update all docs I've done so far to new standards

develop
myk002 2022-07-23 16:03:40 -07:00
parent e4273589e1
commit 947889873d
No known key found for this signature in database
GPG Key ID: 8A39CA0FA0C16E78
48 changed files with 211 additions and 254 deletions

@ -267,7 +267,7 @@ entire script header::
-- [====[
gui/adv-inventory
=================
Tags: adventure, map
Tags: adventure, items
Allows you to quickly move items between containers. This
includes yourself and any followers you have.

@ -1,6 +1,5 @@
alias
=====
Tags: `tag/system`
:dfhack-keybind:`alias`
@ -12,14 +11,14 @@ or script.
Usage:
- ``alias list``
``alias list``
Lists all configured aliases
- ``alias add <name> <command> [arguments...]``
``alias add <name> <command> [arguments...]``
Adds an alias
- ``alias replace <name> <command> [arguments...]``
``alias replace <name> <command> [arguments...]``
Replaces an existing alias with a new command, or adds the alias if it does
not already exist
- ``alias delete <name>``
``alias delete <name>``
Removes the specified alias
Aliases can be given additional arguments when created and invoked, which will

@ -1,6 +1,5 @@
cls
===
Tags: `tag/system`
:dfhack-keybind:`cls`

@ -1,6 +1,5 @@
devel/dump-rpc
==============
Tags: `tag/system`
:dfhack-keybind:`devel/dump-rpc`

@ -1,6 +1,5 @@
die
===
Tags: `tag/system`
:dfhack-keybind:`die`

@ -1,6 +1,5 @@
disable
=======
Tags: `tag/system`
:dfhack-keybind:`disable`

@ -1,6 +1,5 @@
enable
======
Tags: `tag/system`
:dfhack-keybind:`enable`
@ -25,7 +24,7 @@ Usage::
Examples
--------
- ``enable manipulator``
``enable manipulator``
Enable the ``manipulator`` plugin.
- ``enable manipulator search``
``enable manipulator search``
Enable multiple plugins at once.

@ -1,6 +1,5 @@
fpause
======
Tags: `tag/system`
:dfhack-keybind:`fpause`

@ -1,6 +1,5 @@
help
====
Tags: `tag/system`
:dfhack-keybind:`help`

@ -1,6 +1,5 @@
hide
====
Tags: `tag/system`
:dfhack-keybind:`hide`

@ -1,6 +1,5 @@
keybinding
==========
Tags: `tag/system`
:dfhack-keybind:`keybinding`
@ -14,15 +13,15 @@ Hotkeys can be any combinations of Ctrl/Alt/Shift with A-Z, 0-9, F1-F12, or
Usage:
- ``keybinding``
``keybinding``
Show some useful information, including the current game context.
- ``keybinding list <key>``
``keybinding list <key>``
List bindings active for the key combination.
- ``keybinding clear <key> [<key>...]``
``keybinding clear <key> [<key>...]``
Remove bindings for the specified keys.
- ``keybinding add <key> "cmdline" ["cmdline"...]``
``keybinding add <key> "cmdline" ["cmdline"...]``
Add bindings for the specified key.
- ``keybinding set <key> "cmdline" ["cmdline"...]``
``keybinding set <key> "cmdline" ["cmdline"...]``
Clear, and then add bindings for the specified key.
The ``<key>`` parameter above has the following **case-sensitive** syntax::
@ -53,8 +52,8 @@ Interactive commands like `liquids` cannot be used as hotkeys.
Examples
--------
- ``keybinding add Alt-F1 hotkeys``
``keybinding add Alt-F1 hotkeys``
Bind Alt-F1 to run the `hotkeys` command on any screen at any time.
- ``keybinding add Alt-F@dwarfmode gui/quickfort``
``keybinding add Alt-F@dwarfmode gui/quickfort``
Bind Alt-F to run `gui/quickfort`, but only when on a screen that shows the
main map.

