div>
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<div class="section" id="gui-liquids">
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<h2><a class="toc-backref" href="#id138">gui/liquids</a></h2>
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<h2><a class="toc-backref" href="#id139">gui/liquids</a></h2>
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<p>To use, bind to a key (the example config uses Alt-L) and activate in the 'k' mode.</p>
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<img alt="images/liquids.png" src="images/liquids.png" />
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<p>While active, use the suggested keys to switch the usual liquids parameters, and Enter
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to select the target area and apply changes.</p>
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</div>
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<div class="section" id="gui-mechanisms">
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<h2><a class="toc-backref" href="#id139">gui/mechanisms</a></h2>
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<h2><a class="toc-backref" href="#id140">gui/mechanisms</a></h2>
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<p>To use, bind to a key (the example config uses Ctrl-M) and activate in the 'q' mode.</p>
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<img alt="images/mechanisms.png" src="images/mechanisms.png" />
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<p>Lists mechanisms connected to the building, and their links. Navigating the list centers
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@ -2943,7 +2975,7 @@ focus on the current one. Shift-Enter has an effect equivalent to pressing Enter
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re-entering the mechanisms ui.</p>
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</div>
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|
<div class="section" id="gui-rename">
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<h2><a class="toc-backref" href="#id140">gui/rename</a></h2>
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<h2><a class="toc-backref" href="#id141">gui/rename</a></h2>
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<p>Backed by the rename plugin, this script allows entering the desired name
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via a simple dialog in the game ui.</p>
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<ul>
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@ -2966,7 +2998,7 @@ their species string.</p>
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unit profession change to Ctrl-Shift-T.</p>
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</div>
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<div class="section" id="gui-room-list">
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<h2><a class="toc-backref" href="#id141">gui/room-list</a></h2>
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<h2><a class="toc-backref" href="#id142">gui/room-list</a></h2>
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<p>To use, bind to a key (the example config uses Alt-R) and activate in the 'q' mode,
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either immediately or after opening the assign owner page.</p>
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<img alt="images/room-list.png" src="images/room-list.png" />
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@ -2974,7 +3006,7 @@ either immediately or after opening the assign owner page.</p>
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list, and allows unassigning them.</p>
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</div>
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<div class="section" id="gui-choose-weapons">
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<h2><a class="toc-backref" href="#id142">gui/choose-weapons</a></h2>
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<h2><a class="toc-backref" href="#id143">gui/choose-weapons</a></h2>
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<p>Bind to a key (the example config uses Ctrl-W), and activate in the Equip->View/Customize
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page of the military screen.</p>
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<p>Depending on the cursor location, it rewrites all 'individual choice weapon' entries
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@ -2985,7 +3017,7 @@ only that entry, and does it even if it is not 'individual choice'.</p>
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and may lead to inappropriate weapons being selected.</p>
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</div>
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<div class="section" id="gui-guide-path">
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<h2><a class="toc-backref" href="#id143">gui/guide-path</a></h2>
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<h2><a class="toc-backref" href="#id144">gui/guide-path</a></h2>
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<p>Bind to a key (the example config uses Alt-P), and activate in the Hauling menu with
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the cursor over a Guide order.</p>
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<img alt="images/guide-path.png" src="images/guide-path.png" />
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@ -2993,7 +3025,7 @@ the cursor over a Guide order.</p>
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computes it when the order is executed for the first time.</p>
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</div>
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<div class="section" id="gui-workshop-job">
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<h2><a class="toc-backref" href="#id144">gui/workshop-job</a></h2>
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<h2><a class="toc-backref" href="#id145">gui/workshop-job</a></h2>
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<p>Bind to a key (the example config uses Alt-A), and activate with a job selected in
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a workshop in the 'q' mode.</p>
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<img alt="images/workshop-job.png" src="images/workshop-job.png" />
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@ -3029,7 +3061,7 @@ and then try to change the input item type, now it won't let you select <em>plan
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you have to unset the material first.</p>
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</div>
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|
<div class="section" id="gui-workflow">
