@ -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 "cpan XML::LibXML" (obviously without the quotes). This can take a while to complete.</li>
<li>Same with "cpan XML::LibXSLT".</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>
<p>Open the <ttclass="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 <ttclass="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 <ttclass="docutils literal">generate</tt> prefix. These create the MSVC solution file(s):</p>
<ulclass="simple">
<li><ttclass="docutils literal">all</tt> will create a solution with everything enabled (and the kitchen sink).</li>
<li><ttclass="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><ttclass="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>
<ulclass="simple">
<li>Scripts with <ttclass="docutils literal">build</tt> prefix will only build.</li>
<li>Scripts with <ttclass="docutils literal">install</tt> prefix will build DFHack and install it to the previously selected DF path.</li>
<li>Scripts with <ttclass="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 <ttclass="docutils literal">debug</tt> scripts actually do RelWithDebInfo builds.</p>
</div>
</div>
<divclass="section"id="build-types">
@ -463,6 +475,7 @@ to look at machine code without getting crazy :)</p>
</ul>
<p>Good linux tools:</p>
<ulclass="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 <ttclass="docutils literal">legacy</tt> dfhack branch.</li>
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:
<p>The project is currently hosted on <aclass="reference external"href="http://www.github.com/">github</a>, for both source and
binaries at <aclass="reference external"href="http://github.com/peterix/dfhack">http://github.com/peterix/dfhack</a></p>
<p>Releases can be downloaded from here: <aclass="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: <aclass="reference external"href="http://tinyurl.com/dfhack-ng">http://tinyurl.com/dfhack-ng</a></p>
<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>
<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 (<aclass="reference external"href="mailto:peterix@gmail.com">peterix@gmail.com</a>) or visit the #dfhack IRC channel on freenode.</p>
<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>
<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>
<p><ttclass="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>
<p>This is the DFusion lua plugin system by warmist/darius, running as a DFHack plugin.</p>
<p>See the bay12 thread for details: <aclass="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>
<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>
<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>
<p>Alter the material of the selected job. Invoked as: job-material <inorganic-token></p>
<dlclass="docutils">
<dt>Intended to be used as a keybinding:</dt>
<dd><ulclass="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"</li>
<li>In 'b' mode, during selection of building components positions the cursor over the first available choice with the matching material.n"</li>
<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>
<divclass="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>
<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>
<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>
<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 > XP SP3 and most modern Linux distributions.</p>
@ -845,39 +996,43 @@ This is nice for digging under rivers.</p>
<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>
<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>