@ -1,6 +1,5 @@
kill-lua
========
Tags: `tag/system`
:dfhack-keybind:`kill-lua`

@ -1,6 +1,5 @@
load
====
Tags: `tag/system`
:dfhack-keybind:`load`

@ -1,6 +1,5 @@
ls
==
Tags: `tag/system`
:dfhack-keybind:`ls`
@ -11,23 +10,16 @@ command name. Can also be invoked as ``dir``.
Usage:
- ``ls [<options>]``
``ls [<options>]``
Lists all available commands and the tags associated with them.
- ``ls <tag> [<options>]``
``ls <tag> [<options>]``
Shows only commands that have the given tag. Use the `tags` command to see
the list of available tags.
- ``ls <string> [<options>]``
``ls <string> [<options>]``
Shows commands that include the given string. E.g. ``ls quick`` will show
all the commands with "quick" in their names. If the string is also the
name of a tag, then it will be interpreted as a tag name.
You can also pass some optional parameters to change how ``ls`` behaves:
- ``--notags``
Don't print out the tags associated with each command.
- ``--dev``
Include commands intended for developers and modders.
Examples
--------
@ -36,3 +28,11 @@ Examples
- ``ls --dev trigger``
Lists all commands, including developer and modding commands, that match the
substring "trigger"
Options
-------
``--notags``
Don't print out the tags associated with each command.
``--dev``
Include commands intended for developers and modders.

@ -1,6 +1,5 @@
plug
====
Tags: `tag/system`
:dfhack-keybind:`plug`
@ -9,8 +8,8 @@ Tags: `tag/system`
Usage:
- ``plug``
``plug``
Lists available plugins and whether they are enabled.
- ``plug <plugin> [<plugin> ...]``
``plug <plugin> [<plugin> ...]``
Shows the commands implemented by the named plugins and whether the plugins
are enabled.

@ -1,6 +1,5 @@
reload
======
Tags: `tag/system`
:dfhack-keybind:`reload`

@ -1,6 +1,5 @@
sc-script
=========
Tags: `tag/system`
:dfhack-keybind:`sc-script`
@ -11,16 +10,16 @@ dynamically.
Usage:
- ``sc-script [help]``
``sc-script [help]``
Show the list of valid event names.
- ``sc-script list [<event>]``
``sc-script list [<event>]``
List the currently registered files for all events or the specified event.
- ``sc-script add|remove <event> <file> [<file> ...]``
``sc-script add|remove <event> <file> [<file> ...]``
Register or unregister a file to be run for the specified event.
Examples
--------
Example
-------
- ``sc-script add SC_MAP_LOADED spawn_extra_monsters.init``
``sc-script add SC_MAP_LOADED spawn_extra_monsters.init``
Registers the ``spawn_extra_monsters.init`` file to be run whenever a new
map is loaded.

@ -1,6 +1,5 @@
script
======
Tags: `tag/system`
:dfhack-keybind:`script`
@ -16,9 +15,9 @@ Usage::
script <filename>
Examples
--------
Example
-------
- ``script startup.txt``
``script startup.txt``
Executes the commands in ``startup.txt``, which exists in your DF game
directory.

@ -1,6 +1,5 @@
show
====
Tags: `tag/system`
:dfhack-keybind:`show`

@ -1,6 +1,5 @@
tags
====
Tags: `tag/system`
:dfhack-keybind:`tags`

@ -1,6 +1,5 @@
type
====
Tags: `tag/system`
:dfhack-keybind:`type`

@ -1,6 +1,5 @@
unload
======
Tags: `tag/system`
:dfhack-keybind:`unload`

@ -1,6 +1,5 @@
3dveins
=======
Tags:
:dfhack-keybind:`3dveins`

@ -1,6 +1,5 @@
add-spatter
===========
Tags:
:index:`Make tagged reactions produce contaminants.

@ -1,6 +1,5 @@
autochop
========
Tags:
:index:`Auto-harvest trees when low on stockpiled logs.

@ -1,6 +1,5 @@
autoclothing
============
Tags:
:dfhack-keybind:`autoclothing`
@ -22,7 +21,7 @@ material and item.
Examples
--------
* ``autoclothing cloth "short skirt" 10``:
``autoclothing cloth "short skirt" 10``
Sets the desired number of cloth short skirts available per citizen to 10.
* ``autoclothing cloth dress``:
``autoclothing cloth dress``
Displays the currently set number of cloth dresses chosen per citizen.

