:rendermax disable:Disable any filter that is enabled.
An image showing lava and dragon breath. Not pictured here: sunlight, shining items/plants,
materials that color the light etc...
@ -381,11 +381,11 @@ A package of different adventure mode tools (currently just one)
Usage:
:list-equipped [all]:List armor and weapons equipped by your companions.
If all is specified, also lists non-metal clothing.
:metal-detector [all-types] [non-trader]:Reveal metal armor and weapons in
shops. The options disable the checks
on item type and being in shop.
:list-equipped [all]:List armor and weapons equipped by your companions.
If all is specified, also lists non-metal clothing.
:metal-detector [all-types] [non-trader]:Reveal metal armor and weapons in
shops. The options disable the checks
on item type and being in shop.
Map modification
@ -425,26 +425,26 @@ you use it in lower z levels. Use with care.
Options:
: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.
: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.
: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.
: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.
Examples:
@ -495,11 +495,11 @@ crafters/haulers.
Options:
:info:Don't change anything, print some info instead.
:here:Change all items at the cursor position. Requires in-game cursor.
: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.
:info:Don't change anything, print some info instead.
:here:Change all items at the cursor position. Requires in-game cursor.
: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.
Examples:
@ -514,7 +514,7 @@ Allows listing all the vermin colonies on the map and optionally turning them in
Options:
:bees:turn colonies into honey bee colonies
:bees:turn colonies into honey bee colonies
createitem
----------
@ -539,9 +539,10 @@ Examples:
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.
: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)
@ -560,9 +561,9 @@ Enables management of map features.
Options:
:list:Lists all map features in your current embark by index.
:show X:Marks the selected map feature as discovered.
:hide X:Marks the selected map feature as undiscovered.
:list:Lists all map features in your current embark by index.
:show X:Marks the selected map feature as discovered.
:hide X:Marks the selected map feature as undiscovered.
infiniteSky
-----------
@ -707,7 +708,8 @@ Fills all the adamantine veins again. Veins that were hollow will be left
alone.
Options:
:hollow:fill in naturally hollow veins too
:hollow:fill in naturally hollow veins too
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.
@ -717,10 +719,11 @@ plant
A tool for creating shrubs, growing, or getting rid of them.
Subcommands:
:create:Create a new shrub/sapling.
:grow:Make saplings grow into trees.
:extirpate:Kills trees and shrubs, turning them into ashes instantly.
:immolate:Similar to extirpate, but sets the plants on fire instead. The fires can and *will* spread ;)
:create:Create a new shrub/sapling.
:grow:Make saplings grow into trees.
:extirpate:Kills trees and shrubs, turning them into ashes instantly.
:immolate:Similar to extirpate, but sets the plants on fire instead. The fires can and *will* spread ;)
``create`` creates a new sapling under the cursor. Takes a raw ID as
argument (e.g. TOWER_CAP). The cursor must be located on a dirt or grass
@ -732,9 +735,10 @@ Works on all shrubs of the map if the cursor is hidden.
``extirpate`` and ``immolate`` work only on the plant under the cursor.
For mass effects, use one of the additional options:
:shrubs:affect all shrubs on the map
:trees:affect all trees on the map
:all:affect every plant!
:shrubs:affect all shrubs on the map
:trees:affect all trees on the map
:all:affect every plant!
regrass
-------
@ -748,9 +752,9 @@ Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'.
Options:
:snow:make it snow everywhere.
:rain:make it rain.
:clear:clear the sky.
:snow:make it snow everywhere.
:rain:make it rain.
:clear:clear the sky.
Map inspection
@ -773,13 +777,13 @@ as "unnamed creature".
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).
: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).
: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).
: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).
Examples:
@ -816,9 +820,9 @@ 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'.
: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
...................
@ -836,7 +840,7 @@ layer stone availability.
Options:
:all:Also estimate vein mineral amounts.
:all:Also estimate vein mineral amounts.
reveal
------
@ -909,10 +913,10 @@ Options:
Features:
:auto-grow:When a wall inside a burrow with a name ending in '+' is dug
out, the burrow is extended to newly-revealed adjacent walls.
This final '+' may be omitted in burrow name args of commands above.
Digging 1-wide corridors with the miner inside the burrow is SLOW.
:auto-grow:When a wall inside a burrow with a name ending in '+' is dug
out, the burrow is extended to newly-revealed adjacent walls.
This final '+' may be omitted in burrow name args of commands above.
Digging 1-wide corridors with the miner inside the burrow is SLOW.
digv
----
@ -946,18 +950,18 @@ 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.
: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.
