diff --git a/README.rst b/README.rst index 7f41f82f9..09ac4bdcc 100644 --- a/README.rst +++ b/README.rst @@ -129,7 +129,7 @@ Examples: ``changelayer MARBLE all_biomes all_layers`` Convert all layers of all biomes which are not soil into marble. -.. Notes:: +.. note:: * If you use changelayer and nothing happens, try to pause/unpause the game for a while and try to move the cursor to another tile. Then try again. If that doesn't help try temporarily changing some other layer, undo your changes and try again for the layer you want to change. Saving and reloading your map might also help. * You should be fine if you only change single layers without the use of 'force'. Still it's advisable to save your game before messing with the map. diff --git a/Readme.html b/Readme.html index c8d5011d3..3a857670f 100644 --- a/Readme.html +++ b/Readme.html @@ -318,7 +318,7 @@ ul.auto-toc {
DFHack is a Dwarf Fortress memory access library and a set of basic tools that use it. Tools come in the form of plugins or (not yet) external tools. It is an attempt to unite the various ways tools @@ -326,169 +326,188 @@ access DF memory and allow for easier development of new tools.
Contents
The project is currently hosted on github, for both source and binaries at http://github.com/peterix/dfhack
Releases can be downloaded from here: https://github.com/peterix/dfhack/downloads
All new releases are announced in the bay12 thread: http://tinyurl.com/dfhack-ng
DFHack works on Windows XP, Vista, 7 or any modern Linux distribution. OSX is not supported due to lack of developers with a Mac.
Currently, only version 0.34.05 is supported. If you need DFHack @@ -497,7 +516,7 @@ for older versions, look for older releases.
It is possible to use the Windows DFHack under wine/OSX.
Installing DFhack involves copying files into your DF folder. Copy the files from a release archive so that:
@@ -517,7 +536,7 @@ Copy the files from a release archive so that:If any of the plugins or dfhack itself refuses to load, check the stderr.log file created in your DF folder.
DFHack basically extends what DF can do with something similar to the drop-down console found in Quake engine games. 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.
@@ -528,22 +547,22 @@ Many commands have their own help or detailed description. You can use 'commandMost of the commands come from plugins. Those reside in 'hack/plugins/'.
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 (peterix@gmail.com) or visit the #dfhack IRC channel on freenode.
If your DF folder contains a file named dfhack.init, its contents will be run every time you start DF. This allows setting up keybindings. An example file is provided as dfhack.init-example - you can tweak it and rename to dfhack.init if you want to use this functionality.
Almost all the commands support using the 'help <command-name>' built-in command to retrieve further help without having to look at this document. Alternatively, some accept a 'help'/'?' option on their command line.
This allows taking control over your followers and other creatures in adventure mode. For example, you can make them pick up new arms and armor and equip them properly.
Changes material of the geology layer under cursor to the specified inorganic RAW material. Can have impact on all surrounding regions, not only your embark! By default changing stone to soil and vice versa is not allowed. By default changes only the layer at the cursor position. Note that one layer can stretch across lots of z levels. By default changes only the geology which is linked to the biome under the cursor. That geology might be linked to other biomes as well, though. Mineral veins and gem clusters will stay on the map. Use 'changevein' for them. +tl;dr: You will end up with changing quite big areas in one go, especially if you use it in lower z levels. Use with care.
+all_biomes: | Change selected layer for all biomes on your map. +Result may be undesirable since the same layer can AND WILL be on different z-levels for different biomes. Use the tool 'probe' to get an idea how layers and biomes are distributed on your map. | +
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all_layers: | Change all layers on your map (only for the selected biome unless 'all_biomes' is added). +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!! +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. +Note that stone will not be magically replaced with soil. You will, however, get a soil floor after digging so it could be helpful for creating farm plots on maps with no soil. | +
verbose: | Give some details about what is being changed. | +
trouble: | Give some advice about known problems. | +
Note
+Changes material of the vein under cursor to the specified inorganic RAW material.