@ -1,6 +1,5 @@
autodump
========
Tags:
:dfhack-keybind:`autodump`
:dfhack-keybind:`autodump-destroy-here`
@ -37,28 +36,28 @@ before the game is resumed, cancels destruction of the item.
Options
-------
- ``destroy``
``destroy``
Destroy instead of dumping. Doesn't require a cursor. If ``autodump`` is
called again with this option before the game is resumed, it cancels
pending destroy actions.
- ``destroy-here``
``destroy-here``
:index:`Destroy items marked for dumping under the cursor.
<autodump-destroy-here; Destroy items marked for dumping under the cursor.>`
- ``visible``
``visible``
Only process items that are not hidden.
- ``hidden``
``hidden``
Only process hidden items.
- ``forbidden``
``forbidden``
Only process forbidden items (default: only unforbidden).
Examples
--------
- ``autodump``
``autodump``
:index:`Teleports items marked for dumping to the cursor position.
<autodump; Teleports items marked for dumping to the cursor position.>`
- ``autodump destroy``
``autodump destroy``
Destroys all unforbidden items marked for dumping
- ``autodump-destroy-item``
``autodump-destroy-item``
:index:`Destroys the selected item.
<autodump-destroy-item; Destroys the selected item.>`

@ -1,6 +1,5 @@
autofarm
========
Tags:
:dfhack-keybind:`autofarm`
@ -12,15 +11,15 @@ threshold for each crop type is configurable.
Usage:
- ``enable autofarm``
``enable autofarm``
Enable the plugin and start managing crop assignment.
- ``autofarm runonce``
``autofarm runonce``
Updates all farm plots once, without enabling the plugin.
- ``autofarm status``
``autofarm status``
Prints status information, including any defined thresholds.
- ``autofarm default <number>``
``autofarm default <number>``
Sets the default threshold.
- ``autofarm threshold <number> <type> [<type> ...]``
``autofarm threshold <number> <type> [<type> ...]``
Sets thresholds of individual plant types.
You can find the identifiers for the crop types in your world by running the
@ -31,7 +30,7 @@ following command::
Examples
--------
- ``autofarm default 30``
``autofarm default 30``
Set the default threshold to 30.
- ``autofarm threshold 150 MUSHROOM_HELMET_PLUMP GRASS_TAIL_PIG``
``autofarm threshold 150 MUSHROOM_HELMET_PLUMP GRASS_TAIL_PIG``
Set the threshold for Plump Helmets and Pig Tails to 150

@ -1,6 +1,5 @@
autogems
========
Tags:
:dfhack-keybind:`autogems-reload`
@ -10,9 +9,9 @@ orders for cutting them at a Jeweler's Workshop.
Usage:
- ``enable autogems``
``enable autogems``
Enables the plugin
- ``autogems-reload``
``autogems-reload``
:index:`Reloads the autogems configuration file.
<autogems-reload; Reloads the autogems configuration file.>` You might need
to do this if you have manually modified the contents while the game is

@ -1,6 +1,5 @@
autohauler
==========
Tags:
:dfhack-keybind:`autohauler`
@ -24,33 +23,33 @@ can be changed by the user.
Usage:
- ``enable autohauler``
``enable autohauler``
Start managing hauling labors. This is normally all you need to do.
Autohauler works well on default settings.
- ``autohauler status``
``autohauler status``
Show autohauler status and status of fort dwarves.
- ``autohauler <labor> haulers``
``autohauler <labor> haulers``
Set whether a particular labor should be assigned to haulers.
- ``autohauler <labor> allow|forbid``
``autohauler <labor> allow|forbid``
Set whether a particular labor should mark a dwarf as exempt from hauling.
By default, only the ``ALCHEMIST`` labor is set to ``forbid``.
- ``autohauler reset-all|<labor> reset``
``autohauler reset-all|<labor> reset``
Reset a particular labor (or all labors) to their default
haulers/allow/forbid state.
- ``autohauler list``
``autohauler list``
Show the active configuration for all labors.
- ``autohauler frameskip <number>``
``autohauler frameskip <number>``
Set the number of frames between runs of autohauler.
- ``autohauler debug``
``autohauler debug``
In the next cycle, output the state of every dwarf.
Examples
--------
- ``autohauler HAUL_STONE haulers``
``autohauler HAUL_STONE haulers``
Set stone hauling as a hauling labor (this is already the default).
- ``autohauler RECOVER_WOUNDED allow``
``autohauler RECOVER_WOUNDED allow``
Allow the "Recover wounded" labor to be manually assigned by the player. By
default it is automatically given to haulers.
- ``autohauler MINE forbid``
``autohauler MINE forbid``
Don't assign hauling labors to dwarves with the Mining labor enabled.

