From a43c2ebeef021c3cddbf4830bb43aa952a232a7b Mon Sep 17 00:00:00 2001
From: Quietust
Allows creating new items of arbitrary types and made of arbitrary materials. -Any items created are spawned at the feet of the selected unit.
+By default, items created are spawned at the feet of the selected unit.Specify the item and material information as you would indicate them in custom reaction raws, with the following differences: * Separate the item and material with a space rather than a colon * If the item has no subtype, omit the :NONE @@ -1115,6 +1117,23 @@ Any items created are spawned at the feet of the selected unit.
+To change where new items are placed, first run the command with a destination type while an appropriate destination is selected.
+floor: | Subsequent items will be placed on the floor beneath the selected unit's feet. | +
---|---|
item: | Subsequent items will be stored inside the currently selected item. | +
building: | Subsequent items will become part of the currently selected building. Best used for loading traps; do not use with workshops, or you will need to deconstruct the building to use the item. | +
Beware that filling in hollow veins may trigger a demon invasion
+Beware that filling in hollow veins will trigger a demon invasion on top of +your miner when you dig into the region that used to be hollow.
Creates a strange mood job the same way the game itself normally does it.
+Options:
++++
++ + + + -force: Ignore normal strange mood preconditions (no recent mood, minimum moodable population, artifact limit not reached). ++ -unit: Make the strange mood strike the selected unit instead of picking one randomly. Unit eligibility is still enforced. ++ -type T: Force the mood to be of a particular type instead of choosing randomly based on happiness. +Valid values are "fey", "secretive", "possessed", "fell", and "macabre". ++ + -skill S: Force the mood to use a specific skill instead of choosing the highest moodable skill. +Valid values are "miner", "carpenter", "engraver", "mason", "tanner", "weaver", "clothier", "weaponsmith", "armorsmith", "metalsmith", "gemcutter", "gemsetter", "woodcrafter", "stonecrafter", "metalcrafter", "glassmaker", "leatherworker", "bonecarver", "bowyer", and "mechanic". +
Known limitations: if the selected unit is currently performing a job, the mood will not be started.
+Lua or ruby scripts placed in the hack/scripts/ directory are considered for execution as if they were native DFHack commands. They are listed at the end of the 'ls' command output.
@@ -2834,7 +2878,7 @@ only be listed by ls if called as 'ls -a'. This is intended as a way to hide scripts that are obscure, developer-oriented, or should be used as keybindings.Some notable scripts:
Scripts in this subdirectory fix various bugs and issues, some of them obscure.
fix/dead-units
@@ -2866,12 +2910,12 @@ in dfhack.init makes it run automatically.Scripts that implement dialogs inserted into the main game window are put in this directory.
Checks, applies or removes binary patches directly in memory at runtime:
binpatch check/apply/remove <patchname>
@@ -2881,17 +2925,17 @@ script uses hack/patches/<df-v
the version appropriate for the currently loaded executable.
If called in dwarf mode, makes DF immediately auto-save the game by setting a flag normally used in seasonal auto-save.
Run setfps <number> to set the FPS cap at runtime, in case you want to watch combat in slow motion or something :)
Wakes up sleeping units, cancels breaks and stops parties either everywhere, or in the burrows given as arguments. In return, adds bad thoughts about noise, tiredness and lack of protection. Also, the units with interrupted @@ -2899,7 +2943,7 @@ breaks will go on break again a lot sooner. The script is intended for emergencies, e.g. when a siege appears, and all your military is partying.
Instantly grow seeds inside farming plots.
With no argument, this command list the various seed types currently in use in your farming plots. @@ -2911,7 +2955,7 @@ growcrops plump 40
This script remove negative thoughts from your dwarves. Very useful against tantrum spirals.
The script can target a single creature, when used with the him argument, @@ -2925,7 +2969,7 @@ but in the short term your dwarves will get much more joyful.
quickly after you unpause.Kills any unit of a given race.
With no argument, lists the available races and count eligible targets.
With the special argument him, targets only the selected creature.