Filters:
:all:designate whole z-level
:hidden:designate only hidden tiles of z-level (default)
:designated:Take current designation and apply pattern to it.
:all:designate whole z-level
:hidden:designate only hidden tiles of z-level (default)
:designated:Take current designation and apply pattern to it.
After you have a pattern set, you can use 'expdig' to apply it again.
@ -977,24 +981,24 @@ It has several types of options.
Shape:
:hollow:Set the circle to hollow (default)
:filled:Set the circle to filled
:#:Diameter in tiles (default = 0, does nothing)
:hollow:Set the circle to hollow (default)
:filled:Set the circle to filled
:#:Diameter in tiles (default = 0, does nothing)
Action:
:set:Set designation (default)
:unset:Unset current designation
:invert:Invert designations already present
:set:Set designation (default)
:unset:Unset current designation
:invert:Invert designations already present
Designation types:
:dig:Normal digging designation (default)
:ramp:Ramp digging
:ustair:Staircase up
:dstair:Staircase down
:xstair:Staircase up/down
:chan:Dig channel
:dig:Normal digging designation (default)
:ramp:Ramp digging
:ustair:Staircase up
:dstair:Staircase down
:xstair:Staircase up/down
:chan:Dig channel
After you have set the options, the command called with no options
repeats with the last selected parameters.
@ -1012,13 +1016,13 @@ If an argument is given, the designation of the selected tile is ignored, and al
Options:
:dig:
:channel:
:ramp:
:updown:up/down stairs
:up:up stairs
:down:down stairs
:clear:clear designation
:dig:
:channel:
:ramp:
:updown:up/down stairs
:up:up stairs
:down:down stairs
:clear:clear designation
digFlood
--------
@ -1044,16 +1048,16 @@ Set traffic designations using flood-fill starting at the cursor.
Traffic Type Codes:
:H:High Traffic
:N:Normal Traffic
:L:Low Traffic
:R:Restricted Traffic
:H:High Traffic
:N:Normal Traffic
:L:Low Traffic
:R:Restricted Traffic
Other Options:
:X:Fill accross z-levels.
:B:Include buildings and stockpiles.
:P:Include empty space.
:X:Fill accross z-levels.
:B:Include buildings and stockpiles.
:P:Include empty space.
Example:
@ -1065,10 +1069,10 @@ Set traffic designations for every single tile of the map (useful for resetting
Traffic Type Codes:
:H:High Traffic
:N:Normal Traffic
:L:Low Traffic
:R:Restricted Traffic
:H:High Traffic
:N:Normal Traffic
:L:Low Traffic
:R:Restricted Traffic
Example:
@ -1090,11 +1094,11 @@ by spaces.
Options:
:-t:Select trees only (exclude shrubs)
:-s:Select shrubs only (exclude trees)
:-c:Clear designations instead of setting them
:-x:Apply selected action to all plants except those specified (invert
selection)
:-t:Select trees only (exclude shrubs)
:-s:Select shrubs only (exclude trees)
:-c:Clear designations instead of setting them
:-x:Apply selected action to all plants except those specified (invert
selection)
Specifying both -t and -s will have no effect. If no plant IDs are specified,
all valid plant IDs will be listed.
@ -1111,14 +1115,14 @@ also spoil your !!FUN!!, so think before you use it.
Options:
:map:Clean the map tiles. By default, it leaves mud and snow alone.
:units:Clean the creatures. Will also clean hostiles.
:items:Clean all the items. Even a poisoned blade.
:map:Clean the map tiles. By default, it leaves mud and snow alone.
:units:Clean the creatures. Will also clean hostiles.
:items:Clean all the items. Even a poisoned blade.
Extra options for 'map':
:mud:Remove mud in addition to the normal stuff.
:snow:Also remove snow coverings.
:mud:Remove mud in addition to the normal stuff.
:snow:Also remove snow coverings.
spotclean
---------
@ -1136,11 +1140,11 @@ 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).
: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
---------------------
@ -1159,11 +1163,11 @@ and rotten items are confistacted and dumped.
Options:
:all:confiscate all owned items
:scattered:confiscated and dump all items scattered on the floor
: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
:all:confiscate all owned items
:scattered:confiscated and dump all items scattered on the floor
: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.
Example:
@ -1345,8 +1349,8 @@ won't be able to restore state of real monster lairs using 'lair reset'.