@ -1,6 +1,5 @@
autolabor
=========
Tags:
:dfhack-keybind:`autolabor`
@ -54,36 +53,36 @@ dwarfs that meet any of these conditions:
We stop assigning dwarves when we reach the maximum allowed.
Examples
--------
``autolabor MINE 5``
Keep at least 5 dwarves with mining enabled.
``autolabor CUT_GEM 1 1``
Keep exactly 1 dwarf with gemcutting enabled.
``autolabor COOK 1 1 3``
Keep 1 dwarf with cooking enabled, selected only from the top 3.
``autolabor FEED_WATER_CIVILIANS haulers``
Have haulers feed and water wounded dwarves.
``autolabor CUTWOOD disable``
Turn off autolabor for wood cutting.
Advanced usage
--------------
- ``autolabor <labor> <minimum> [<maximum>] [<talent pool>]``
``autolabor <labor> <minimum> [<maximum>] [<talent pool>]``
Set range of dwarves assigned to a labor, optionally specifying the size of
the pool of most skilled dwarves that will ever be considered for this
labor.
- ``autolabor <labor> haulers``
``autolabor <labor> haulers``
Set a labor to be handled by hauler dwarves.
- ``autolabor <labor> disable``
``autolabor <labor> disable``
Turn off autolabor for a specific labor.
- ``autolabor reset-all|<labor> reset``
``autolabor reset-all|<labor> reset``
Return a labor (or all labors) to the default handling.
- ``autolabor list``
``autolabor list``
List current status of all labors.
- ``autolabor status``
``autolabor status``
Show basic status information.
See `autolabor-artisans` for a differently-tuned setup.
Examples
--------
- ``autolabor MINE 5``
Keep at least 5 dwarves with mining enabled.
- ``autolabor CUT_GEM 1 1``
Keep exactly 1 dwarf with gemcutting enabled.
- ``autolabor COOK 1 1 3``
Keep 1 dwarf with cooking enabled, selected only from the top 3.
- ``autolabor FEED_WATER_CIVILIANS haulers``
Have haulers feed and water wounded dwarves.
- ``autolabor CUTWOOD disable``
Turn off autolabor for wood cutting.

@ -1,6 +1,5 @@
automaterial
============
Tags:
:index:`Sorts building materials by recent usage.

@ -1,6 +1,5 @@
automelt
========
Tags:
:index:`Quickly designate items to be melted.

@ -1,6 +1,5 @@
autotrade
=========
Tags:
:index:`Quickly designate items to be traded.