@@ -2954,7 +2998,7 @@ exterminate elve magmaCreate an infinite magma or water source or drain on a tile.
This script registers a map tile as a liquid source, and every 12 game ticks that tile receives or remove 1 new unit of flow based on the configuration.
@@ -2976,14 +3020,14 @@ source add water 0 - water drainDesignate all creatures in cages on top of a pit/pond activity zone for pitting. Works best with an animal stockpile on top of the zone.
Works with a zone number as argument (eg Activity Zone #6 -> masspit 6) or with the game cursor on top of the area.
A script to designate an area for digging according to a plan in csv format.
This script, inspired from quickfort, can designate an area for digging. Your plan should be stored in a .csv file like this:
@@ -3005,15 +3049,16 @@ as an offset for the pattern: instead of starting at the cursor, it will start Dwarf Fortress.exe is found).Triggers an invasion, or several in the near future.
invasion-now civName trigger an invasion from the civilization with the id civName, starting in about ten ticks
invasion-now civName start trigger an invasion from civName in a number of ticks between 10*start and 11*start-1 (inclusive)
invasion-now civName start end trigger an invasion from civName in about 10*start ticks, and continue triggering invasions every ten ticks afterward until about 10*end ticks have passed
-Probably fails if the start time of a triggered invasion is later than the start of the next year. -digmat -====== -Designates a tile for digging. Monitors the tile, and when it is dug out, add +
Probably fails if the start time of a triggered invasion is later than the start of the next year.
+Designates a tile for digging. Monitors the tile, and when it is dug out, add surrounding discovered tiles of the same material for digging. Similar to 'digv', but less cheaty. Works for stone layers, soil layers, veins, etc.
If the tile you call the script on already has a digging designation, reuse the @@ -3021,7 +3066,7 @@ same designation for future digging (eg dig up/downstairs). When digging stairs, also designate tiles on z-1 and z+1 when they are discovered.
Similar to fastdwarf, per-creature.
To make any creature superfast, target it ingame using 'v' and:
@@ -3031,17 +3076,17 @@ superdwarf addThis plugin also shortens the 'sleeping' and 'on break' periods of targets.
Focus a body part ingame, and this script will display the cause of death of the creature. Also works when selecting units from the 'u'nitlist viewscreen.
There are the following ways to invoke this command:
lua (without any parameters)
@@ -3060,11 +3105,11 @@ directory. If the filename is not supplied, it loads "dfhack.lua".Allow manipulation of in-game levers from the dfhack console.
Can list levers, including state and links, with:
@@ -3078,7 +3123,7 @@ lever pull 42 --now
For dumping items inside cages. Will mark selected items for dumping, then a dwarf may come and actually dump it. See also autodump.
With the items argument, only dumps items laying in the cage, excluding @@ -3096,7 +3141,7 @@ stripcaged weapons 25321 34228
Spawn arbitrary items under the cursor.
The first argument gives the item category, the second gives the material, and the optionnal third gives the number of items to create (defaults to 20).
@@ -3118,7 +3163,7 @@ create-items bar adamantineScan the map for metal ores.
Finds and designate for digging one tile of a specific metal ore. Only works for native metal ores, does not handle reaction stuff (eg STEEL).
@@ -3131,7 +3176,7 @@ locate-ore ironIt is a well known issue that Soundsense cannot detect the correct current season when a savegame is loaded and has to play random season music until a season switch occurs.
@@ -3140,7 +3185,7 @@ to gamelog.txt on every map load to fix this. For best results call the script from dfhack.init.These tools work by displaying dialogs or overlays in the game window, and are mostly implemented by lua scripts.
When that is not appropriate because they merely add keybinding hints to existing DF screens, they deliberately use red instead of green for the key.
-As an exception, the tweak plugin described above does not follow this +
As an exception, the tweak plugin described above does not follow this guideline because it arguably just fixes small usability bugs in the game UI.
+All of these tools are disabled by default - in order to make them available, +you must enable the plugins which provide them.
Implemented by the manipulator plugin. To activate, open the unit screen and -press 'l'.
