Update docs.

develop
Petr Mrázek 2012-02-05 04:28:20 +01:00
parent 5ad9274689
commit 8ddc2f87c9
6 changed files with 625 additions and 193 deletions

@ -64,18 +64,31 @@ For the code generation parts, you'll need perl and XML::LibXML. You can install
* open a cmd.exe window and run "cpan XML::LibXML" (obviously without the quotes). This can take a while to complete.
* Same with "cpan XML::LibXSLT".
If you already have a different version of perl (for example the one from cygwin), you can run into some trouble. Either remove the other perl install from PATH, or install libxml and libxslt for it instead. Strawberry perl works though and has all the required packages.
Build
=====
Open the ``build`` folder and double click the batch script there. This will eventually open
a cmake GUI window. Here, set CMAKE_INSTALL_PREFIX to your DF folder and set up any other
options you're interested in. Hit configure and generate, close the GUI.
There are several different batch files in the ``build`` folder along with a script that's used for picking the DF path.
First, run set_df_path.vbs and point the dialog that pops up at your DF folder that you want to use for development.
Next, run one of the scripts with ``generate`` prefix. These create the MSVC solution file(s):
* ``all`` will create a solution with everything enabled (and the kitchen sink).
* ``gui`` will pop up the cmake gui and let you pick and choose what to build. This is probably what you want most of the time. Set the options you are interested in, then hit configure, then generate. More options can appear after the configure step.
* ``minimal`` will create a minimal solution with just the bare necessities - the main library and standard plugins.
This crates a folder under build/ that contains the solution files for MSVC.
Then you can either open the solution with MSVC or use one of the msbuild scripts:
When you open the solution, make sure you never use the Debug builds. Those aren't
* Scripts with ``build`` prefix will only build.
* Scripts with ``install`` prefix will build DFHack and install it to the previously selected DF path.
* Scripts with ``package`` prefix will build and create a .zip package of DFHack.
When you open the solution in MSVC, make sure you never use the Debug builds. Those aren't
binary-compatible with DF. If you try to use a debug build with DF, you'll only get crashes.
So pick either Release or RelWithDebInfo build and build the INSTALL target.
The ``debug`` scripts actually do RelWithDebInfo builds.
===========
Build types
@ -154,6 +167,7 @@ Good windows tools include:
Good linux tools:
* angavrilov's df-structures gui (visit us on IRC for details).
* edb (Evan's Debugger)
* IDA Pro running under wine.
* Some of the tools residing in the ``legacy`` dfhack branch.

@ -391,15 +391,27 @@ Grab it from Microsoft's site.</p>
<li>open a cmd.exe window and run &quot;cpan XML::LibXML&quot; (obviously without the quotes). This can take a while to complete.</li>
<li>Same with &quot;cpan XML::LibXSLT&quot;.</li>
</ul>
<p>If you already have a different version of perl (for example the one from cygwin), you can run into some trouble. Either remove the other perl install from PATH, or install libxml and libxslt for it instead. Strawberry perl works though and has all the required packages.</p>
<div class="section" id="id1">
<h2><a class="toc-backref" href="#id6">Build</a></h2>
<p>Open the <tt class="docutils literal">build</tt> folder and double click the batch script there. This will eventually open
a cmake GUI window. Here, set CMAKE_INSTALL_PREFIX to your DF folder and set up any other
options you're interested in. Hit configure and generate, close the GUI.</p>
<p>This crates a folder under build/ that contains the solution files for MSVC.</p>
<p>When you open the solution, make sure you never use the Debug builds. Those aren't
<p>There are several different batch files in the <tt class="docutils literal">build</tt> folder along with a script that's used for picking the DF path.</p>
<p>First, run set_df_path.vbs and point the dialog that pops up at your DF folder that you want to use for development.
Next, run one of the scripts with <tt class="docutils literal">generate</tt> prefix. These create the MSVC solution file(s):</p>
<ul class="simple">
<li><tt class="docutils literal">all</tt> will create a solution with everything enabled (and the kitchen sink).</li>
<li><tt class="docutils literal">gui</tt> will pop up the cmake gui and let you pick and choose what to build. This is probably what you want most of the time. Set the options you are interested in, then hit configure, then generate. More options can appear after the configure step.</li>
<li><tt class="docutils literal">minimal</tt> will create a minimal solution with just the bare necessities - the main library and standard plugins.</li>
</ul>
<p>Then you can either open the solution with MSVC or use one of the msbuild scripts:</p>
<ul class="simple">
<li>Scripts with <tt class="docutils literal">build</tt> prefix will only build.</li>
<li>Scripts with <tt class="docutils literal">install</tt> prefix will build DFHack and install it to the previously selected DF path.</li>
<li>Scripts with <tt class="docutils literal">package</tt> prefix will build and create a .zip package of DFHack.</li>
</ul>
<p>When you open the solution in MSVC, make sure you never use the Debug builds. Those aren't
binary-compatible with DF. If you try to use a debug build with DF, you'll only get crashes.
So pick either Release or RelWithDebInfo build and build the INSTALL target.</p>
<p>The <tt class="docutils literal">debug</tt> scripts actually do RelWithDebInfo builds.</p>
</div>
</div>
<div class="section" id="build-types">
@ -463,6 +475,7 @@ to look at machine code without getting crazy :)</p>
</ul>
<p>Good linux tools:</p>
<ul class="simple">
<li>angavrilov's df-structures gui (visit us on IRC for details).</li>
<li>edb (Evan's Debugger)</li>
<li>IDA Pro running under wine.</li>
<li>Some of the tools residing in the <tt class="docutils literal">legacy</tt> dfhack branch.</li>

@ -3,12 +3,12 @@ Introduction
============
DFHack is a Dwarf Fortress memory access library and a set of basic
tools that use it. Tools come in the form of plugins or (not yet)
tools that use it. Tools come in the form of plugins or (not yet)
external tools. It is an attempt to unite the various ways tools
access DF memory and allow for easier development of new tools.
.. contents::
==============
Getting DFHack
==============
@ -32,7 +32,7 @@ for older versions, look for older releases.
On Windows, you have to use the SDL version of DF.
It is possible to use the Windows DFHack under wine/OSX.
It is possible to use the Windows DFHack under wine/OSX.
====================
Installation/Removal
@ -48,10 +48,9 @@ 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 Linux, Remove the DFHack files.
The stonesense plugin might require some additional libraries on Linux:
* libjpeg 8
The stonesense plugin might require some additional libraries on Linux.
If it refuses to load, check the stderr.log file created in your DF folder.
If any of the plugins or dfhack itself refuses to load, check the stderr.log file created in your DF folder.
============
Using DFHack
@ -81,15 +80,28 @@ Almost all the commands have a 'help'/'?' option that will give you further help
autodump
========
Automated item dumping tool. All loose items on the floor marked
for dumping are insta-dumped to the position of the in-game cursor.
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. Instadumped items may not
show up in the cursor description list until you save/reload.
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.
:destroy-here: Destroy items only under the cursor.
:visible: Only process items that are not hidden.
:hidden: Only process hidden items.
:forbidden: Only process forbidden items (default: only unforbidden).
autodump-destroy-here
=====================
Destroy items marked for dumping under cursor. Identical to autodump destroy-here, but intended for use as keybinding.
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.
clean
=====
@ -125,6 +137,10 @@ Options
: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.
colonies
========
Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.
@ -145,10 +161,11 @@ This generates a minecraft world out of the currently loaded fortress.
Generated worlds are placed into your DF folder, named "World #".
.. warning::
* This is experimental! It *will* cause crashes.
* If it works, the process takes quite a while to complete.
* Do not use if you have any unsaved progress!
* Non-square embarks are exported wrong. It's a known bug.
dfusion
=======
@ -161,7 +178,7 @@ Confirmed working DFusion plugins:
:simple_embark: allows changing the number of dwarves available on embark.
.. note::
* Some of the DFusion plugins aren't completely ported yet. This can lead to crashes.
* This is currently working only on Windows.
* The game will be suspended while you're using dfusion. Don't panic when it doen't respond.