@ -1,6 +1,5 @@
blueprint
=========
Tags:
:dfhack-keybind:`blueprint`
@ -23,14 +22,14 @@ Usage::
Examples
--------
- ``blueprint gui``
``blueprint gui``
Runs `gui/blueprint`, the interactive frontend, where all configuration for
a ``blueprint`` command can be set visually and interactively.
- ``blueprint 30 40 bedrooms``
``blueprint 30 40 bedrooms``
Generates blueprints for an area 30 tiles wide by 40 tiles tall, starting
from the active cursor on the current z-level. Blueprints are written to
``bedrooms.csv`` in the ``blueprints`` directory.
- ``blueprint 30 40 bedrooms dig --cursor 108,100,150``
``blueprint 30 40 bedrooms dig --cursor 108,100,150``
Generates only the ``#dig`` blueprint in the ``bedrooms.csv`` file, and
the start of the blueprint area is set to a specific value instead of using
the in-game cursor position.
@ -38,15 +37,15 @@ Examples
Positional parameters
---------------------
- ``width``
``width``
Width of the area (in tiles) to translate.
- ``height``
``height``
Height of the area (in tiles) to translate.
- ``depth``
``depth``
Number of z-levels to translate. Positive numbers go *up* from the cursor
and negative numbers go *down*. Defaults to 1 if not specified, indicating
that the blueprint should only include the current z-level.
- ``name``
``name``
Base name for blueprint files created in the ``blueprints`` directory. If no
name is specified, "blueprint" is used by default. The string must contain
some characters other than numbers so the name won't be confused with the
@ -59,17 +58,17 @@ If you want to generate blueprints only for specific phases, add their names to
the commandline, anywhere after the blueprint base name. You can list multiple
phases; just separate them with a space.
- ``dig``
``dig``
Generate quickfort ``#dig`` blueprints for digging natural stone.
- ``carve``
``carve``
Generate quickfort ``#dig`` blueprints for smoothing and carving.
- ``build``
``build``
Generate quickfort ``#build`` blueprints for constructions and buildings.
- ``place``
``place``
Generate quickfort ``#place`` blueprints for placing stockpiles.
- ``zone``
``zone``
Generate quickfort ``#zone`` blueprints for designating zones.
- ``query``
``query``
Generate quickfort ``#query`` blueprints for configuring rooms.
If no phases are specified, phases are autodetected. For example, a ``#place``
@ -78,20 +77,20 @@ blueprint will be created only if there are stockpiles in the blueprint area.
Options
-------
- ``-c``, ``--cursor <x>,<y>,<z>``
``-c``, ``--cursor <x>,<y>,<z>``
Use the specified map coordinates instead of the current cursor position for
the upper left corner of the blueprint range. If this option is specified,
then an active game map cursor is not necessary.
- ``-e``, ``--engrave``
``-e``, ``--engrave``
Record engravings in the ``carve`` phase. If this option is not specified,
engravings are ignored.
- ``-f``, ``--format <format>``
Select the output format of the generated files. See the ``Output formats``
``-f``, ``--format <format>``
Select the output format of the generated files. See the `Output formats`_
section below for options. If not specified, the output format defaults to
"minimal", which will produce a small, fast ``.csv`` file.
- ``-h``, ``--help``
``-h``, ``--help``
Show command help text.
- ``-s``, ``--playback-start <x>,<y>,<comment>``
``-s``, ``--playback-start <x>,<y>,<comment>``
Specify the column and row offsets (relative to the upper-left corner of the
blueprint, which is ``1,1``) where the player should put the cursor when the
blueprint is played back with `quickfort`, in
@ -100,9 +99,9 @@ Options
to surround the parameter string in double quotes:
``"-s10,10,central stairs"`` or ``--playback-start "10,10,central stairs"``
or ``"--playback-start=10,10,central stairs"``.
- ``-t``, ``--splitby <strategy>``
Split blueprints into multiple files. See the ``Splitting output into
multiple files`` section below for details. If not specified, defaults to
``-t``, ``--splitby <strategy>``
Split blueprints into multiple files. See the `Splitting output into
multiple files`_ section below for details. If not specified, defaults to
"none", which will create a standard quickfort
`multi-blueprint <quickfort-packaging>` file.
@ -111,10 +110,10 @@ Output formats
Here are the values that can be passed to the ``--format`` flag:
- ``minimal``
``minimal``
Creates ``.csv`` files with minimal file size that are fast to read and
write. This is the default.
- ``pretty``
``pretty``
Makes the blueprints in the ``.csv`` files easier to read and edit with a
text editor by adding extra spacing and alignment markers.
@ -123,8 +122,8 @@ Splitting output into multiple files
The ``--splitby`` flag can take any of the following values:
- ``none``
``none``
Writes all blueprints into a single file. This is the standard format for
quickfort fortress blueprint bundles and is the default.
- ``phase``
``phase``
Creates a separate file for each phase.

@ -1,6 +1,5 @@
building-hacks
==============
Tags:
:index:`Allows mods to create and manage powered workshops.

@ -1,6 +1,5 @@
buildingplan
============
Tags:
:dfhack-keybind:`buildingplan`
@ -36,12 +35,12 @@ The buildingplan plugin has global settings that can be set from the UI
:kbd:`b`:kbd:`a`:kbd:`G`). These settings can also be set via the
``buildingplan set`` command. The available settings are:
- ``all_enabled`` (default: false)
``all_enabled`` (default: false)
Enable planning mode for all building types.
- ``blocks``, ``boulders``, ``logs``, ``bars`` (defaults: true, true, true, false)
``blocks``, ``boulders``, ``logs``, ``bars`` (defaults: true, true, true, false)
Allow blocks, boulders, logs, or bars to be matched for generic "building
material" items.
- ``quickfort_mode`` (default: false)
``quickfort_mode`` (default: false)
Enable compatibility mode for the legacy Python Quickfort (this setting is
not required for DFHack `quickfort`)
@ -51,7 +50,7 @@ save.
If you normally embark with some blocks on hand for early workshops, you might
want to add this line to your ``dfhack-config/init/onMapLoad.init`` file to
always configure buildingplan to just use blocks for buildlings and
always configure buildingplan to just use blocks for buildings and
constructions::
on-new-fortress buildingplan set boulders false; buildingplan set logs false