+Implemented by the 'manipulator' plugin.
+To activate, open the unit screen and press 'l'.
This tool implements a Dwarf Therapist-like interface within the game UI. The far left column displays the unit's Happiness (color-coded based on its @@ -3203,7 +3250,8 @@ cursor onto that cell instead of toggling it. directly to the main dwarf mode screen.
Implemented by the 'search' plugin.
The search plugin adds search to the Stocks, Animals, Trading, Stockpile, Noble (assignment candidates), Military (position candidates), Burrows (unit list), Rooms, Announcements, Job List and Unit List screens.
@@ -3233,10 +3281,11 @@ only fat or tallow by forbidding fats, then searching for fat/tallow, and using Permit Fats again while the list is filtered.The automaterial plugin makes building constructions (walls, floors, fortifications, -etc) a little bit easier by saving you from having to trawl through long lists of -materials each time you place one.
+Implemented by the 'automaterial' plugin.
+This makes building constructions (walls, floors, fortifications, etc) a little bit +easier by saving you from having to trawl through long lists of materials each time +you place one.
Firstly, it moves the last used material for a given construction type to the top of the list, if there are any left. So if you build a wall with chalk blocks, the next time you place a wall the chalk blocks will be at the top of the list, regardless of @@ -3260,7 +3309,7 @@ materials, it returns you back to this screen. If you use this along with severa enabled materials, you should be able to place complex constructions more conveniently.
To use, bind to a key (the example config uses Alt-L) and activate in the 'k' mode.
This script is a gui front-end to the liquids plugin and works similar to it, @@ -3280,7 +3329,7 @@ rivers power water wheels even when full and technically not flowing.
After setting up the desired operations using the described keys, use Enter to apply them.
To use, bind to a key (the example config uses Ctrl-M) and activate in the 'q' mode.
Lists mechanisms connected to the building, and their links. Navigating the list centers @@ -3290,7 +3339,7 @@ focus on the current one. Shift-Enter has an effect equivalent to pressing Enter re-entering the mechanisms ui.
Backed by the rename plugin, this script allows entering the desired name via a simple dialog in the game ui.
To use, bind to a key (the example config uses Alt-R) and activate in the 'q' mode, either immediately or after opening the assign owner page.
Bind to a key (the example config uses Ctrl-W), and activate in the Equip->View/Customize page of the military screen.
Depending on the cursor location, it rewrites all 'individual choice weapon' entries @@ -3332,7 +3381,7 @@ only that entry, and does it even if it is not 'individual choice'.
and may lead to inappropriate weapons being selected.Bind to a key (the example config uses Alt-P), and activate in the Hauling menu with the cursor over a Guide order.
Bind to a key (the example config uses Alt-A), and activate with a job selected in a workshop in the 'q' mode.
Bind to a key (the example config uses Alt-W), and activate with a job selected in a workshop in the 'q' mode.
Bind to a key (the example config uses P), and activate when viewing a weapon rack in the 'q' mode.
This script allows to perform jobs in adventure mode. For more complete help press '?' while script is running. It's most confortable to use this as a keybinding. (e.g. keybinding set Ctrl-T gui/advfort). Possible arguments:
@@ -3460,7 +3509,7 @@ implies -aA script to issue orders for companions. Select companions with lower case chars, issue orders with upper case. Must be in look or talk mode to issue command on tile.
There are three ways to open this editor:
These plugins, when activated via configuration UI or by detecting certain structures in RAWs, modify the game engine behavior concerning the target objects to add features not otherwise present.
@@ -3501,20 +3550,20 @@ technical challenge, and do not represent any long-term plans to produce more similar modifications of the game.The siege-engine plugin enables siege engines to be linked to stockpiles, and aimed at an arbitrary rectangular area across Z levels, instead of the original four directions. Also, catapults can be ordered to load arbitrary objects, not just stones.
Siege engines are a very interesting feature, but sadly almost useless in the current state because they haven't been updated since 2D and can only aim in four directions. This is an attempt to bring them more up to date until Toady has time to work on it. Actual improvements, e.g. like making siegers bring their own, are something only Toady can do.