@ -198,8 +215,8 @@ Example:
--------
'filltraffic H' - When used in a room with doors, it will set traffic to HIGH in just that room.
tiletraffic
===========
alltraffic
==========
Set traffic designations for every single tile of the map (useful for resetting traffic designations).
Traffic Type Codes:
@ -211,7 +228,15 @@ Traffic Type Codes:
Example:
--------
'filltraffic N' - Set traffic to 'normal' for all tiles.
'alltraffic N' - Set traffic to 'normal' for all tiles.
fixveins
========
Removes invalid references to mineral inclusions and restores missing ones. Use this if you broke your embark with tools like tiletypes.
fixwagons
=========
Since DF v0.31.1 merchants no longer bring wagons due to a bug. This command re-enables them for all appropriate civilizations.
flows
=====
@ -234,6 +259,37 @@ grow
====
Makes all saplings present on the map grow into trees (almost) instantly.
tidlers
=======
Toggle between all possible positions where the idlers count can be placed.
twaterlvl
=========
Toggle between displaying/not displaying liquid depth as numbers.
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.
job-material
============
Alter the material of the selected job. Invoked as: job-material <inorganic-token>
Intended to be used as a keybinding:
* In '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.\n"
* In 'b' mode, during selection of building components positions the cursor over the first available choice with the matching material.\n"
job-duplicate
=============
Duplicate the selected job in a workshop:
* In 'q' mode, when a job is highlighted within a workshop or furnace building, instantly duplicates the job.
extirpate
=========
A tool for getting rid of trees and shrubs. By default, it only kills a tree/shrub under the cursor.
@ -256,7 +312,7 @@ Allows adding magma, water and obsidian to the game. It replaces the normal dfha
For more information, refer to the command's internal help.
.. note::
Spawning and deleting liquids can F up pathing data and
temperatures (creating heat traps). You've been warned.
@ -295,12 +351,39 @@ Can be used to determine tile properties like temperature.
prospect
========
Lists all available minerals on the map, how much of them there is and the z-levels where they can be found. By default, only processes the already discovered part of the map.
Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.
Options
-------
:all: Scan the whole map, as if it was revealed.
:value: Show material value in the output. Most useful for gems.
:hell: Show the Z range of HFS tubes. Implies 'all'.
Pre-embark estimate
-------------------
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.
Options
-------
:all: processes all tiles, even hidden ones.
regrass
=======
Regrows all surface grass, restoring outdoor plant growth for pre-0.31.19 worlds.
rename
======
Allows renaming various things.
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.
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'.
@ -323,6 +406,14 @@ Tool for turning cooking of seeds and plants on/off depending on how much you ha
See 'seedwatch help' for detailed description.
showmood
========
Shows items needed for current strange mood.
stockpiles
==========
Copies the parameters of the currently highlighted stockpile to the custom stockpile settings. Basically a way to copy stockpiles easily.
ssense / stonesense
===================
An isometric visualizer that runs in a second window. This requires working graphics acceleration and at least a dual core CPU (otherwise it will slow down DF).
@ -368,7 +459,9 @@ 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.
@ -382,9 +475,12 @@ 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.
designate the diagonal 5 patter over all hidden tiles:
* expdig diag5 hidden
apply last used pattern and filter:
* expdig
Take current designations and replace them with the ladder pattern:
* expdig ladder designated
digcircle
=========
@ -431,3 +527,66 @@ Options:
:snow: make it snow everywhere.
:rain: make it rain.
:clear: clear the sky.
workflow
========
Manage control of repeat jobs.
Usage
-----
workflow enable [option...], workflow disable [option...]
If no options are specified, enables or disables the plugin.
Otherwise, enables or disables any of the following options:
- drybuckets: Automatically empty abandoned water buckets.
- auto-melt: Resume melt jobs when there are objects to melt.
workflow jobs
List workflow-controlled jobs (if in a workshop, filtered by it).
workflow list
List active constraints, and their job counts.
workflow count <constraint-spec> <cnt-limit> [cnt-gap], workflow amount <constraint-spec> <cnt-limit> [cnt-gap]
Set a constraint. The first form counts each stack as only 1 item.
workflow unlimit <constraint-spec>
Delete a constraint.
Function
--------
When the plugin is enabled, it protects all repeat jobs from removal.
If they do disappear due to any cause, they are immediately re-added to their
workshop and suspended.
In addition, when any constraints on item amounts are set, repeat jobs that produce
that kind of item are automatically suspended and resumed as the item amount
goes above or below the limit. The gap specifies how much below the limit
the amount has to drop before jobs are resumed; this is intended to reduce
the frequency of jobs being toggled.
Constraint examples
-------------------
Keep metal bolts within 900-1000, and wood/bone within 150-200.
* workflow amount AMMO:ITEM_AMMO_BOLTS/METAL 1000 100
* workflow amount AMMO:ITEM_AMMO_BOLTS/WOOD,BONE 200 50
Keep the number of prepared food & drink stacks between 90 and 120
* workflow count FOOD 120 30
* workflow count DRINK 120 30
Make sure there are always 25-30 empty bins/barrels/bags.
* workflow count BIN 30
* workflow count BARREL 30
* workflow count BOX/CLOTH,SILK,YARN 30
Make sure there are always 15-20 coal and 25-30 copper bars.
* workflow count BAR//COAL 20
* workflow count BAR//COPPER 30
Collect 15-20 sand bags and clay boulders.
* workflow count POWDER_MISC/SAND 20
* workflow count BOULDER/CLAY 20
Make sure there are always 80-100 units of dimple dye.
* workflow amount POWDER_MISC//MUSHROOM_CUP_DIMPLE:MILL 100 20
In order for this to work, you have to set the material of the PLANT input on
the Mill Plants job to MUSHROOM_CUP_DIMPLE using the 'job item-material' command.

@ -318,7 +318,7 @@ ul.auto-toc {
<div class="section" id="introduction">
<h1><a class="toc-backref" href="#id11">Introduction</a></h1>
<h1><a class="toc-backref" href="#id14">Introduction</a></h1>
<p>DFHack is a Dwarf Fortress memory access library and a set of basic
tools that use it. Tools come in the form of plugins or (not yet)
external tools. It is an attempt to unite the various ways tools
@ -326,96 +326,121 @@ access DF memory and allow for easier development of new tools.</p>
<div class="contents topic" id="contents">
<p class="topic-title first">Contents</p>
<ul class="simple">
<li><a class="reference internal" href="#introduction" id="id11">Introduction</a></li>
<li><a class="reference internal" href="#getting-dfhack" id="id12">Getting DFHack</a></li>
<li><a class="reference internal" href="#compatibility" id="id13">Compatibility</a></li>
<li><a class="reference internal" href="#installation-removal" id="id14">Installation/Removal</a></li>
<li><a class="reference internal" href="#using-dfhack" id="id15">Using DFHack</a></li>
<li><a class="reference internal" href="#something-doesn-t-work-help" id="id16">Something doesn't work, help!</a></li>
<li><a class="reference internal" href="#commands" id="id17">Commands</a><ul>
<li><a class="reference internal" href="#autodump" id="id18">autodump</a><ul>
<li><a class="reference internal" href="#options" id="id19">Options</a></li>
<li><a class="reference internal" href="#introduction" id="id14">Introduction</a></li>
<li><a class="reference internal" href="#getting-dfhack" id="id15">Getting DFHack</a></li>
<li><a class="reference internal" href="#compatibility" id="id16">Compatibility</a></li>
<li><a class="reference internal" href="#installation-removal" id="id17">Installation/Removal</a></li>