@ -1,6 +1,5 @@
burrows
=======
Tags:
:dfhack-keybind:`burrow`
@ -16,33 +15,33 @@ You can also use the ``burrow`` command to
Usage:
- ``enable burrows``
``enable burrows``
Enable the plugin for the auto-grow feature (see
``burrow enable auto-grow`` below)
- ``burrow enable auto-grow``
``burrow enable auto-grow``
When a wall inside a burrow with a name ending in '+' is dug out, the burrow
will be extended to newly-revealed adjacent walls. This final '+' may be
omitted in burrow name args of other ``burrows`` commands. Note that digging
1-wide corridors with the miner inside the burrow is SLOW. Be sure to also
run ``enable burrows`` for this feature to work.
- ``burrow disable auto-grow``
``burrow disable auto-grow``
Disables auto-grow processing.
- ``burrow clear-unit <burrow> [<burrow> ...]``
``burrow clear-unit <burrow> [<burrow> ...]``
Remove all units from the named burrows.
- ``burrow clear-tiles <burrow> [<burrow> ...]``
``burrow clear-tiles <burrow> [<burrow> ...]``
Remove all tiles from the named burrows.
- ``burrow set-units target-burrow <burrow> [<burrow> ...]``
``burrow set-units target-burrow <burrow> [<burrow> ...]``
Clear all units from the target burrow, then add units from the named source
burrows.
- ``burrow add-units target-burrow <burrow> [<burrow> ...]``
``burrow add-units target-burrow <burrow> [<burrow> ...]``
Add units from the source burrows to the target.
- ``burrow remove-units target-burrow <burrow> [<burrow> ...]``
``burrow remove-units target-burrow <burrow> [<burrow> ...]``
Remove units in source burrows from the target.
- ``burrow set-tiles target-burrow <burrow> [<burrow> ...]``
``burrow set-tiles target-burrow <burrow> [<burrow> ...]``
Clear target burrow tiles and adds tiles from the names source burrows.
- ``burrow add-tiles target-burrow <burrow> [<burrow> ...]``
``burrow add-tiles target-burrow <burrow> [<burrow> ...]``
Add tiles from the source burrows to the target.
- ``burrow remove-tiles target-burrow <burrow> [<burrow> ...]``
``burrow remove-tiles target-burrow <burrow> [<burrow> ...]``
Remove tiles in source burrows from the target.
In place of a source burrow, you can use one of the following keywords:

@ -1,8 +1,7 @@
changeitem
==========
Tags:
:dfhack-keybind:
:dfhack-keybind:`changeitem`
:index:`Change item material and base quality.
<changeitem; Change item material and base quality.>` By default, a change is
@ -14,31 +13,31 @@ refuse to touch.
Usage:
- ``changeitem info``
``changeitem info``
Show details about the selected item. Does not change the item. You can use
this command to discover RAW ids for existing items.
- ``changeitem [<options>]``
``changeitem [<options>]``
Change the item selected in the ``k`` list or inside a container/inventory.
- ``changeitem here [<options>]``
``changeitem here [<options>]``
Change all items at the cursor position. Requires in-game cursor.
Examples
--------
``changeitem here m INORGANIC:GRANITE``
Change material of all stone items under the cursor to granite.
``changeitem q 5``
Change currently selected item to masterpiece quality.
Options
-------
- ``m``, ``material <RAW id>``
``m``, ``material <RAW id>``
Change material. Must be followed by valid material RAW id.
- ``s``, ``subtype <RAW id>``
``s``, ``subtype <RAW id>``
Change subtype. Must be followed by a valid subtype RAW id."
- ``q``, ``quality <quality>``
``q``, ``quality <quality>``
Change base quality. Must be followed by number (0-5) with 0 being no quality
and 5 being masterpiece quality.
- ``force``
``force``
Ignore subtypes and force the change to the new material.
Examples
--------
``changeitem here m INORGANIC:GRANITE``
Change material of all stone items under the cursor to granite.
``changeitem q 5``
Change currently selected item to masterpiece quality.