The configuration front-end to the plugin is implemented by the gui/siege-engine script. Bind it to a key (the example config uses Alt-A) and activate after selecting a siege engine in 'q' mode.
@@ -3537,7 +3586,7 @@ menu.The power-meter plugin implements a modified pressure plate that detects power being supplied to gear boxes built in the four adjacent N/S/W/E tiles.
The configuration front-end is implemented by the gui/power-meter script. Bind it to a @@ -3548,11 +3597,11 @@ in the build menu.
configuration page, but configures parameters relevant to the modded power meter building.The steam-engine plugin detects custom workshops with STEAM_ENGINE in their token, and turns them into real steam engines.
The vanilla game contains only water wheels and windmills as sources of power, but windmills give relatively little power, and water wheels require flowing water, which must either be a real river and thus immovable and @@ -3563,7 +3612,7 @@ it can be done just by combining existing features of the game engine in a new way with some glue code and a bit of custom logic.
The workshop needs water as its input, which it takes via a passable floor tile below it, like usual magma workshops do. The magma version also needs magma.
@@ -3587,7 +3636,7 @@ short axles that can be built later than both of the engines.In order to operate the engine, queue the Stoke Boiler job (optionally on repeat). A furnace operator will come, possibly bringing a bar of fuel, and perform it. As a result, a "boiling water" item will appear @@ -3618,7 +3667,7 @@ decrease it by further 4%, and also decrease the whole steam use rate by 10%.
The engine must be constructed using barrel, pipe and piston from fire-safe, or in the magma version magma-safe metals.
During operation weak parts get gradually worn out, and @@ -3627,7 +3676,7 @@ toppled during operation by a building destroyer, or a tantruming dwarf.
It should be safe to load and view engine-using fortresses from a DF version without DFHack installed, except that in such case the engines won't work. However actually making modifications @@ -3638,7 +3687,7 @@ being generated.
This plugin makes reactions with names starting with SPATTER_ADD_
produce contaminants on the items instead of improvements. The produced
contaminants are immune to being washed away by water or destroyed by
diff --git a/Readme.rst b/Readme.rst
index e0c392192..a060ac97a 100644
--- a/Readme.rst
+++ b/Readme.rst
@@ -489,7 +489,7 @@ Options:
createitem
----------
Allows creating new items of arbitrary types and made of arbitrary materials.
-Any items created are spawned at the feet of the selected unit.
+By default, items created are spawned at the feet of the selected unit.
Specify the item and material information as you would indicate them in custom reaction raws, with the following differences:
* Separate the item and material with a space rather than a colon
@@ -506,6 +506,14 @@ Examples:
``createitem FISH FISH_SHAD:MALE 5``
Create a stack of 5 cleaned shad, ready to eat.
+To change where new items are placed, first run the command with a destination type while an appropriate destination is selected.
+
+Options:
+ :floor: Subsequent items will be placed on the floor beneath the selected unit's feet.
+ :item: Subsequent items will be stored inside the currently selected item.
+ :building: Subsequent items will become part of the currently selected building. Best used for loading traps; do not use with workshops, or you will need to deconstruct the building to use the item.
+
+
deramp (by zilpin)
------------------
Removes all ramps designated for removal from the map. This is useful for replicating the old channel digging designation.
@@ -682,7 +690,8 @@ alone.
Options:
:hollow: fill in naturally hollow veins too
-Beware that filling in hollow veins may trigger a demon invasion
+Beware that filling in hollow veins will trigger a demon invasion on top of
+your miner when you dig into the region that used to be hollow.
extirpate
---------
@@ -1964,6 +1973,21 @@ Usage:
:misery disable: stop adding new negative thoughts. This will not remove existing duplicated thoughts. Equivalent to "misery 1"
:misery clear: remove fake thoughts added in this session of DF. Saving makes them permanent! Does not change factor.
+strangemood
+-----------
+Creates a strange mood job the same way the game itself normally does it.