+Allows changing item material and base quality. By default the item currently selected in the UI will be changed (you can select items in the 'k' list or inside containers/inventory). By default change is only allowed if materials is of the same subtype (for example wood<->wood, stone<->stone etc). But since some transformations work pretty well and may be desired you can override this with 'force'. Note that some attributes will not be touched, possibly resulting in weirdness. To get an idea how the RAW id should look like, check some items with 'info'. Using 'force' might create items which are not touched by crafters/haulers.
+info: | Don't change anything, print some info instead. | +
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here: | Change all items at the cursor position. Requires in-game curser. | +
material, m: | Change material. Must be followed by valid material RAW id. | +
quality, q: | Change base quality. Must be followed by number (0-5). | +
force: | Ignore subtypes, force change to new material. | +
Checks a single map tile or the whole map/world for cursed creatures (ghosts, vampires, necromancers, werebeasts, zombies). +With an active in-game cursor only the selected tile will be observed. Without a cursor the whole map will be checked. +By default cursed creatures will be only counted in case you just want to find out if you have any of them running around in your fort. +By default dead and passive creatures (ghosts who were put to rest, killed vampires, ...) are ignored. +Undead skeletons, corpses, bodyparts and the like are all thrown into the curse category "zombie". +Anonymous zombies and resurrected body parts will show as "unnamed creature".
+detail: | Print full name, date of birth, date of curse and some status info (some vampires might use fake identities in-game, though). | +
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nick: | Set the type of curse as nickname (does not always show up in-game, some vamps don't like nicknames). | +
all: | Include dead and passive cursed creatures (can result in a quite long list after having FUN with necromancers). | +
verbose: | Print all curse tags (if you really want to know it all). | +
Note
+Makes the game view follow the currently highlighted unit after you exit from current menu/cursor mode. Handy for watching dwarves running around. Deactivated by moving the view manually.
Forces DF to pause. This is useful when your FPS drops below 1 and you lose control of the game.
@@ -587,23 +733,23 @@ If you found a bug, you can either report it in the bay12 DFHack thread, the iss
Disables pausing (both manual and automatic) with the exception of pause forced by 'reveal hell'. This is nice for digging under rivers.
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 so the items can be dumped there.
-cleanowned scattered X : This will confiscate rotten and dropped food, garbage on the floors and any worn items with 'X' damage and above.
Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.
-'filltraffic H' - When used in a room with doors, it will set traffic to HIGH in just that room.
Set traffic designations for every single tile of the map (useful for resetting traffic designations).
-Up to version 0.31.12, Elves only sent Diplomats to your fortress to propose tree cutting quotas due to a bug; once that bug was fixed, Elves stopped caring about excess tree cutting. This command adds a Diplomat position to all Elven civilizations, allowing them to negotiate tree cutting quotas (and allowing you to violate them and potentially start wars) in case you haven't already modified your raws accordingly.
This command adds the Guild Representative position to all Human civilizations, allowing them to make trade agreements (just as they did back in 0.28.181.40d and earlier) in case you haven't already modified your raws accordingly.
Removes invalid references to mineral inclusions and restores missing ones. Use this if you broke your embark with tools like tiletypes, or if you accidentally placed a construction on top of a valuable mineral floor.
Due to a bug in all releases of version 0.31, merchants no longer bring wagons with their caravans. This command re-enables them for all appropriate civilizations.
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.
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.
-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.
tweak clear-missing: | |
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Remove the missing status from the selected unit. This allows engraving slabs for ghostly, but not yet found, creatures. | |
tweak clear-ghostly: | |
Remove the ghostly status from the selected unit and mark it as dead. This allows getting rid of bugged ghosts which do not show up in the engraving slab menu at all, even after using clear-missing. It works, but is potentially very dangerous - so use with care. Probably (almost certainly) it does not have the same effects like a proper burial. You've been warned. | +
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).
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).
This command can be used for exploratory mining.
See: http://df.magmawiki.com/index.php/DF2010:Exploratory_mining
There are two variables that can be set: pattern and filter.
After you have a pattern set, you can use 'expdig' to apply it again.
A command for easy designation of filled and hollow circles. It has several types of options.