@ -1,8 +1,7 @@
changelayer
===========
Tags:
:dfhack-keybind:
:dfhack-keybind:`changelayer`
:index:`Change the material of an entire geology layer.
<changelayer; Change the material of an entire geology layer.>` Note that one
@ -26,27 +25,6 @@ When run without options, ``changelayer`` will:
You can use the `probe` command on various tiles around your map to find valid
material RAW ids and to get an idea how layers and biomes are distributed.
Options
-------
- ``all_biomes``
Change the corresponding geology layer for all biomes on your map. Be aware
that the same geology layer can AND WILL be on different z-levels for
different biomes.
- ``all_layers``
Change all geology layers on your map (only for the selected biome unless
``all_biomes`` is also specified). Candy mountain, anyone? Will make your map
quite boring, but tidy.
- ``force``
Allow changing stone to soil and vice versa. **THIS CAN HAVE WEIRD EFFECTS,
USE WITH CARE AND SAVE FIRST**. Note that soil will not be magically replaced
with stone. You will, however, get a stone floor after digging, so it will
allow the floor to be engraved. Similarly, stone will not be magically
replaced with soil, but you will get a soil floor after digging, so it could
be helpful for creating farm plots on maps with no soil.
- ``verbose``
Output details about what is being changed.
Examples
--------
@ -71,3 +49,24 @@ Examples
weird stuff (flashing tiles, tiles changed all over place etc). Try
reverting the changes manually or even better use an older savegame. You
did save your game, right?
Options
-------
``all_biomes``
Change the corresponding geology layer for all biomes on your map. Be aware
that the same geology layer can AND WILL be on different z-levels for
different biomes.
``all_layers``
Change all geology layers on your map (only for the selected biome unless
``all_biomes`` is also specified). Candy mountain, anyone? Will make your map
quite boring, but tidy.
``force``
Allow changing stone to soil and vice versa. **THIS CAN HAVE WEIRD EFFECTS,
USE WITH CARE AND SAVE FIRST**. Note that soil will not be magically replaced
with stone. You will, however, get a stone floor after digging, so it will
allow the floor to be engraved. Similarly, stone will not be magically
replaced with soil, but you will get a soil floor after digging, so it could
be helpful for creating farm plots on maps with no soil.
``verbose``
Output details about what is being changed.

@ -1,8 +1,7 @@
changevein
==========
Tags:
:dfhack-keybind:
:dfhack-keybind:`changevein`
:index:`Change the material of a mineral inclusion.
<changevein; Change the material of a mineral inclusion.>` You can change it to
@ -20,5 +19,5 @@ Usage::
Example
-------
- ``changevein NATIVE_PLATINUM``
``changevein NATIVE_PLATINUM``
Convert vein at cursor position into platinum ore.

@ -1,6 +1,5 @@
cleanconst
==========
Tags:
:dfhack-keybind:`cleanconst`

@ -3,7 +3,6 @@
cleaners
========
Tags:
:dfhack-keybind:`clean`
:dfhack-keybind:`spotclean`
@ -28,22 +27,22 @@ includes hostiles, and that cleaning items removes poisons from weapons.
if you just want to clean a specific tile but don't want the `clean` command to
remove all the glorious blood from your entranceway.
Examples
--------
``clean all``
Clean everything that can be cleaned (except mud and snow).
``clean all mud item snow``
Removes all spatter, including mud, leaves, and snow from map tiles.
Options
-------
When cleaning the map, you can specify extra options for extra cleaning:
- ``mud``
``mud``
Also remove mud.
- ``item``
``item``
Also remove item spatter, like fallen leaves and flowers.
- ``snow``
``snow``
Also remove snow coverings.
Examples
--------
- ``clean all``
Clean everything that can be cleaned (except mud and snow).
- ``clean all mud item snow``
Removes all spatter, including mud, leaves, and snow from map tiles.