+
+Options:
+
+ :-force: Ignore normal strange mood preconditions (no recent mood, minimum moodable population, artifact limit not reached).
+ :-unit: Make the strange mood strike the selected unit instead of picking one randomly. Unit eligibility is still enforced.
+ :-type T: Force the mood to be of a particular type instead of choosing randomly based on happiness.
+ Valid values are "fey", "secretive", "possessed", "fell", and "macabre".
+ :-skill S: Force the mood to use a specific skill instead of choosing the highest moodable skill.
+ Valid values are "miner", "carpenter", "engraver", "mason", "tanner", "weaver", "clothier", "weaponsmith", "armorsmith", "metalsmith", "gemcutter", "gemsetter", "woodcrafter", "stonecrafter", "metalcrafter", "glassmaker", "leatherworker", "bonecarver", "bowyer", and "mechanic".
+
+Known limitations: if the selected unit is currently performing a job, the mood will not be started.
+
=======
Scripts
=======
@@ -2195,6 +2219,7 @@ Triggers an invasion, or several in the near future.
`invasion-now civName start end` trigger an invasion from civName in about 10*start ticks, and continue triggering invasions every ten ticks afterward until about 10*end ticks have passed
Probably fails if the start time of a triggered invasion is later than the start of the next year.
+
digmat
======
Designates a tile for digging. Monitors the tile, and when it is dug out, add
@@ -2367,12 +2392,16 @@ are mostly implemented by lua scripts.
As an exception, the tweak plugin described above does not follow this
guideline because it arguably just fixes small usability bugs in the game UI.
+ All of these tools are disabled by default - in order to make them available,
+ you must enable the plugins which provide them.
+
Dwarf Manipulator
=================
-Implemented by the manipulator plugin. To activate, open the unit screen and
-press 'l'.
+Implemented by the 'manipulator' plugin.
+
+To activate, open the unit screen and press 'l'.
.. image:: images/manipulator.png
@@ -2422,6 +2451,8 @@ directly to the main dwarf mode screen.
Search
======
+Implemented by the 'search' plugin.
+
The search plugin adds search to the Stocks, Animals, Trading, Stockpile,
Noble (assignment candidates), Military (position candidates), Burrows
(unit list), Rooms, Announcements, Job List and Unit List screens.
@@ -2462,9 +2493,11 @@ using Permit Fats again while the list is filtered.
AutoMaterial
============
-The automaterial plugin makes building constructions (walls, floors, fortifications,
-etc) a little bit easier by saving you from having to trawl through long lists of
-materials each time you place one.
+Implemented by the 'automaterial' plugin.
+
+This makes building constructions (walls, floors, fortifications, etc) a little bit
+easier by saving you from having to trawl through long lists of materials each time
+you place one.
Firstly, it moves the last used material for a given construction type to the top of
the list, if there are any left. So if you build a wall with chalk blocks, the next
@@ -2749,7 +2782,7 @@ of currently assigned racks for every valid squad.
gui/advfort
-=============
+===========
This script allows to perform jobs in adventure mode. For more complete help
press '?' while script is running. It's most confortable to use this as a
@@ -2765,7 +2798,7 @@ keybinding. (e.g. keybinding set Ctrl-T gui/advfort). Possible arguments:
* job - selects that job (e.g. Dig or FellTree)
gui/companion-order
-=======================
+===================
A script to issue orders for companions. Select companions with lower case chars, issue orders with upper
case. Must be in look or talk mode to issue command on tile.
@@ -2775,7 +2808,7 @@ case. Must be in look or talk mode to issue command on tile.
* pick-up - try to take items into hand (also wield)
* unequip - remove and drop equipment
* unwield - drop held items
-* wait - temporarely remove from party
+* wait - temporarily remove from party
* follow - rejoin the party after "wait"
* leave - remove from party (can be rejoined by talking)
@@ -2789,7 +2822,7 @@ There are three ways to open this editor:
or viewed (e.g. unit/item description screen)
* using gui/gm-editor