@ -543,48 +543,49 @@ access DF memory and allow for easier development of new tools.</p>
 
		
	
		
			
				< li > < a  class = "reference internal"  href = "#embark"  id = "id146" > embark< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#lever"  id = "id147" > lever< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#stripcaged"  id = "id148" > stripcaged< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#create-items"  id = "id149" > create-items< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#locate-ore"  id = "id150" > locate-ore< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#soundsense-season"  id = "id151" > soundsense-season< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#multicmd"  id = "id152" > multicmd< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#undump-buildings"  id = "id149" > undump-buildings< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#create-items"  id = "id150" > create-items< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#locate-ore"  id = "id151" > locate-ore< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#soundsense-season"  id = "id152" > soundsense-season< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#multicmd"  id = "id153" > multicmd< / a > < / li >  
		
	
		
			
				< / ul >  
		
	
		
			
				< / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#in-game-interface-tools"  id = "id15 3 "> In-game interface tools< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#dwarf-manipulator"  id = "id15 4 "> Dwarf Manipulator< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#search"  id = "id15 5 "> Search< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#automaterial"  id = "id15 6 "> AutoMaterial< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-liquids"  id = "id15 7 "> gui/liquids< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-mechanisms"  id = "id15 8 "> gui/mechanisms< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-rename"  id = "id1 59 "> gui/rename< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-room-list"  id = "id16 0 "> gui/room-list< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-choose-weapons"  id = "id16 1 "> gui/choose-weapons< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-clone-uniform"  id = "id16 2 "> gui/clone-uniform< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-guide-path"  id = "id16 3 "> gui/guide-path< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-workshop-job"  id = "id16 4 "> gui/workshop-job< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-workflow"  id = "id16 5 "> gui/workflow< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-assign-rack"  id = "id16 6 "> gui/assign-rack< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-advfort"  id = "id16 7 "> gui/advfort< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-companion-order"  id = "id16 8 "> gui/companion-order< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-gm-editor"  id = "id1 69 "> gui/gm-editor< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-mod-manager"  id = "id17 0 "> gui/mod-manager< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#in-game-interface-tools"  id = "id15 4 "> In-game interface tools< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#dwarf-manipulator"  id = "id15 5 "> Dwarf Manipulator< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#search"  id = "id15 6 "> Search< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#automaterial"  id = "id15 7 "> AutoMaterial< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-liquids"  id = "id15 8 "> gui/liquids< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-mechanisms"  id = "id15 9 "> gui/mechanisms< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-rename"  id = "id1 60 "> gui/rename< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-room-list"  id = "id16 1 "> gui/room-list< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-choose-weapons"  id = "id16 2 "> gui/choose-weapons< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-clone-uniform"  id = "id16 3 "> gui/clone-uniform< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-guide-path"  id = "id16 4 "> gui/guide-path< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-workshop-job"  id = "id16 5 "> gui/workshop-job< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-workflow"  id = "id16 6 "> gui/workflow< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-assign-rack"  id = "id16 7 "> gui/assign-rack< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-advfort"  id = "id16 8 "> gui/advfort< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-companion-order"  id = "id16 9 "> gui/companion-order< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-gm-editor"  id = "id1 70 "> gui/gm-editor< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-mod-manager"  id = "id17 1 "> gui/mod-manager< / a > < / li >  
		
	
		
			
				< / ul >  
		
	
		
			
				< / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#behavior-mods"  id = "id17 1 "> Behavior Mods< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#siege-engine"  id = "id17 2 "> Siege Engine< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#rationale"  id = "id17 3 "> Rationale< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#configuration-ui"  id = "id17 4 "> Configuration UI< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#behavior-mods"  id = "id17 2 "> Behavior Mods< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#siege-engine"  id = "id17 3 "> Siege Engine< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#rationale"  id = "id17 4 "> Rationale< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#configuration-ui"  id = "id17 5 "> Configuration UI< / a > < / li >  
		
	
		
			
				< / ul >  
		
	
		