@ -1,6 +1,5 @@
cleanowned
==========
Tags:
:dfhack-keybind:`cleanowned`
@ -21,11 +20,11 @@ anything.
You can confiscate additional types of items by adding them to the commandline:
- ``scattered``
``scattered``
Confiscate/dump all items scattered on the floor.
- ``x``
``x``
Confiscate/dump items with wear level 'x' (lightly worn) and more.
- ``X``
``X``
Confiscate/dump items with wear level 'X' (heavily worn) and more.
Or you can confiscate all owned items by specifying ``all``.
@ -33,6 +32,6 @@ Or you can confiscate all owned items by specifying ``all``.
Example
-------
- ``cleanowned scattered X``
``cleanowned scattered X``
Confiscate and dump rotten and dropped food, garbage on the floors, and any
worn items with 'X' damage and above.

@ -1,6 +1,5 @@
command-prompt
==============
Tags:
:dfhack-keybind:`command-prompt`

@ -1,6 +1,5 @@
confirm
=======
Tags:
:dfhack-keybind:`confirm`
@ -11,9 +10,9 @@ case you hit the key accidentally.
Usage:
- ``enable confirm``, ``confirm enable all``
``enable confirm``, ``confirm enable all``
Enable all confirmation options. Replace with ``disable`` to disable all.
- ``confirm enable option1 [option2...]``
``confirm enable option1 [option2...]``
Enable (or ``disable``) specific confirmation dialogs.
When run without parameters, ``confirm`` will report which confirmation dialogs

@ -1,6 +1,5 @@
createitem
==========
Tags:
:dfhack-keybind:`createitem`
@ -23,14 +22,14 @@ Corpses, body parts, and prepared meals cannot be created using this tool.
Usage:
- ``createitem <item> <material> [<count>]``
``createitem <item> <material> [<count>]``
Create <count> copies (default is 1) of the specified item made out of the
specified material.
- ``createitem inspect``
``createitem inspect``
Obtain the item and material tokens of an existing item. Its output can be
used directly as arguments to ``createitem`` to create new matching items
(as long as the item type is supported).
- ``createitem floor|item|building``
``createitem floor|item|building``
Subsequently created items will be placed on the floor beneath the selected
unit's, inside the selected item, or as part of the selected building.
@ -39,14 +38,15 @@ Usage:
``createitem building`` is good for loading traps, but if you use it with
workshops, you will have to deconstruct the workshop to access the item.
Examples:
Examples
--------
- ``createitem GLOVES:ITEM_GLOVES_GAUNTLETS INORGANIC:STEEL 2``
``createitem GLOVES:ITEM_GLOVES_GAUNTLETS INORGANIC:STEEL 2``
Create 2 pairs of steel gauntlets (that is, 2 left gauntlets and 2 right
gauntlets).
- ``createitem WOOD PLANT_MAT:TOWER_CAP:WOOD 100``
``createitem WOOD PLANT_MAT:TOWER_CAP:WOOD 100``
Create 100 tower-cap logs.
- ``createitem PLANT_GROWTH BILBERRY:FRUIT``
``createitem PLANT_GROWTH BILBERRY:FRUIT``
Create a single bilberry.
For more examples, :wiki:`the wiki <Utility:DFHack/createitem>`.

@ -1,6 +1,5 @@
cursecheck
==========
Tags:
:dfhack-keybind:`cursecheck`
@ -22,23 +21,8 @@ Usage::
cursecheck [<options>]
Options:
- ``detail``
Print full name, date of birth, date of curse, and some status info (some
vampires might use fake identities in-game, though).
- ``nick``
Set the type of curse as nickname (does not always show up in-game; some
vamps don't like nicknames).
- ``ids``
Print the creature and race IDs.
- ``all``
Include dead and passive cursed creatures (this can result in quite a long
list after having !!FUN!! with necromancers).
- ``verbose``
Print all curse tags (if you really want to know it all).
Examples:
Examples
--------
- ``cursecheck``
Display a count of cursed creatures on the map (or under the cursor).
@ -54,3 +38,20 @@ Examples:
If you see any living/active creatures with a cursetype of "unknown", then
it is most likely a new type of curse introduced by a mod.
Options
-------
``detail``
Print full name, date of birth, date of curse, and some status info (some
vampires might use fake identities in-game, though).
``nick``
Set the type of curse as nickname (does not always show up in-game; some
vamps don't like nicknames).
``ids``
Print the creature and race IDs.
``all``
Include dead and passive cursed creatures (this can result in quite a long
list after having !!FUN!! with necromancers).
``verbose``
Print all curse tags (if you really want to know it all).