<li><a class="reference internal" href="#using-dfhack" id="id18">Using DFHack</a></li>
<li><a class="reference internal" href="#something-doesn-t-work-help" id="id19">Something doesn't work, help!</a></li>
<li><a class="reference internal" href="#commands" id="id20">Commands</a><ul>
<li><a class="reference internal" href="#autodump" id="id21">autodump</a><ul>
<li><a class="reference internal" href="#options" id="id22">Options</a></li>
</ul>
</li>
<li><a class="reference internal" href="#clean" id="id20">clean</a><ul>
<li><a class="reference internal" href="#id1" id="id21">Options</a></li>
<li><a class="reference internal" href="#extra-options-for-map" id="id22">Extra options for 'map'</a></li>
<li><a class="reference internal" href="#autodump-destroy-here" id="id23">autodump-destroy-here</a></li>
<li><a class="reference internal" href="#autodump-destroy-item" id="id24">autodump-destroy-item</a></li>
<li><a class="reference internal" href="#clean" id="id25">clean</a><ul>
<li><a class="reference internal" href="#id1" id="id26">Options</a></li>
<li><a class="reference internal" href="#extra-options-for-map" id="id27">Extra options for 'map'</a></li>
</ul>
</li>
<li><a class="reference internal" href="#spotclean" id="id23">spotclean</a></li>
<li><a class="reference internal" href="#cleanowned" id="id24">cleanowned</a><ul>
<li><a class="reference internal" href="#id2" id="id25">Options</a></li>
<li><a class="reference internal" href="#spotclean" id="id28">spotclean</a></li>
<li><a class="reference internal" href="#cleanowned" id="id29">cleanowned</a><ul>
<li><a class="reference internal" href="#id2" id="id30">Options</a></li>
<li><a class="reference internal" href="#example" id="id31">Example:</a></li>
</ul>
</li>
<li><a class="reference internal" href="#colonies" id="id26">colonies</a><ul>
<li><a class="reference internal" href="#id3" id="id27">Options</a></li>
<li><a class="reference internal" href="#colonies" id="id32">colonies</a><ul>
<li><a class="reference internal" href="#id3" id="id33">Options</a></li>
</ul>
</li>
<li><a class="reference internal" href="#deramp-by-zilpin" id="id28">deramp (by zilpin)</a></li>
<li><a class="reference internal" href="#df2minecraft" id="id29">df2minecraft</a></li>
<li><a class="reference internal" href="#dfusion" id="id30">dfusion</a><ul>
<li><a class="reference internal" href="#confirmed-working-dfusion-plugins" id="id31">Confirmed working DFusion plugins:</a></li>
<li><a class="reference internal" href="#deramp-by-zilpin" id="id34">deramp (by zilpin)</a></li>
<li><a class="reference internal" href="#df2minecraft" id="id35">df2minecraft</a></li>
<li><a class="reference internal" href="#dfusion" id="id36">dfusion</a><ul>
<li><a class="reference internal" href="#confirmed-working-dfusion-plugins" id="id37">Confirmed working DFusion plugins:</a></li>
</ul>
</li>
<li><a class="reference internal" href="#drybuckets" id="id32">drybuckets</a></li>
<li><a class="reference internal" href="#fastdwarf" id="id33">fastdwarf</a></li>
<li><a class="reference internal" href="#filltraffic" id="id34">filltraffic</a><ul>
<li><a class="reference internal" href="#traffic-type-codes" id="id35">Traffic Type Codes:</a></li>
<li><a class="reference internal" href="#other-options" id="id36">Other Options:</a></li>
<li><a class="reference internal" href="#example" id="id37">Example:</a></li>
<li><a class="reference internal" href="#drybuckets" id="id38">drybuckets</a></li>
<li><a class="reference internal" href="#fastdwarf" id="id39">fastdwarf</a></li>
<li><a class="reference internal" href="#filltraffic" id="id40">filltraffic</a><ul>
<li><a class="reference internal" href="#traffic-type-codes" id="id41">Traffic Type Codes:</a></li>
<li><a class="reference internal" href="#other-options" id="id42">Other Options:</a></li>
<li><a class="reference internal" href="#id4" id="id43">Example:</a></li>
</ul>
</li>
<li><a class="reference internal" href="#tiletraffic" id="id38">tiletraffic</a><ul>
<li><a class="reference internal" href="#id4" id="id39">Traffic Type Codes:</a></li>
<li><a class="reference internal" href="#id5" id="id40">Example:</a></li>
<li><a class="reference internal" href="#alltraffic" id="id44">alltraffic</a><ul>
<li><a class="reference internal" href="#id5" id="id45">Traffic Type Codes:</a></li>
<li><a class="reference internal" href="#id6" id="id46">Example:</a></li>
</ul>
</li>
<li><a class="reference internal" href="#flows" id="id41">flows</a></li>
<li><a class="reference internal" href="#getplants" id="id42">getplants</a><ul>
<li><a class="reference internal" href="#id6" id="id43">Options</a></li>
<li><a class="reference internal" href="#fixveins" id="id47">fixveins</a></li>
<li><a class="reference internal" href="#fixwagons" id="id48">fixwagons</a></li>
<li><a class="reference internal" href="#flows" id="id49">flows</a></li>
<li><a class="reference internal" href="#getplants" id="id50">getplants</a><ul>
<li><a class="reference internal" href="#id7" id="id51">Options</a></li>
</ul>
</li>
<li><a class="reference internal" href="#grow" id="id44">grow</a></li>
<li><a class="reference internal" href="#extirpate" id="id45">extirpate</a><ul>
<li><a class="reference internal" href="#id7" id="id46">Options</a></li>
<li><a class="reference internal" href="#grow" id="id52">grow</a></li>
<li><a class="reference internal" href="#tidlers" id="id53">tidlers</a></li>
<li><a class="reference internal" href="#twaterlvl" id="id54">twaterlvl</a></li>
<li><a class="reference internal" href="#job" id="id55">job</a></li>
<li><a class="reference internal" href="#job-material" id="id56">job-material</a></li>
<li><a class="reference internal" href="#job-duplicate" id="id57">job-duplicate</a></li>
<li><a class="reference internal" href="#extirpate" id="id58">extirpate</a><ul>
<li><a class="reference internal" href="#id8" id="id59">Options</a></li>
</ul>
</li>
<li><a class="reference internal" href="#immolate" id="id47">immolate</a></li>
<li><a class="reference internal" href="#liquids" id="id48">liquids</a></li>
<li><a class="reference internal" href="#mode" id="id49">mode</a></li>
<li><a class="reference internal" href="#forcepause" id="id50">forcepause</a></li>
<li><a class="reference internal" href="#nopause" id="id51">nopause</a></li>
<li><a class="reference internal" href="#die" id="id52">die</a></li>
<li><a class="reference internal" href="#probe" id="id53">probe</a></li>
<li><a class="reference internal" href="#prospect" id="id54">prospect</a><ul>
<li><a class="reference internal" href="#id8" id="id55">Options</a></li>
<li><a class="reference internal" href="#immolate" id="id60">immolate</a></li>
<li><a class="reference internal" href="#liquids" id="id61">liquids</a></li>
<li><a class="reference internal" href="#mode" id="id62">mode</a></li>
<li><a class="reference internal" href="#forcepause" id="id63">forcepause</a></li>
<li><a class="reference internal" href="#nopause" id="id64">nopause</a></li>
<li><a class="reference internal" href="#die" id="id65">die</a></li>
<li><a class="reference internal" href="#probe" id="id66">probe</a></li>
<li><a class="reference internal" href="#prospect" id="id67">prospect</a><ul>
<li><a class="reference internal" href="#id9" id="id68">Options</a></li>
<li><a class="reference internal" href="#pre-embark-estimate" id="id69">Pre-embark estimate</a></li>
<li><a class="reference internal" href="#id10" id="id70">Options</a></li>
</ul>
</li>
<li><a class="reference internal" href="#reveal" id="id56">reveal</a></li>
<li><a class="reference internal" href="#unreveal" id="id57">unreveal</a></li>
<li><a class="reference internal" href="#revtoggle" id="id58">revtoggle</a></li>
<li><a class="reference internal" href="#revflood" id="id59">revflood</a></li>
<li><a class="reference internal" href="#seedwatch" id="id60">seedwatch</a></li>
<li><a class="reference internal" href="#ssense-stonesense" id="id61">ssense / stonesense</a></li>
<li><a class="reference internal" href="#tiletypes" id="id62">tiletypes</a></li>
<li><a class="reference internal" href="#tubefill" id="id63">tubefill</a></li>
<li><a class="reference internal" href="#vdig" id="id64">vdig</a></li>