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|
<h2><a class="toc-backref" href="#id145">gui/workflow</a></h2>
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|
<h2><a class="toc-backref" href="#id146">gui/workflow</a></h2>
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<p>Bind to a key (the example config uses Alt-W), and activate with a job selected
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in a workshop in the 'q' mode.</p>
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|
<img alt="images/workflow.png" src="images/workflow.png" />
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@ -3076,7 +3108,7 @@ the current stock value. The bright green dashed line is the target
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limit (maximum) and the dark green line is that minus the gap (minimum).</p>
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</div>
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|
<div class="section" id="gui-assign-rack">
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|
<h2><a class="toc-backref" href="#id146">gui/assign-rack</a></h2>
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|
<h2><a class="toc-backref" href="#id147">gui/assign-rack</a></h2>
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<p>Bind to a key (the example config uses P), and activate when viewing a weapon
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|
rack in the 'q' mode.</p>
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|
<img alt="images/assign-rack.png" src="images/assign-rack.png" />
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@ -3099,9 +3131,36 @@ are assigned to the barracks/armory containing the selected stand as
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the intended user. In order to aid in the choice, it shows the number
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of currently assigned racks for every valid squad.</p>
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</div>
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|
<div class="section" id="gui-advfort">
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|
<h2><a class="toc-backref" href="#id148">gui/advfort</a></h2>
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<p>This script allows to perform jobs in adventure mode. For more complete help
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press '?' while script is running. It's most confortable to use this as a
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|
keybinding. (e.g. keybinding set Ctrl-T gui/advfort). Possible arguments:</p>
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<ul class="simple">
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<li>-a or --nodfassign - uses different method to assign items.</li>
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<li>-i or --inventory - checks inventory for possible items to use in the job.</li>
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<li>-c or --cheat - relaxes item requirements for buildings (e.g. walls from bones).
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implies -a</li>
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<li>job - selects that job (e.g. Dig or FellTree)</li>
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</ul>
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</div>
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|
<div class="section" id="gui-gm-editor">
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|
<h2><a class="toc-backref" href="#id149">gui/gm-editor</a></h2>
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|
|
<p>There are three ways to open this editor:</p>
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<ul class="simple">
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<li>using gui/gm-editor command/keybinding - opens editor on what is selected
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or viewed (e.g. unit/item description screen)</li>
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|
<li>using gui/gm-editor <lua command> - executes lua command and opens editor on
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it's results (e.g. gui/gm-editor "df.global.world.items.all" shows all items)</li>
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<li>using gui/gm-edito dialog - shows an in game dialog to input lua command. Works
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|
the same as version above.</li>
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|
</ul>
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|
|
<p>This editor allows to change and modify almost anything in df. Press '?' for an
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|
|
in-game help.</p>
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|
</div>
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|
|
</div>
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|
|
<div class="section" id="behavior-mods">
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|
<h1><a class="toc-backref" href="#id147">Behavior Mods</a></h1>
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|
|
<h1><a class="toc-backref" href="#id150">Behavior Mods</a></h1>
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|
|
<p>These plugins, when activated via configuration UI or by detecting certain
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|
|
structures in RAWs, modify the game engine behavior concerning the target
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|
|
objects to add features not otherwise present.</p>
|
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|
|
@ -3112,20 +3171,20 @@ technical challenge, and do not represent any long-term plans to produce more
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|
|
similar modifications of the game.</p>
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|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="siege-engine">
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|
|
|
|
<h2><a class="toc-backref" href="#id148">Siege Engine</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id151">Siege Engine</a></h2>
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|
|
<p>The siege-engine plugin enables siege engines to be linked to stockpiles, and
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|
|
aimed at an arbitrary rectangular area across Z levels, instead of the original
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|
|
|
four directions. Also, catapults can be ordered to load arbitrary objects, not
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|
|
just stones.</p>
|
|
|
|
|
<div class="section" id="rationale">
|
|
|
|
|
<h3><a class="toc-backref" href="#id149">Rationale</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id152">Rationale</a></h3>
|
|
|
|
|