			
				< / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#power-meter"  id = "id17 5 "> Power Meter< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#steam-engine"  id = "id17 6 "> Steam Engine< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#id1"  id = "id17 7 "> Rationale< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#construction"  id = "id17 8 "> Construction< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#operation"  id = "id1 79 "> Operation< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#explosions"  id = "id18 0 "> Explosions< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#save-files"  id = "id18 1 "> Save files< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#power-meter"  id = "id17 6 "> Power Meter< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#steam-engine"  id = "id17 7 "> Steam Engine< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#id1"  id = "id17 8 "> Rationale< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#construction"  id = "id17 9 "> Construction< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#operation"  id = "id1 80 "> Operation< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#explosions"  id = "id18 1 "> Explosions< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#save-files"  id = "id18 2 "> Save files< / a > < / li >  
		
	
		
			
				< / ul >  
		
	
		
			
				< / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#add-spatter"  id = "id18 2 "> Add Spatter< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#add-spatter"  id = "id18 3 "> Add Spatter< / a > < / li >  
		
	
		
			
				< / ul >  
		
	
		
			
				< / li >  
		
	
		
			
				< / ul >  
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -3171,8 +3172,12 @@ alternatively pass cage IDs as arguments:</p>
 
		
	
		
			
				stripcaged weapons 25321 34228
 
		
	
		
			
				< / pre >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "undump-buildings" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id149" > undump-buildings< / a > < / h2 >  
		
	
		
			
				< p > Undesignates building base materials for dumping.< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "create-items" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id149" > create-items< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id1 50 "> create-items< / a > < / h2 >  
		
	
		
			
				< p > Spawn arbitrary items under the cursor.< / p >  
		
	
		
			
				< p > 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).< / p > 
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3194,7 +3199,7 @@ create-items bar adamantine
 
		
	
		
			
				< / pre >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "locate-ore" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id15 0 "> locate-ore< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id15 1 "> locate-ore< / a > < / h2 >  
		
	
		
			
				< p > Scan the map for metal ores.< / p >  
		
	
		
			
				< p > 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).< / p > 
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3207,7 +3212,7 @@ locate-ore iron</dd>
 
		
	
		
			
				< / dl >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "soundsense-season" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id15 1 "> soundsense-season< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id15 2 "> soundsense-season< / a > < / h2 >  
		
	
		
			
				< p > It 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.< / p > 
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3216,7 +3221,7 @@ to gamelog.txt on every map load to fix this. For best results
 
		
	
		
			
				call the script from < tt  class = "docutils literal" > dfhack.init< / tt > .< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "multicmd" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id15 2 "> multicmd< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id15 3 "> multicmd< / a > < / h2 >  
		
	
		
			
				< p > Run multiple dfhack commands. The argument is split around the 
		
	
		
			
				character ; and all parts are run sequencially as independent
 
		
	
		
			
				dfhack commands. Useful for hotkeys.< / p > 
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3227,7 +3232,7 @@ dfhack commands. Useful for hotkeys.</p>
 
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "in-game-interface-tools" >  
		
	
		
			
				< h1 > < a  class = "toc-backref"  href = "#id15 3 "> In-game interface tools< / a > < / h1 >  
		
	
		
			
				< h1 > < a  class = "toc-backref"  href = "#id15 4 "> In-game interface tools< / a > < / h1 >  
		
	
		
			
				< p > These tools work by displaying dialogs or overlays in the game window, and 
		
	
		
			
				are mostly implemented by lua scripts.< / p > 
 
		
	
		
			
				< div  class = "note" >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3242,7 +3247,7 @@ guideline because it arguably just fixes small usability bugs in the game UI.</p
 
		
	
		
			
				you must enable the plugins which provide them.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "dwarf-manipulator" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id15 4 "> Dwarf Manipulator< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id15 5 "> Dwarf Manipulator< / a > < / h2 >  
		
	
		
			
				< p > Implemented by the 'manipulator' plugin.< / p >  
		
	
		
			
				< p > To activate, open the unit screen and press 'l'.< / p >  
		
	
		