Options:
:lair:Mark the map as monster lair
:lair reset:Mark the map as ordinary (not lair)
:lair:Mark the map as monster lair
:lair reset:Mark the map as ordinary (not lair)
mode
----
@ -1405,8 +1409,8 @@ Exports data from legends mode; allowing a set-and-forget export of large worlds
Options:
:maps:Exports all fifteen detailed maps
:all:first exports the world/gen info, then the XML, then all detailed maps
:maps:Exports all fifteen detailed maps
:all:first exports the world/gen info, then the XML, then all detailed maps
Job management
@ -1618,55 +1622,55 @@ Helps a bit with managing activity zones (pens, pastures and pits) and cages.
Options:
:set:Set zone or cage under cursor as default for future assigns.
:assign:Assign unit(s) to the pen or pit marked with the 'set' command.
If no filters are set a unit must be selected in the in-game ui.
Can also be followed by a valid zone id which will be set
instead.
:unassign:Unassign selected creature from it's zone.
:nick:Mass-assign nicknames, must be followed by the name you want
to set.
:remnick:Mass-remove nicknames.
:tocages:Assign unit(s) to cages inside a pasture.
:uinfo:Print info about unit(s). If no filters are set a unit must
be selected in the in-game ui.
:zinfo:Print info about zone(s). If no filters are set zones under
the cursor are listed.
:verbose:Print some more info.
:filters:Print list of valid filter options.
:examples:Print some usage examples.
:not:Negates the next filter keyword.
:set:Set zone or cage under cursor as default for future assigns.
:assign:Assign unit(s) to the pen or pit marked with the 'set' command.
If no filters are set a unit must be selected in the in-game ui.
Can also be followed by a valid zone id which will be set
instead.
:unassign:Unassign selected creature from it's zone.
:nick:Mass-assign nicknames, must be followed by the name you want
to set.
:remnick:Mass-remove nicknames.
:tocages:Assign unit(s) to cages inside a pasture.
:uinfo:Print info about unit(s). If no filters are set a unit must
be selected in the in-game ui.
:zinfo:Print info about zone(s). If no filters are set zones under
the cursor are listed.
:verbose:Print some more info.
:filters:Print list of valid filter options.
:examples:Print some usage examples.
:not:Negates the next filter keyword.
Filters:
:all:Process all units (to be used with additional filters).
:count:Must be followed by a number. Process only n units (to be used
with additional filters).
:unassigned:Not assigned to zone, chain or built cage.
:minage:Minimum age. Must be followed by number.
:maxage:Maximum age. Must be followed by number.
:race:Must be followed by a race RAW ID (e.g. BIRD_TURKEY, ALPACA,
etc). Negatable.
:caged:In a built cage. Negatable.
:own:From own civilization. Negatable.
:merchant:Is a merchant / belongs to a merchant. Should only be used for
pitting, not for stealing animals (slaughter should work).
:war:Trained war creature. Negatable.
:hunting:Trained hunting creature. Negatable.
:tamed:Creature is tame. Negatable.
:trained:Creature is trained. Finds war/hunting creatures as well as
creatures who have a training level greater than 'domesticated'.
If you want to specifically search for war/hunting creatures use
'war' or 'hunting' Negatable.
:trainablewar:Creature can be trained for war (and is not already trained for
war/hunt). Negatable.
:trainablehunt:Creature can be trained for hunting (and is not already trained
for war/hunt). Negatable.
:male:Creature is male. Negatable.
:female:Creature is female. Negatable.
:egglayer:Race lays eggs. Negatable.
:grazer:Race is a grazer. Negatable.
:milkable:Race is milkable. Negatable.
:all:Process all units (to be used with additional filters).
:count:Must be followed by a number. Process only n units (to be used
with additional filters).
:unassigned:Not assigned to zone, chain or built cage.
:minage:Minimum age. Must be followed by number.
:maxage:Maximum age. Must be followed by number.
:race:Must be followed by a race RAW ID (e.g. BIRD_TURKEY, ALPACA,
etc). Negatable.
:caged:In a built cage. Negatable.
:own:From own civilization. Negatable.
:merchant:Is a merchant / belongs to a merchant. Should only be used for
pitting, not for stealing animals (slaughter should work).
:war:Trained war creature. Negatable.
:hunting:Trained hunting creature. Negatable.
:tamed:Creature is tame. Negatable.
:trained:Creature is trained. Finds war/hunting creatures as well as
creatures who have a training level greater than 'domesticated'.
If you want to specifically search for war/hunting creatures use
'war' or 'hunting' Negatable.
:trainablewar:Creature can be trained for war (and is not already trained for
war/hunt). Negatable.
:trainablehunt:Creature can be trained for hunting (and is not already trained
for war/hunt). Negatable.
:male:Creature is male. Negatable.
:female:Creature is female. Negatable.
:egglayer:Race lays eggs. Negatable.
:grazer:Race is a grazer. Negatable.