<li><a class="reference internal" href="#vdigx" id="id65">vdigx</a></li>
<li><a class="reference internal" href="#expdig" id="id66">expdig</a><ul>
<li><a class="reference internal" href="#patterns" id="id67">Patterns:</a></li>
<li><a class="reference internal" href="#filters" id="id68">Filters:</a></li>
<li><a class="reference internal" href="#examples" id="id69">Examples:</a></li>
<li><a class="reference internal" href="#regrass" id="id71">regrass</a></li>
<li><a class="reference internal" href="#rename" id="id72">rename</a><ul>
<li><a class="reference internal" href="#id11" id="id73">Options</a></li>
</ul>
</li>
<li><a class="reference internal" href="#digcircle" id="id70">digcircle</a><ul>
<li><a class="reference internal" href="#shape" id="id71">Shape:</a></li>
<li><a class="reference internal" href="#action" id="id72">Action:</a></li>
<li><a class="reference internal" href="#designation-types" id="id73">Designation types:</a></li>
<li><a class="reference internal" href="#id9" id="id74">Examples:</a></li>
<li><a class="reference internal" href="#reveal" id="id74">reveal</a></li>
<li><a class="reference internal" href="#unreveal" id="id75">unreveal</a></li>
<li><a class="reference internal" href="#revtoggle" id="id76">revtoggle</a></li>
<li><a class="reference internal" href="#revflood" id="id77">revflood</a></li>
<li><a class="reference internal" href="#seedwatch" id="id78">seedwatch</a></li>
<li><a class="reference internal" href="#showmood" id="id79">showmood</a></li>
<li><a class="reference internal" href="#stockpiles" id="id80">stockpiles</a></li>
<li><a class="reference internal" href="#ssense-stonesense" id="id81">ssense / stonesense</a></li>
<li><a class="reference internal" href="#tiletypes" id="id82">tiletypes</a></li>
<li><a class="reference internal" href="#tubefill" id="id83">tubefill</a></li>
<li><a class="reference internal" href="#vdig" id="id84">vdig</a></li>
<li><a class="reference internal" href="#vdigx" id="id85">vdigx</a></li>
<li><a class="reference internal" href="#expdig" id="id86">expdig</a><ul>
<li><a class="reference internal" href="#patterns" id="id87">Patterns:</a></li>
<li><a class="reference internal" href="#filters" id="id88">Filters:</a></li>
<li><a class="reference internal" href="#examples" id="id89">Examples:</a></li>
</ul>
</li>
<li><a class="reference internal" href="#weather" id="id75">weather</a><ul>
<li><a class="reference internal" href="#id10" id="id76">Options:</a></li>
<li><a class="reference internal" href="#digcircle" id="id90">digcircle</a><ul>
<li><a class="reference internal" href="#shape" id="id91">Shape:</a></li>
<li><a class="reference internal" href="#action" id="id92">Action:</a></li>
<li><a class="reference internal" href="#designation-types" id="id93">Designation types:</a></li>
<li><a class="reference internal" href="#id12" id="id94">Examples:</a></li>
</ul>
</li>
<li><a class="reference internal" href="#weather" id="id95">weather</a><ul>
<li><a class="reference internal" href="#id13" id="id96">Options:</a></li>
</ul>
</li>
<li><a class="reference internal" href="#workflow" id="id97">workflow</a><ul>
<li><a class="reference internal" href="#usage" id="id98">Usage</a></li>
<li><a class="reference internal" href="#function" id="id99">Function</a></li>
<li><a class="reference internal" href="#constraint-examples" id="id100">Constraint examples</a></li>
</ul>
</li>
</ul>
@ -424,14 +449,14 @@ access DF memory and allow for easier development of new tools.</p>
</div>
</div>
<div class="section" id="getting-dfhack">
<h1><a class="toc-backref" href="#id12">Getting DFHack</a></h1>
<h1><a class="toc-backref" href="#id15">Getting DFHack</a></h1>
<p>The project is currently hosted on <a class="reference external" href="http://www.github.com/">github</a>, for both source and
binaries at <a class="reference external" href="http://github.com/peterix/dfhack">http://github.com/peterix/dfhack</a></p>
<p>Releases can be downloaded from here: <a class="reference external" href="https://github.com/peterix/dfhack/downloads">https://github.com/peterix/dfhack/downloads</a></p>
<p>All new releases are announced in the bay12 thread: <a class="reference external" href="http://tinyurl.com/dfhack-ng">http://tinyurl.com/dfhack-ng</a></p>
</div>
<div class="section" id="compatibility">
<h1><a class="toc-backref" href="#id13">Compatibility</a></h1>
<h1><a class="toc-backref" href="#id16">Compatibility</a></h1>
<p>DFHack works on Windows XP, Vista, 7 or any modern Linux distribution.
OSX is not supported due to lack of developers with a Mac.</p>
<p>Currently, only the 31.25 version is supported. If you need DFHack
@ -440,7 +465,7 @@ for older versions, look for older releases.</p>
<p>It is possible to use the Windows DFHack under wine/OSX.</p>
</div>
<div class="section" id="installation-removal">
<h1><a class="toc-backref" href="#id14">Installation/Removal</a></h1>
<h1><a class="toc-backref" href="#id17">Installation/Removal</a></h1>
<p>Installing DFhack involves copying files into your DF folder.
Copy the files from a release archive so that:</p>
<blockquote>
@ -456,17 +481,11 @@ Copy the files from a release archive so that:</p>
<li>On Linux, Remove the DFHack files.</li>
</ul>
</blockquote>
<dl class="docutils">
<dt>The stonesense plugin might require some additional libraries on Linux:</dt>
<dd><ul class="first last simple">
<li>libjpeg 8</li>
</ul>
</dd>
</dl>
<p>If it refuses to load, check the stderr.log file created in your DF folder.</p>
<p>The stonesense plugin might require some additional libraries on Linux.</p>
<p>If any of the plugins or dfhack itself refuses to load, check the stderr.log file created in your DF folder.</p>
</div>
<div class="section" id="using-dfhack">
<h1><a class="toc-backref" href="#id15">Using DFHack</a></h1>
<h1><a class="toc-backref" href="#id18">Using DFHack</a></h1>
<p>DFHack basically extends what DF can do with something similar to a quake console. On Windows, this is a separate command line window. On linux, the terminal used to launch the dfhack script is taken over (so, make sure you start from a terminal).
Basic interaction with dfhack involves entering commands into the console. For some basic instroduction, use the 'help' command. To list all possible commands, use the 'ls' command.
Many commands have their own help or detailed description. You can use 'command help' or 'command ?' to show that.</p>
@ -476,38 +495,55 @@ Some commands can't be used from hotkeys - this includes interactive commands li
<p>Most of the commands come from plugins. Those reside in 'DF/plugins/'.</p>
</div>
<div class="section" id="something-doesn-t-work-help">
<h1><a class="toc-backref" href="#id16">Something doesn't work, help!</a></h1>
<h1><a class="toc-backref" href="#id19">Something doesn't work, help!</a></h1>
<p>First, don't panic :) Second, dfhack keeps a few log files in DF's folder - stderr.log and stdout.log. You can look at those and possibly find out what's happening.
If you found a bug, you can either report it in the bay12 DFHack thread, the issues tracker on github, contact me (<a class="reference external" href="mailto:peterix&#64;gmail.com">peterix&#64;gmail.com</a>) or visit the #dfhack IRC channel on freenode.</p>
</div>
<div class="section" id="commands">
<h1><a class="toc-backref" href="#id17">Commands</a></h1>
<h1><a class="toc-backref" href="#id20">Commands</a></h1>
<p>Almost all the commands have a 'help'/'?' option that will give you further help without having to look at this document.</p>
<div class="section" id="autodump">
<h2><a class="toc-backref" href="#id18">autodump</a></h2>
<p>Automated item dumping tool. All loose items on the floor marked
for dumping are insta-dumped to the position of the in-game cursor.</p>
<p>Cursor must be placed on a floor tile. Instadumped items may not
show up in the cursor description list until you save/reload.</p>
<h2><a class="toc-backref" href="#id21">autodump</a></h2>
<p>This utility lets you quickly move all items designated to be dumped.
Items are instantly moved to the cursor position, the dump flag is unset,
and the forbid flag is set, as if it had been dumped normally.