			
				< img  alt = "images/manipulator.png"  src = "images/manipulator.png"  / >  
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -3281,7 +3286,7 @@ cursor onto that cell instead of toggling it.</li>
 
		
	
		
			
				directly to the main dwarf mode screen.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "search" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id15 5 "> Search< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id15 6 "> Search< / a > < / h2 >  
		
	
		
			
				< p > Implemented by the 'search' plugin.< / p >  
		
	
		
			
				< p > The search plugin adds search to the Stocks, Animals, Trading, Stockpile, 
		
	
		
			
				Noble (assignment candidates), Military (position candidates), Burrows
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -3312,7 +3317,7 @@ only fat or tallow by forbidding fats, then searching for fat/tallow, and
 
		
	
		
			
				using Permit Fats again while the list is filtered.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "automaterial" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id15 6 "> AutoMaterial< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id15 7 "> AutoMaterial< / a > < / h2 >  
		
	
		
			
				< p > Implemented by the 'automaterial' plugin.< / p >  
		
	
		
			
				< p > 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
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -3340,7 +3345,7 @@ 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.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-liquids" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id15 7 "> gui/liquids< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id15 8 "> gui/liquids< / a > < / h2 >  
		
	
		
			
				< p > To use, bind to a key (the example config uses Alt-L) and activate in the 'k' mode.< / p >  
		
	
		
			
				< img  alt = "images/liquids.png"  src = "images/liquids.png"  / >  
		
	
		
			
				< p > This script is a gui front-end to the liquids plugin and works similar to it, 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3360,7 +3365,7 @@ rivers power water wheels even when full and technically not flowing.</p>
 
		
	
		
			
				< p > After setting up the desired operations using the described keys, use < tt  class = "docutils literal" > Enter< / tt >  to apply them.< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-mechanisms" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id15 8 "> gui/mechanisms< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id15 9 "> gui/mechanisms< / a > < / h2 >  
		
	
		
			
				< p > To use, bind to a key (the example config uses Ctrl-M) and activate in the 'q' mode.< / p >  
		
	
		
			
				< img  alt = "images/mechanisms.png"  src = "images/mechanisms.png"  / >  
		
	
		
			
				< p > Lists mechanisms connected to the building, and their links. Navigating the list centers 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3370,7 +3375,7 @@ focus on the current one. Shift-Enter has an effect equivalent to pressing Enter
 
		
	
		
			
				re-entering the mechanisms ui.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-rename" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id1 59 "> gui/rename< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id1 60 "> gui/rename< / a > < / h2 >  
		
	
		
			
				< p > Backed by the rename plugin, this script allows entering the desired name 
		
	
		
			
				via a simple dialog in the game ui.< / p > 
 
		
	
		
			
				< ul >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3393,7 +3398,7 @@ their species string.</p>
 
		
	
		
			
				unit profession change to Ctrl-Shift-T.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-room-list" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id16 0 "> gui/room-list< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id16 1 "> gui/room-list< / a > < / h2 >  
		
	
		
			
				< p > 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.< / p > 
 
		
	
		
			
				< img  alt = "images/room-list.png"  src = "images/room-list.png"  / >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3401,7 +3406,7 @@ either immediately or after opening the assign owner page.</p>
 
		
	
		
			
				list, and allows unassigning them.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-choose-weapons" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id16 1 "> gui/choose-weapons< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id16 2 "> gui/choose-weapons< / a > < / h2 >  
		
	
		
			
				< p > Bind to a key (the example config uses Ctrl-W), and activate in the Equip-> View/Customize 
		
	
		
			
				page of the military screen.< / p > 
 
		
	
		
			
				< p > Depending on the cursor location, it rewrites all 'individual choice weapon' entries 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3412,14 +3417,14 @@ only that entry, and does it even if it is not 'individual choice'.</p>
 
		
	
		
			
				and may lead to inappropriate weapons being selected.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-clone-uniform" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id16 2 "> gui/clone-uniform< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id16 3 "> gui/clone-uniform< / a > < / h2 >  
		
