@ -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.
* 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".
* 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
Build
=====
=====
Open the ``build`` folder and double click the batch script there. This will eventually open
There are several different batch files in the ``build`` folder along with a script that's used for picking the DF path.
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.
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.
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.
So pick either Release or RelWithDebInfo build and build the INSTALL target.
The ``debug`` scripts actually do RelWithDebInfo builds.
===========
===========
Build types
Build types
@ -154,6 +167,7 @@ Good windows tools include:
Good linux tools:
Good linux tools:
* angavrilov's df-structures gui (visit us on IRC for details).
* edb (Evan's Debugger)
* edb (Evan's Debugger)
* IDA Pro running under wine.
* IDA Pro running under wine.
* Some of the tools residing in the ``legacy`` dfhack branch.
* 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>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>
<li>Same with "cpan XML::LibXSLT".</li>
</ul>
</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
<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>
a cmake GUI window. Here, set CMAKE_INSTALL_PREFIX to your DF folder and set up any other
<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.
options you're interested in. Hit configure and generate, close the GUI.</p>
Next, run one of the scripts with <ttclass="docutils literal">generate</tt> prefix. These create the MSVC solution file(s):</p>
<p>This crates a folder under build/ that contains the solution files for MSVC.</p>
<ulclass="simple">
<p>When you open the solution, make sure you never use the Debug builds. Those aren't
<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.
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>
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>
</div>
</div>
<divclass="section"id="build-types">
<divclass="section"id="build-types">
@ -463,6 +475,7 @@ to look at machine code without getting crazy :)</p>
</ul>
</ul>
<p>Good linux tools:</p>
<p>Good linux tools:</p>
<ulclass="simple">
<ulclass="simple">
<li>angavrilov's df-structures gui (visit us on IRC for details).</li>
<li>edb (Evan's Debugger)</li>
<li>edb (Evan's Debugger)</li>
<li>IDA Pro running under wine.</li>
<li>IDA Pro running under wine.</li>
<li>Some of the tools residing in the <ttclass="docutils literal">legacy</tt> dfhack branch.</li>
<li>Some of the tools residing in the <ttclass="docutils literal">legacy</tt> dfhack branch.</li>
@ -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 Windows, first delete SDL.dll and rename SDLreal.dll to SDL.dll. Then remove the other DFHack files
* On Linux, Remove the DFHack files.
* On Linux, Remove the DFHack files.
The stonesense plugin might require some additional libraries on Linux:
The stonesense plugin might require some additional libraries on Linux.
* libjpeg 8
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
Using DFHack
@ -81,15 +80,28 @@ Almost all the commands have a 'help'/'?' option that will give you further help
autodump
autodump
========
========
Automated item dumping tool. All loose items on the floor marked
This utility lets you quickly move all items designated to be dumped.
for dumping are insta-dumped to the position of the in-game cursor.
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
Cursor must be placed on a floor tile so the items can be dumped there.
show up in the cursor description list until you save/reload.
Options
Options
-------
-------
:destroy:Destroy instead of dumping. Doesn't require a cursor.
: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
clean
=====
=====
@ -125,6 +137,10 @@ Options
:X:confiscate/dump items with wear level 'X' and more
:X:confiscate/dump items with wear level 'X' and more
:dryrun:a dry run. combine with other options to see what will happen without it actually happening.
: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
colonies
========
========
Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.
Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.
@ -149,6 +165,7 @@ Generated worlds are placed into your DF folder, named "World #".
* This is experimental! It *will* cause crashes.
* This is experimental! It *will* cause crashes.
* If it works, the process takes quite a while to complete.
* If it works, the process takes quite a while to complete.
* Do not use if you have any unsaved progress!
* Do not use if you have any unsaved progress!
* Non-square embarks are exported wrong. It's a known bug.
dfusion
dfusion
=======
=======
@ -198,8 +215,8 @@ Example:
--------
--------
'filltraffic H' - When used in a room with doors, it will set traffic to HIGH in just that room.
'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).
Set traffic designations for every single tile of the map (useful for resetting traffic designations).
Traffic Type Codes:
Traffic Type Codes:
@ -211,7 +228,15 @@ Traffic Type Codes:
Example:
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
flows
=====
=====
@ -234,6 +259,37 @@ grow
====
====
Makes all saplings present on the map grow into trees (almost) instantly.
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
extirpate
=========
=========
A tool for getting rid of trees and shrubs. By default, it only kills a tree/shrub under the cursor.
A tool for getting rid of trees and shrubs. By default, it only kills a tree/shrub under the cursor.
@ -295,12 +351,39 @@ Can be used to determine tile properties like temperature.
prospect
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
Options
-------
-------
:all:processes all tiles, even hidden ones.
: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
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'.
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.
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
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).
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:
Patterns:
---------
---------
:diag5:diagonals separated by 5 tiles
:diag5:diagonals separated by 5 tiles
:diag5r:diag5 rotated 90 degrees
:ladder:A 'ladder' pattern
:ladder:A 'ladder' pattern
:ladderr:ladder rotated 90 degrees
:clear:Just remove all dig designations
:clear:Just remove all dig designations
:cross:A cross, exactly in the middle of the map.
: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:
Examples:
---------
---------
* 'expdig diag5 hidden' = designate the diagonal 5 patter over all hidden tiles.
designate the diagonal 5 patter over all hidden tiles:
* 'expdig' = apply last used pattern and filter.
* expdig diag5 hidden
* 'expdig ladder designated' = Take current designations and replace them with the ladder pattern.
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
<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>
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>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>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).
<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.
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>
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>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.
<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>
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>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>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>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>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>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.
<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>
There are a few good ones though.</p>
<divclass="admonition-example admonition">
<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>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>Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.</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>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>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>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>
<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>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>
<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>