Be aware that any active dump item tasks still point at the item.</p>
<p>Cursor must be placed on a floor tile so the items can be dumped there.</p>
<div class="section" id="options">
<h3><a class="toc-backref" href="#id19">Options</a></h3>
<h3><a class="toc-backref" href="#id22">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name">destroy:</th><td class="field-body">Destroy instead of dumping. Doesn't require a cursor.</td>
</tr>
<tr class="field"><th class="field-name">destroy-here:</th><td class="field-body">Destroy items only under the cursor.</td>
</tr>
<tr class="field"><th class="field-name">visible:</th><td class="field-body">Only process items that are not hidden.</td>
</tr>
<tr class="field"><th class="field-name">hidden:</th><td class="field-body">Only process hidden items.</td>
</tr>
<tr class="field"><th class="field-name">forbidden:</th><td class="field-body">Only process forbidden items (default: only unforbidden).</td>
</tr>
</tbody>
</table>
</div>
</div>
<div class="section" id="autodump-destroy-here">
<h2><a class="toc-backref" href="#id23">autodump-destroy-here</a></h2>
<p>Destroy items marked for dumping under cursor. Identical to autodump destroy-here, but intended for use as keybinding.</p>
</div>
<div class="section" id="autodump-destroy-item">
<h2><a class="toc-backref" href="#id24">autodump-destroy-item</a></h2>
<p>Destroy the selected item. The item may be selected in the 'k' list, or inside a container. If called again before the game is resumed, cancels destroy.</p>
</div>
<div class="section" id="clean">
<h2><a class="toc-backref" href="#id20">clean</a></h2>
<h2><a class="toc-backref" href="#id25">clean</a></h2>
<p>Cleans all the splatter that get scattered all over the map, items and creatures.
In an old fortress, this can significantly reduce FPS lag. It can also spoil your
!!FUN!!, so think before you use it.</p>
<div class="section" id="id1">
<h3><a class="toc-backref" href="#id21">Options</a></h3>
<h3><a class="toc-backref" href="#id26">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@ -522,7 +558,7 @@ In an old fortress, this can significantly reduce FPS lag. It can also spoil you
</table>
</div>
<div class="section" id="extra-options-for-map">
<h3><a class="toc-backref" href="#id22">Extra options for 'map'</a></h3>
<h3><a class="toc-backref" href="#id27">Extra options for 'map'</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@ -536,15 +572,15 @@ In an old fortress, this can significantly reduce FPS lag. It can also spoil you
</div>
</div>
<div class="section" id="spotclean">
<h2><a class="toc-backref" href="#id23">spotclean</a></h2>
<h2><a class="toc-backref" href="#id28">spotclean</a></h2>
<p>Works like 'clean map snow mud', but only for the tile under the cursor. Ideal if you want to keep that bloody entrance 'clean map' would clean up.</p>
</div>
<div class="section" id="cleanowned">
<h2><a class="toc-backref" href="#id24">cleanowned</a></h2>
<h2><a class="toc-backref" href="#id29">cleanowned</a></h2>
<p>Confiscates items owned by dwarfs.
By default, owned food on the floor and rotten items are confistacted and dumped.</p>
<div class="section" id="id2">
<h3><a class="toc-backref" href="#id25">Options</a></h3>
<h3><a class="toc-backref" href="#id30">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@ -562,12 +598,16 @@ By default, owned food on the floor and rotten items are confistacted and dumped
</tbody>
</table>
</div>
<div class="section" id="example">
<h3><a class="toc-backref" href="#id31">Example:</a></h3>
<p><tt class="docutils literal">cleanowned scattered X</tt> : This will confiscate rotten and dropped food, garbage on the floors and any worn items with 'X' damage and above.</p>
</div>
</div>
<div class="section" id="colonies">
<h2><a class="toc-backref" href="#id26">colonies</a></h2>
<h2><a class="toc-backref" href="#id32">colonies</a></h2>
<p>Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.</p>
<div class="section" id="id3">
<h3><a class="toc-backref" href="#id27">Options</a></h3>
<h3><a class="toc-backref" href="#id33">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@ -579,12 +619,12 @@ By default, owned food on the floor and rotten items are confistacted and dumped
</div>
</div>
<div class="section" id="deramp-by-zilpin">
<h2><a class="toc-backref" href="#id28">deramp (by zilpin)</a></h2>
<h2><a class="toc-backref" href="#id34">deramp (by zilpin)</a></h2>
<p>Removes all ramps designated for removal from the map. This is useful for replicating the old channel digging designation.
It also removes any and all 'down ramps' that can remain after a cave-in (you don't have to designate anything for that to happen).</p>
</div>
<div class="section" id="df2minecraft">
<h2><a class="toc-backref" href="#id29">df2minecraft</a></h2>
<h2><a class="toc-backref" href="#id35">df2minecraft</a></h2>
<p>This generates a minecraft world out of the currently loaded fortress.
Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
<div class="warning">
@ -593,15 +633,16 @@ Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
<li>This is experimental! It <em>will</em> cause crashes.</li>
<li>If it works, the process takes quite a while to complete.</li>
<li>Do not use if you have any unsaved progress!</li>
<li>Non-square embarks are exported wrong. It's a known bug.</li>
</ul>
</div>
</div>
<div class="section" id="dfusion">
<h2><a class="toc-backref" href="#id30">dfusion</a></h2>
<h2><a class="toc-backref" href="#id36">dfusion</a></h2>
<p>This is the DFusion lua plugin system by warmist/darius, running as a DFHack plugin.</p>
<p>See the bay12 thread for details: <a class="reference external" href="http://www.bay12forums.com/smf/index.php?topic=69682.15">http://www.bay12forums.com/smf/index.php?topic=69682.15</a></p>
<div class="section" id="confirmed-working-dfusion-plugins">
<h3><a class="toc-backref" href="#id31">Confirmed working DFusion plugins:</a></h3>
<h3><a class="toc-backref" href="#id37">Confirmed working DFusion plugins:</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@ -621,11 +662,11 @@ Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
</div>
</div>
<div class="section" id="drybuckets">
<h2><a class="toc-backref" href="#id32">drybuckets</a></h2>
<h2><a class="toc-backref" href="#id38">drybuckets</a></h2>
<p>This utility removes all objects of type LIQUID_MISC:NONE and material WATER:NONE - that is, water stored in buckets.</p>
</div>
<div class="section" id="fastdwarf">
<h2><a class="toc-backref" href="#id33">fastdwarf</a></h2>
<h2><a class="toc-backref" href="#id39">fastdwarf</a></h2>
<p>Makes your minions move at ludicrous speeds.</p>
<blockquote>
<ul class="simple">
@ -635,10 +676,10 @@ Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
</blockquote>
</div>
<div class="section" id="filltraffic">
<h2><a class="toc-backref" href="#id34">filltraffic</a></h2>
<h2><a class="toc-backref" href="#id40">filltraffic</a></h2>
<p>Set traffic designations using flood-fill starting at the cursor.</p>
<div class="section" id="traffic-type-codes">
<h3><a class="toc-backref" href="#id35">Traffic Type Codes:</a></h3>
<h3><a class="toc-backref" href="#id41">Traffic Type Codes:</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@ -655,7 +696,7 @@ Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
</table>
</div>
<div class="section" id="other-options">
<h3><a class="toc-backref" href="#id36">Other Options:</a></h3>
<h3><a class="toc-backref" href="#id42">Other Options:</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@ -669,16 +710,16 @@ Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
</tbody>
</table>
</div>
<div class="section" id="example">
<h3><a class="toc-backref" href="#id37">Example:</a></h3>
<div class="section" id="id4">
<h3><a class="toc-backref" href="#id43">Example:</a></h3>
<p>'filltraffic H' - When used in a room with doors, it will set traffic to HIGH in just that room.</p>
</div>
</div>
<div class="section" id="tiletraffic">
<h2><a class="toc-backref" href="#id38">tiletraffic</a></h2>
<div class="section" id="alltraffic">
<h2><a class="toc-backref" href="#id44">alltraffic</a></h2>
<p>Set traffic designations for every single tile of the map (useful for resetting traffic designations).</p>
<div class="section" id="id4">
<h3><a class="toc-backref" href="#id39">Traffic Type Codes:</a></h3>
<div class="section" id="id5">