	
		
			
				< p > Bind to a key (the example config uses Ctrl-C), and activate in the Uniforms 
		
	
		
			
				page of the military screen with the cursor in the leftmost list.< / p > 
 
		
	
		
			
				< p > When invoked, the script duplicates the currently selected uniform template, 
		
	
		
			
				and selects the newly created copy.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-guide-path" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id16 3 "> gui/guide-path< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id16 4 "> gui/guide-path< / a > < / h2 >  
		
	
		
			
				< p > Bind to a key (the example config uses Alt-P), and activate in the Hauling menu with 
		
	
		
			
				the cursor over a Guide order.< / p > 
 
		
	
		
			
				< img  alt = "images/guide-path.png"  src = "images/guide-path.png"  / >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3427,7 +3432,7 @@ the cursor over a Guide order.</p>
 
		
	
		
			
				computes it when the order is executed for the first time.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-workshop-job" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id16 4 "> gui/workshop-job< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id16 5 "> gui/workshop-job< / a > < / h2 >  
		
	
		
			
				< p > Bind to a key (the example config uses Alt-A), and activate with a job selected in 
		
	
		
			
				a workshop in the 'q' mode.< / p > 
 
		
	
		
			
				< img  alt = "images/workshop-job.png"  src = "images/workshop-job.png"  / >  
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -3463,7 +3468,7 @@ and then try to change the input item type, now it won't let you select <em>plan
 
		
	
		
			
				you have to unset the material first.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-workflow" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id16 5 "> gui/workflow< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id16 6 "> gui/workflow< / a > < / h2 >  
		
	
		
			
				< p > Bind to a key (the example config uses Alt-W), and activate with a job selected 
		
	
		
			
				in a workshop in the 'q' mode.< / p > 
 
		
	
		
			
				< img  alt = "images/workflow.png"  src = "images/workflow.png"  / >  
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -3510,7 +3515,7 @@ the current stock value. The bright green dashed line is the target
 
		
	
		
			
				limit (maximum) and the dark green line is that minus the gap (minimum).< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-assign-rack" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id16 6 "> gui/assign-rack< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id16 7 "> gui/assign-rack< / a > < / h2 >  
		
	
		
			
				< p > Bind to a key (the example config uses P), and activate when viewing a weapon 
		
	
		
			
				rack in the 'q' mode.< / p > 
 
		
	
		
			
				< img  alt = "images/assign-rack.png"  src = "images/assign-rack.png"  / >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3534,7 +3539,7 @@ the intended user. In order to aid in the choice, it shows the number
 
		
	
		
			
				of currently assigned racks for every valid squad.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-advfort" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id16 7 "> gui/advfort< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id16 8 "> gui/advfort< / a > < / h2 >  
		
	
		
			
				< p > 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:< / p > 
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3553,7 +3558,7 @@ implies -a</li>
 
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-companion-order" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id16 8 "> gui/companion-order< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id16 9 "> gui/companion-order< / a > < / h2 >  
		
	
		
			
				< p > 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.< / p > 
 
		
	
		
			
				< img  alt = "images/companion-order.png"  src = "images/companion-order.png"  / >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3569,7 +3574,7 @@ case. Must be in look or talk mode to issue command on tile.</p>
 
		
	
		
			
				< / ul >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-gm-editor" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id1 69 "> gui/gm-editor< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id1 70 "> gui/gm-editor< / a > < / h2 >  
		
	
		
			
				< p > There are three ways to open this editor:< / p >  
		
	
		
			
				< ul  class = "simple" >  
		
	
		
			
				< li > using gui/gm-editor command/keybinding - opens editor on what is selected 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3584,14 +3589,14 @@ the same as version above.</li>
 
		
	
		
			
				in-game help.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-mod-manager" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id17 0 "> gui/mod-manager< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id17 1 "> gui/mod-manager< / a > < / h2 >  
		
	
		
			
				< p > A way to simply install and remove small mods. It looks for specially formated mods in 
		