<p>Siege engines are a very interesting feature, but sadly almost useless in the current state
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|
|
|
|
because they haven't been updated since 2D and can only aim in four directions. This is an
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|
|
|
attempt to bring them more up to date until Toady has time to work on it. Actual improvements,
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|
|
e.g. like making siegers bring their own, are something only Toady can do.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="configuration-ui">
|
|
|
|
|
<h3><a class="toc-backref" href="#id150">Configuration UI</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id153">Configuration UI</a></h3>
|
|
|
|
|
<p>The configuration front-end to the plugin is implemented by the gui/siege-engine
|
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|
|
|
script. Bind it to a key (the example config uses Alt-A) and activate after selecting
|
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|
|
a siege engine in 'q' mode.</p>
|
|
|
|
@ -3148,7 +3207,7 @@ menu.</p>
|
|
|
|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="power-meter">
|
|
|
|
|
<h2><a class="toc-backref" href="#id151">Power Meter</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id154">Power Meter</a></h2>
|
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|
|
|
<p>The power-meter plugin implements a modified pressure plate that detects power being
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|
|
supplied to gear boxes built in the four adjacent N/S/W/E tiles.</p>
|
|
|
|
|
<p>The configuration front-end is implemented by the gui/power-meter script. Bind it to a
|
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|
|
@ -3159,11 +3218,11 @@ in the build menu.</p>
|
|
|
|
|
configuration page, but configures parameters relevant to the modded power meter building.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="steam-engine">
|
|
|
|
|
<h2><a class="toc-backref" href="#id152">Steam Engine</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id155">Steam Engine</a></h2>
|
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|
|
<p>The steam-engine plugin detects custom workshops with STEAM_ENGINE in
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|
|
their token, and turns them into real steam engines.</p>
|
|
|
|
|
<div class="section" id="id1">
|
|
|
|
|
<h3><a class="toc-backref" href="#id153">Rationale</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id156">Rationale</a></h3>
|
|
|
|
|
<p>The vanilla game contains only water wheels and windmills as sources of
|
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|
|
power, but windmills give relatively little power, and water wheels require
|
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|
|
flowing water, which must either be a real river and thus immovable and
|
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|
|
@ -3174,7 +3233,7 @@ it can be done just by combining existing features of the game engine
|
|
|
|
|
in a new way with some glue code and a bit of custom logic.</p>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="construction">
|
|
|
|
|
<h3><a class="toc-backref" href="#id154">Construction</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id157">Construction</a></h3>
|
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|
|
<p>The workshop needs water as its input, which it takes via a
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|
|
passable floor tile below it, like usual magma workshops do.
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|
|
The magma version also needs magma.</p>
|
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|
|
@ -3198,7 +3257,7 @@ short axles that can be built later than both of the engines.</p>
|
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|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="operation">
|
|
|
|
|
<h3><a class="toc-backref" href="#id155">Operation</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id158">Operation</a></h3>
|
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|
|
<p>In order to operate the engine, queue the Stoke Boiler job (optionally
|
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|
|
on repeat). A furnace operator will come, possibly bringing a bar of fuel,
|
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|
|
and perform it. As a result, a "boiling water" item will appear
|
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|
|
@ -3229,7 +3288,7 @@ decrease it by further 4%, and also decrease the whole steam
|
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|
|
use rate by 10%.</p>
|
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|
|
</div>
|
|
|
|
|
<div class="section" id="explosions">
|
|
|
|
|
<h3><a class="toc-backref" href="#id156">Explosions</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id159">Explosions</a></h3>
|
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|
|
|
<p>The engine must be constructed using barrel, pipe and piston
|
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|
|
from fire-safe, or in the magma version magma-safe metals.</p>
|
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|
|
<p>During operation weak parts get gradually worn out, and
|
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|
@ -3238,7 +3297,7 @@ toppled during operation by a building destroyer, or a
|
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|
|
tantruming dwarf.</p>
|
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|
|
</div>
|
|
|
|
|
<div class="section" id="save-files">
|
|
|
|
|
<h3><a class="toc-backref" href="#id157">Save files</a></h3>
|
|
|
|
|
<h3><a class="toc-backref" href="#id160">Save files</a></h3>
|
|
|
|
|
<p>It should be safe to load and view engine-using fortresses
|
|
|
|
|
from a DF version without DFHack installed, except that in such
|
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|
|
case the engines won't work. However actually making modifications
|
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|
|
@ -3249,7 +3308,7 @@ being generated.</p>
|
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|
|
</div>
|
|
|
|
|
</div>
|
|
|
|
|
<div class="section" id="add-spatter">
|
|
|
|
|
<h2><a class="toc-backref" href="#id158">Add Spatter</a></h2>
|
|
|
|
|
<h2><a class="toc-backref" href="#id161">Add Spatter</a></h2>
|
|
|
|
|
<p>This plugin makes reactions with names starting with <tt class="docutils literal">SPATTER_ADD_</tt>
|
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|
|
produce contaminants on the items instead of improvements. The produced
|
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|
|
contaminants are immune to being washed away by water or destroyed by
|
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|
|