:milkable:Race is milkable. Negatable.
Usage with single units
.......................
@ -1758,11 +1762,11 @@ will instantly run once.
Options:
:start:Start running every X frames (df simulation ticks).
Default: X=6000, which would be every 60 seconds at 100fps.
:stop:Stop running automatically.
:sleep:Must be followed by number X. Changes the timer to sleep X
frames between runs.
:start:Start running every X frames (df simulation ticks).
Default: X=6000, which would be every 60 seconds at 100fps.
:stop:Stop running automatically.
:sleep:Must be followed by number X. Changes the timer to sleep X
frames between runs.
autobutcher
-----------
@ -1785,37 +1789,37 @@ If you don't set any target count the following default will be used:
Options:
:start:Start running every X frames (df simulation ticks).
Default: X=6000, which would be every 60 seconds at 100fps.
:stop:Stop running automatically.
:sleep:Must be followed by number X. Changes the timer to sleep
X frames between runs.
:watch R:Start watching a race. R can be a valid race RAW id (ALPACA,
BIRD_TURKEY, etc) or a list of ids seperated by spaces or
the keyword 'all' which affects all races on your current
watchlist.
:unwatch R:Stop watching race(s). The current target settings will be
remembered. R can be a list of ids or the keyword 'all'.
:forget R:Stop watching race(s) and forget it's/their target settings.
R can be a list of ids or the keyword 'all'.
:autowatch:Automatically adds all new races (animals you buy from merchants,
tame yourself or get from migrants) to the watch list using
default target count.
:noautowatch:Stop auto-adding new races to the watchlist.
:list:Print the current status and watchlist.
:list_export:Print status and watchlist in a format which can be used
to import them to another savegame (see notes).
:target fk mk fa ma R:Set target count for specified race(s).
fk = number of female kids,
mk = number of male kids,
fa = number of female adults,
ma = number of female adults.
R can be a list of ids or the keyword 'all' or 'new'.
R = 'all': change target count for all races on watchlist
and set the new default for the future. R = 'new': don't touch
current settings on the watchlist, only set the new default
for future entries.
:example:Print some usage examples.
:start:Start running every X frames (df simulation ticks).
Default: X=6000, which would be every 60 seconds at 100fps.
:stop:Stop running automatically.
:sleep:Must be followed by number X. Changes the timer to sleep
X frames between runs.
:watch R:Start watching a race. R can be a valid race RAW id (ALPACA,
BIRD_TURKEY, etc) or a list of ids seperated by spaces or
the keyword 'all' which affects all races on your current
watchlist.
:unwatch R:Stop watching race(s). The current target settings will be
remembered. R can be a list of ids or the keyword 'all'.
:forget R:Stop watching race(s) and forget it's/their target settings.
R can be a list of ids or the keyword 'all'.
:autowatch:Automatically adds all new races (animals you buy from merchants,
tame yourself or get from migrants) to the watch list using
default target count.
:noautowatch:Stop auto-adding new races to the watchlist.
:list:Print the current status and watchlist.
:list_export:Print status and watchlist in a format which can be used
to import them to another savegame (see notes).
:target fk mk fa ma R:Set target count for specified race(s).
fk = number of female kids,
mk = number of male kids,
fa = number of female adults,
ma = number of female adults.
R can be a list of ids or the keyword 'all' or 'new'.
R = 'all': change target count for all races on watchlist
and set the new default for the future. R = 'new': don't touch
current settings on the watchlist, only set the new default
for future entries.
:example:Print some usage examples.
Examples:
@ -1914,8 +1918,9 @@ twice.
dfusion
-------
This is the DFusion lua plugin system by Warmist, running as a DFHack plugin. There are two parts to this plugin: an interactive script that shows a text based menu and lua modules. Some of the functionality of is intentionaly left out of the menu:
:Friendship:a binary plugin that allows multi race forts (to use make a script that imports plugins.dfusion.friendship and use Friendship:install{table} table should contain list of race names.)
:Embark:a binary plugin that allows multi race embark (to use make a script that imports plugins.dfusion.embark and use Embark:install{table} table should contain list of race names or list of pairs (race-name, caste_id)).
:Friendship:a binary plugin that allows multi race forts (to use make a script that imports plugins.dfusion.friendship and use Friendship:install{table} table should contain list of race names.)
:Embark:a binary plugin that allows multi race embark (to use make a script that imports plugins.dfusion.embark and use Embark:install{table} table should contain list of race names or list of pairs (race-name, caste_id)).
See the bay12 thread for details: http://www.bay12forums.com/smf/index.php?topic=93317.0
@ -1972,12 +1977,12 @@ 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.