	
		
			
				df subfolder 'mods'. Mods are not included, for example mods see: < a  class = "reference external"  href = "https://github.com/warmist/df-mini-mods" > github mini mod repository< / a > < / p > 
 
		
	
		
			
				< img  alt = "images/mod-manager.png"  src = "images/mod-manager.png"  / >  
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "behavior-mods" >  
		
	
		
			
				< h1 > < a  class = "toc-backref"  href = "#id17 1 "> Behavior Mods< / a > < / h1 >  
		
	
		
			
				< h1 > < a  class = "toc-backref"  href = "#id17 2 "> Behavior Mods< / a > < / h1 >  
		
	
		
			
				< p > 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.< / p > 
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3602,20 +3607,20 @@ technical challenge, and do not represent any long-term plans to produce more
 
		
	
		
			
				similar modifications of the game.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "siege-engine" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id17 2 "> Siege Engine< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id17 3 "> Siege Engine< / a > < / h2 >  
		
	
		
			
				< p > 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.< / p > 
 
		
	
		
			
				< div  class = "section"  id = "rationale" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id17 3 "> Rationale< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id17 4 "> Rationale< / a > < / h3 >  
		
	
		
			
				< p > 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.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "configuration-ui" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id17 4 "> Configuration UI< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id17 5 "> Configuration UI< / a > < / h3 >  
		
	
		
			
				< p > 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.< / p > 
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3638,7 +3643,7 @@ menu.</p>
 
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "power-meter" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id17 5 "> Power Meter< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id17 6 "> Power Meter< / a > < / h2 >  
		
	
		
			
				< p > 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.< / p > 
 
		
	
		
			
				< p > The configuration front-end is implemented by the gui/power-meter script. Bind it to a 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3649,11 +3654,11 @@ in the build menu.</p>
 
		
	
		
			
				configuration page, but configures parameters relevant to the modded power meter building.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "steam-engine" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id17 6 "> Steam Engine< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id17 7 "> Steam Engine< / a > < / h2 >  
		
	
		
			
				< p > The steam-engine plugin detects custom workshops with STEAM_ENGINE in 
		
	
		
			
				their token, and turns them into real steam engines.< / p > 
 
		
	
		
			
				< div  class = "section"  id = "id1" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id17 7 "> Rationale< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id17 8 "> Rationale< / a > < / h3 >  
		
	
		
			
				< p > 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
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3664,7 +3669,7 @@ 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.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "construction" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id17 8 "> Construction< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id17 9 "> Construction< / a > < / h3 >  
		
	
		
			
				< p > 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.< / p > 
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3688,7 +3693,7 @@ short axles that can be built later than both of the engines.</p>
 
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "operation" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id1 79 "> Operation< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id1 80 "> Operation< / a > < / h3 >  
		
	
		
			
				< p > 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
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -3719,7 +3724,7 @@ decrease it by further 4%, and also decrease the whole steam
 
		
	
		
			
				use rate by 10%.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "explosions" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id18 0 "> Explosions< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id18 1 "> Explosions< / a > < / h3 >  
		
	
		
			
				< p > The engine must be constructed using barrel, pipe and piston 
		
	
		
			
				from fire-safe, or in the magma version magma-safe metals.< / p > 
 
		
	
		
			
				< p > During operation weak parts get gradually worn out, and 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3728,7 +3733,7 @@ toppled during operation by a building destroyer, or a
 
		
	
		
			
				tantruming dwarf.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "save-files" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id18 1 "> Save files< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id18 2 "> Save files< / a > < / h3 >  
		
	
		
			
				< p > 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
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -3739,7 +3744,7 @@ being generated.</p>
 
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "add-spatter" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id18 2 "> Add Spatter< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id18 3 "> Add Spatter< / a > < / h2 >  
		
	
		
			
				< p > This plugin makes reactions with names starting with < tt  class = "docutils literal" > SPATTER_ADD_< / tt >  
		
	
		
			
				produce contaminants on the items instead of improvements. The produced
 
		
	
		
			
				contaminants are immune to being washed away by water or destroyed by