<h3><a class="toc-backref" href="#id45">Traffic Type Codes:</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@ -694,20 +735,28 @@ Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
</tbody>
</table>
</div>
<div class="section" id="id5">
<h3><a class="toc-backref" href="#id40">Example:</a></h3>
<p>'filltraffic N' - Set traffic to 'normal' for all tiles.</p>
<div class="section" id="id6">
<h3><a class="toc-backref" href="#id46">Example:</a></h3>
<p>'alltraffic N' - Set traffic to 'normal' for all tiles.</p>
</div>
</div>
<div class="section" id="fixveins">
<h2><a class="toc-backref" href="#id47">fixveins</a></h2>
<p>Removes invalid references to mineral inclusions and restores missing ones. Use this if you broke your embark with tools like tiletypes.</p>
</div>
<div class="section" id="fixwagons">
<h2><a class="toc-backref" href="#id48">fixwagons</a></h2>
<p>Since DF v0.31.1 merchants no longer bring wagons due to a bug. This command re-enables them for all appropriate civilizations.</p>
</div>
<div class="section" id="flows">
<h2><a class="toc-backref" href="#id41">flows</a></h2>
<h2><a class="toc-backref" href="#id49">flows</a></h2>
<p>A tool for checking how many tiles contain flowing liquids. If you suspect that your magma sea leaks into HFS, you can use this tool to be sure without revealing the map.</p>
</div>
<div class="section" id="getplants">
<h2><a class="toc-backref" href="#id42">getplants</a></h2>
<h2><a class="toc-backref" href="#id50">getplants</a></h2>
<p>This tool allows plant gathering and tree cutting by RAW ID. Specify the types of trees to cut down and/or shrubs to gather by their plant names, separated by spaces.</p>
<div class="section" id="id6">
<h3><a class="toc-backref" href="#id43">Options</a></h3>
<div class="section" id="id7">
<h3><a class="toc-backref" href="#id51">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@ -726,15 +775,59 @@ Generated worlds are placed into your DF folder, named &quot;World #&quot;.</p>
</div>
</div>
<div class="section" id="grow">
<h2><a class="toc-backref" href="#id44">grow</a></h2>
<h2><a class="toc-backref" href="#id52">grow</a></h2>
<p>Makes all saplings present on the map grow into trees (almost) instantly.</p>
</div>
<div class="section" id="tidlers">
<h2><a class="toc-backref" href="#id53">tidlers</a></h2>
<p>Toggle between all possible positions where the idlers count can be placed.</p>
</div>
<div class="section" id="twaterlvl">
<h2><a class="toc-backref" href="#id54">twaterlvl</a></h2>
<p>Toggle between displaying/not displaying liquid depth as numbers.</p>
</div>
<div class="section" id="job">
<h2><a class="toc-backref" href="#id55">job</a></h2>
<p>Command for general job query and manipulation.</p>
<dl class="docutils">
<dt>Options:</dt>
<dd><ul class="first last simple">
<li>no extra options - Print details of the current job. The job can be selected in a workshop, or the unit/jobs screen.</li>
<li>list - Print details of all jobs in the selected workshop.</li>
<li>item-material &lt;item-idx&gt; &lt;material[:subtoken]&gt; - Replace the exact material id in the job item.</li>
<li>item-type &lt;item-idx&gt; &lt;type[:subtype]&gt; - Replace the exact item type id in the job item.</li>
</ul>
</dd>
</dl>
</div>
<div class="section" id="job-material">
<h2><a class="toc-backref" href="#id56">job-material</a></h2>
<p>Alter the material of the selected job. Invoked as: job-material &lt;inorganic-token&gt;</p>
<dl class="docutils">
<dt>Intended to be used as a keybinding:</dt>
<dd><ul class="first last simple">
<li>In '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.n&quot;</li>
<li>In 'b' mode, during selection of building components positions the cursor over the first available choice with the matching material.n&quot;</li>
</ul>
</dd>
</dl>
</div>
<div class="section" id="job-duplicate">
<h2><a class="toc-backref" href="#id57">job-duplicate</a></h2>
<dl class="docutils">
<dt>Duplicate the selected job in a workshop:</dt>
<dd><ul class="first last simple">
<li>In 'q' mode, when a job is highlighted within a workshop or furnace building, instantly duplicates the job.</li>
</ul>
</dd>
</dl>
</div>
<div class="section" id="extirpate">
<h2><a class="toc-backref" href="#id45">extirpate</a></h2>
<h2><a class="toc-backref" href="#id58">extirpate</a></h2>
<p>A tool for getting rid of trees and shrubs. By default, it only kills a tree/shrub under the cursor.
The plants are turned into ashes instantly.</p>
<div class="section" id="id7">
<h3><a class="toc-backref" href="#id46">Options</a></h3>
<div class="section" id="id8">
<h3><a class="toc-backref" href="#id59">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@ -750,11 +843,11 @@ The plants are turned into ashes instantly.</p>
</div>
</div>
<div class="section" id="immolate">
<h2><a class="toc-backref" href="#id47">immolate</a></h2>
<h2><a class="toc-backref" href="#id60">immolate</a></h2>
<p>Very similar to extirpate, but additionally sets the plants on fire. The fires can and <em>will</em> spread ;)</p>
</div>
<div class="section" id="liquids">
<h2><a class="toc-backref" href="#id48">liquids</a></h2>
<h2><a class="toc-backref" href="#id61">liquids</a></h2>
<p>Allows adding magma, water and obsidian to the game. It replaces the normal dfhack command line and can't be used from a hotkey.
For more information, refer to the command's internal help.</p>
<div class="note">
@ -764,7 +857,7 @@ temperatures (creating heat traps). You've been warned.</p>
</div>
</div>
<div class="section" id="mode">
<h2><a class="toc-backref" href="#id49">mode</a></h2>
<h2><a class="toc-backref" href="#id62">mode</a></h2>
<p>This command lets you see and change the game mode directly. Not all combinations are good for every situation and most of them will produce undesirable results.
There are a few good ones though.</p>
<div class="admonition-example admonition">
@ -776,7 +869,7 @@ You just lost a fortress and gained an adventurer.</p>
<p>I take no responsibility of anything that happens as a result of using this tool :P</p>
</div>
<div class="section" id="forcepause">
<h2><a class="toc-backref" href="#id50">forcepause</a></h2>
<h2><a class="toc-backref" href="#id63">forcepause</a></h2>
<p>Forces DF to pause. This is useful when your FPS drops below 1 and you lose control of the game.</p>
<blockquote>
<ul class="simple">
@ -786,23 +879,44 @@ You just lost a fortress and gained an adventurer.</p>
</blockquote>
</div>
<div class="section" id="nopause">
<h2><a class="toc-backref" href="#id51">nopause</a></h2>
<h2><a class="toc-backref" href="#id64">nopause</a></h2>
<p>Disables pausing (both manual and automatic) with the exception of pause forced by 'reveal hell'.
This is nice for digging under rivers.</p>
</div>
<div class="section" id="die">
<h2><a class="toc-backref" href="#id52">die</a></h2>
<h2><a class="toc-backref" href="#id65">die</a></h2>
<p>Instantly kills DF without saving.</p>
</div>
<div class="section" id="probe">
<h2><a class="toc-backref" href="#id53">probe</a></h2>
<h2><a class="toc-backref" href="#id66">probe</a></h2>
<p>Can be used to determine tile properties like temperature.</p>
</div>
<div class="section" id="prospect">
<h2><a class="toc-backref" href="#id54">prospect</a></h2>
<p>Lists all available minerals on the map, how much of them there is and the z-levels where they can be found. By default, only processes the already discovered part of the map.</p>
<div class="section" id="id8">
<h3><a class="toc-backref" href="#id55">Options</a></h3>
<h2><a class="toc-backref" href="#id67">prospect</a></h2>
<p>Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.</p>
<div class="section" id="id9">
<h3><a class="toc-backref" href="#id68">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name">all:</th><td class="field-body">Scan the whole map, as if it was revealed.</td>
</tr>
<tr class="field"><th class="field-name">value:</th><td class="field-body">Show material value in the output. Most useful for gems.</td>
</tr>
<tr class="field"><th class="field-name">hell:</th><td class="field-body">Show the Z range of HFS tubes. Implies 'all'.</td>
</tr>
</tbody>
</table>
</div>
<div class="section" id="pre-embark-estimate">
<h3><a class="toc-backref" href="#id69">Pre-embark estimate</a></h3>
<p>If called during the embark selection screen, displays an estimate of layer stone availability.
If the 'all' option is specified, also estimates veins. The estimate is computed either
for 1 embark tile of the blinking biome, or for all tiles of the embark rectangle.</p>
</div>
<div class="section" id="id10">
<h3><a class="toc-backref" href="#id70">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@ -813,29 +927,66 @@ This is nice for digging under rivers.</p>
</table>
</div>
</div>
<div class="section" id="regrass">
<h2><a class="toc-backref" href="#id71">regrass</a></h2>
<p>Regrows all surface grass, restoring outdoor plant growth for pre-0.31.19 worlds.</p>
</div>
<div class="section" id="rename">
<h2><a class="toc-backref" href="#id72">rename</a></h2>
<p>Allows renaming various things.</p>
<div class="section" id="id11">
<h3><a class="toc-backref" href="#id73">Options</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name" colspan="2">rename squad &lt;index&gt; &quot;name&quot;:</th></tr>
<tr class="field"><td>&nbsp;</td><td class="field-body">Rename squad by index to 'name'.</td>
</tr>
<tr class="field"><th class="field-name" colspan="2">rename hotkey &lt;index&gt; &quot;name&quot;:</th></tr>
<tr class="field"><td>&nbsp;</td><td class="field-body">Rename hotkey by index. This allows assigning longer commands to the DF hotkeys.</td>
</tr>
<tr class="field"><th class="field-name" colspan="2">rename unit &quot;nickname&quot;:</th></tr>
<tr class="field"><td>&nbsp;</td><td class="field-body">Rename a unit/creature highlighted in the DF user interface.</td>
</tr>
<tr class="field"><th class="field-name" colspan="2">rename unit-profession &quot;custom profession&quot;:</th></tr>
<tr class="field"><td>&nbsp;</td><td class="field-body">Change proffession name of the highlighted unit/creature.</td>
</tr>
</tbody>
</table>
</div>
</div>
<div class="section" id="reveal">
<h2><a class="toc-backref" href="#id56">reveal</a></h2>
<h2><a class="toc-backref" href="#id74">reveal</a></h2>
<p>This reveals the map. By default, HFS will remain hidden so that the demons don't spawn. You can use 'reveal hell' to reveal everything. With hell revealed, you won't be able to unpause until you hide the map again. If you really want to unpause with hell revealed, use 'reveal demons'.</p>
</div>
<div class="section" id="unreveal">
<h2><a class="toc-backref" href="#id57">unreveal</a></h2>
<h2><a class="toc-backref" href="#id75">unreveal</a></h2>
<p>Reverts the effects of 'reveal'.</p>
</div>
<div class="section" id="revtoggle">
<h2><a class="toc-backref" href="#id58">revtoggle</a></h2>
<h2><a class="toc-backref" href="#id76">revtoggle</a></h2>
<p>Switches between 'reveal' and 'unreveal'.</p>
</div>
<div class="section" id="revflood">
<h2><a class="toc-backref" href="#id59">revflood</a></h2>
<h2><a class="toc-backref" href="#id77">revflood</a></h2>
<p>This command will hide the whole map and then reveal all the tiles that have a path to the in-game cursor.</p>
</div>
<div class="section" id="seedwatch">
<h2><a class="toc-backref" href="#id60">seedwatch</a></h2>
<h2><a class="toc-backref" href="#id78">seedwatch</a></h2>
<p>Tool for turning cooking of seeds and plants on/off depending on how much you have of them.</p>
<p>See 'seedwatch help' for detailed description.</p>
</div>
<div class="section" id="showmood">
<h2><a class="toc-backref" href="#id79">showmood</a></h2>
<p>Shows items needed for current strange mood.</p>
</div>
<div class="section" id="stockpiles">
<h2><a class="toc-backref" href="#id80">stockpiles</a></h2>
<p>Copies the parameters of the currently highlighted stockpile to the custom stockpile settings. Basically a way to copy stockpiles easily.</p>
</div>
<div class="section" id="ssense-stonesense">
<h2><a class="toc-backref" href="#id61">ssense / stonesense</a></h2>
<h2><a class="toc-backref" href="#id81">ssense / stonesense</a></h2>
<p>An isometric visualizer that runs in a second window. This requires working graphics acceleration and at least a dual core CPU (otherwise it will slow down DF).</p>
<p>All the data resides in the 'stonesense' directory. For detailed instructions, see stonesense/README.txt</p>
<p>Compatible with Windows &gt; XP SP3 and most modern Linux distributions.</p>
@ -845,39 +996,43 @@ This is nice for digging under rivers.</p>
<a class="reference external" href="http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository">http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository</a></p>
</div>
<div class="section" id="tiletypes">
<h2><a class="toc-backref" href="#id62">tiletypes</a></h2>
<h2><a class="toc-backref" href="#id82">tiletypes</a></h2>
<p>Can be used for painting map tiles and is a interactive command, much like liquids.
You can paint tiles by their properties - shape, general material and a few others (paint).
You can also paint only over tiles that match a set of properties (filter)</p>
<p>For more details, see the 'help' command while using this.</p>
</div>
<div class="section" id="tubefill">
<h2><a class="toc-backref" href="#id63">tubefill</a></h2>
<h2><a class="toc-backref" href="#id83">tubefill</a></h2>
<p>Fills all the adamantine veins again. Veins that were empty will be filled in too, but might still trigger a demon invasion (this is a known bug).</p>
</div>
<div class="section" id="vdig">
<h2><a class="toc-backref" href="#id64">vdig</a></h2>
<h2><a class="toc-backref" href="#id84">vdig</a></h2>
<p>Designates a whole vein for digging. Requires an active in-game cursor placed over a vein tile. With the 'x' option, it will traverse z-levels (putting stairs between the same-material tiles).</p>
</div>
<div class="section" id="vdigx">
<h2><a class="toc-backref" href="#id65">vdigx</a></h2>
<h2><a class="toc-backref" href="#id85">vdigx</a></h2>
<p>A permanent alias for 'vdig x'.</p>
</div>
<div class="section" id="expdig">
<h2><a class="toc-backref" href="#id66">expdig</a></h2>
<h2><a class="toc-backref" href="#id86">expdig</a></h2>
<p>This command can be used for exploratory mining.</p>
<p>See: <a class="reference external" href="http://df.magmawiki.com/index.php/DF2010:Exploratory_mining">http://df.magmawiki.com/index.php/DF2010:Exploratory_mining</a></p>
<p>There are two variables that can be set: pattern and filter.</p>
<div class="section" id="patterns">
<h3><a class="toc-backref" href="#id67">Patterns:</a></h3>
<h3><a class="toc-backref" href="#id87">Patterns:</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name">diag5:</th><td class="field-body">diagonals separated by 5 tiles</td>
</tr>
<tr class="field"><th class="field-name">diag5r:</th><td class="field-body">diag5 rotated 90 degrees</td>
</tr>
<tr class="field"><th class="field-name">ladder:</th><td class="field-body">A 'ladder' pattern</td>
</tr>
<tr class="field"><th class="field-name">ladderr:</th><td class="field-body">ladder rotated 90 degrees</td>
</tr>
<tr class="field"><th class="field-name">clear:</th><td class="field-body">Just remove all dig designations</td>
</tr>
<tr class="field"><th class="field-name">cross:</th><td class="field-body">A cross, exactly in the middle of the map.</td>
@ -886,7 +1041,7 @@ You can also paint only over tiles that match a set of properties (filter)</p>
</table>
</div>
<div class="section" id="filters">
<h3><a class="toc-backref" href="#id68">Filters:</a></h3>
<h3><a class="toc-backref" href="#id88">Filters:</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@ -902,20 +1057,32 @@ You can also paint only over tiles that match a set of properties (filter)</p>
<p>After you have a pattern set, you can use 'expdig' to apply it again.</p>
</div>
<div class="section" id="examples">
<h3><a class="toc-backref" href="#id69">Examples:</a></h3>
<ul class="simple">
<li>'expdig diag5 hidden' = designate the diagonal 5 patter over all hidden tiles.</li>
<li>'expdig' = apply last used pattern and filter.</li>
<li>'expdig ladder designated' = Take current designations and replace them with the ladder pattern.</li>
<h3><a class="toc-backref" href="#id89">Examples:</a></h3>
<dl class="docutils">
<dt>designate the diagonal 5 patter over all hidden tiles:</dt>
<dd><ul class="first last simple">
<li>expdig diag5 hidden</li>
</ul>
</dd>
<dt>apply last used pattern and filter:</dt>
<dd><ul class="first last simple">
<li>expdig</li>
</ul>
</dd>
<dt>Take current designations and replace them with the ladder pattern:</dt>
<dd><ul class="first last simple">
<li>expdig ladder designated</li>
</ul>
</dd>
</dl>
</div>
</div>
<div class="section" id="digcircle">
<h2><a class="toc-backref" href="#id70">digcircle</a></h2>
<h2><a class="toc-backref" href="#id90">digcircle</a></h2>
<p>A command for easy designation of filled and hollow circles.
It has several types of options.</p>
<div class="section" id="shape">
<h3><a class="toc-backref" href="#id71">Shape:</a></h3>
<h3><a class="toc-backref" href="#id91">Shape:</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@ -930,7 +1097,7 @@ It has several types of options.</p>
</table>
</div>
<div class="section" id="action">
<h3><a class="toc-backref" href="#id72">Action:</a></h3>
<h3><a class="toc-backref" href="#id92">Action:</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@ -945,7 +1112,7 @@ It has several types of options.</p>
</table>
</div>
<div class="section" id="designation-types">
<h3><a class="toc-backref" href="#id73">Designation types:</a></h3>
<h3><a class="toc-backref" href="#id93">Designation types:</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@ -967,8 +1134,8 @@ It has several types of options.</p>
<p>After you have set the options, the command called with no options
repeats with the last selected parameters.</p>
</div>
<div class="section" id="id9">
<h3><a class="toc-backref" href="#id74">Examples:</a></h3>
<div class="section" id="id12">
<h3><a class="toc-backref" href="#id94">Examples:</a></h3>
<ul class="simple">
<li>'digcircle filled 3' = Dig a filled circle with radius = 3.</li>
<li>'digcircle' = Do it again.</li>
@ -976,11 +1143,11 @@ repeats with the last selected parameters.</p>
</div>
</div>
<div class="section" id="weather">
<h2><a class="toc-backref" href="#id75">weather</a></h2>
<h2><a class="toc-backref" href="#id95">weather</a></h2>
<p>Prints the current weather map by default.</p>
<p>Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'.</p>
<div class="section" id="id10">
<h3><a class="toc-backref" href="#id76">Options:</a></h3>
<div class="section" id="id13">
<h3><a class="toc-backref" href="#id96">Options:</a></h3>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
@ -995,6 +1162,85 @@ repeats with the last selected parameters.</p>
</table>
</div>
</div>
<div class="section" id="workflow">
<h2><a class="toc-backref" href="#id97">workflow</a></h2>
<p>Manage control of repeat jobs.</p>
<div class="section" id="usage">
<h3><a class="toc-backref" href="#id98">Usage</a></h3>
<dl class="docutils">
<dt>workflow enable [option...], workflow disable [option...]</dt>
<dd><p class="first">If no options are specified, enables or disables the plugin.
Otherwise, enables or disables any of the following options:</p>
<ul class="last simple">
<li>drybuckets: Automatically empty abandoned water buckets.</li>
<li>auto-melt: Resume melt jobs when there are objects to melt.</li>
</ul>
</dd>
<dt>workflow jobs</dt>
<dd>List workflow-controlled jobs (if in a workshop, filtered by it).</dd>
<dt>workflow list</dt>
<dd>List active constraints, and their job counts.</dd>
<dt>workflow count &lt;constraint-spec&gt; &lt;cnt-limit&gt; [cnt-gap], workflow amount &lt;constraint-spec&gt; &lt;cnt-limit&gt; [cnt-gap]</dt>
<dd>Set a constraint. The first form counts each stack as only 1 item.</dd>
<dt>workflow unlimit &lt;constraint-spec&gt;</dt>
<dd>Delete a constraint.</dd>
</dl>
</div>
<div class="section" id="function">
<h3><a class="toc-backref" href="#id99">Function</a></h3>
<p>When the plugin is enabled, it protects all repeat jobs from removal.
If they do disappear due to any cause, they are immediately re-added to their
workshop and suspended.</p>
<p>In addition, when any constraints on item amounts are set, repeat jobs that produce
that kind of item are automatically suspended and resumed as the item amount
goes above or below the limit. The gap specifies how much below the limit
the amount has to drop before jobs are resumed; this is intended to reduce
the frequency of jobs being toggled.</p>
</div>
<div class="section" id="constraint-examples">
<h3><a class="toc-backref" href="#id100">Constraint examples</a></h3>
<dl class="docutils">
<dt>Keep metal bolts within 900-1000, and wood/bone within 150-200.</dt>
<dd><ul class="first last simple">
<li>workflow amount AMMO:ITEM_AMMO_BOLTS/METAL 1000 100</li>
<li>workflow amount AMMO:ITEM_AMMO_BOLTS/WOOD,BONE 200 50</li>
</ul>
</dd>
<dt>Keep the number of prepared food &amp; drink stacks between 90 and 120</dt>
<dd><ul class="first last simple">
<li>workflow count FOOD 120 30</li>
<li>workflow count DRINK 120 30</li>
</ul>
</dd>
<dt>Make sure there are always 25-30 empty bins/barrels/bags.</dt>
<dd><ul class="first last simple">
<li>workflow count BIN 30</li>
<li>workflow count BARREL 30</li>
<li>workflow count BOX/CLOTH,SILK,YARN 30</li>
</ul>
</dd>
<dt>Make sure there are always 15-20 coal and 25-30 copper bars.</dt>
<dd><ul class="first last simple">
<li>workflow count BAR//COAL 20</li>
<li>workflow count BAR//COPPER 30</li>
</ul>
</dd>
<dt>Collect 15-20 sand bags and clay boulders.</dt>
<dd><ul class="first last simple">
<li>workflow count POWDER_MISC/SAND 20</li>
<li>workflow count BOULDER/CLAY 20</li>
</ul>
</dd>
<dt>Make sure there are always 80-100 units of dimple dye.</dt>
<dd><ul class="first simple">
<li>workflow amount POWDER_MISC//MUSHROOM_CUP_DIMPLE:MILL 100 20</li>
</ul>
<p class="last">In order for this to work, you have to set the material of the PLANT input on
the Mill Plants job to MUSHROOM_CUP_DIMPLE using the 'job item-material' command.</p>
</dd>
</dl>
</div>
</div>
</div>
</div>
</body>

@ -49,9 +49,9 @@ DFhackCExport command_result plugin_init ( Core * c, std::vector <PluginCommand>
" x - confiscate & dump 'x' and worse damaged items\n"
" X - confiscate & dump 'X' and worse damaged items\n"
"Example:\n"
" confiscate scattered X\n"
" cleanowned scattered X\n"
" This will confiscate rotten and dropped food, garbage on the floors\n"
" and any worn items wit 'X' damage and above.\n"
" and any worn items with 'X' damage and above.\n"
));
return CR_OK;
}

@ -27,8 +27,8 @@ DFhackCExport command_result plugin_init ( Core * c, std::vector <PluginCommand>
colonies, false,
" Without any options, this command lists all the vermin colonies present.\n"
"Options:\n"
" kill - destroy colonies\n"
" bees - turn colonies into honey bees\n"
//" kill - destroy colonies\n" // unlisted because it's likely broken anyway
" bees - turn colonies into honey bee hives\n"
));
return CR_OK;
}