diff --git a/README.rst b/README.rst index 6e0031ef6..f0a39e88b 100644 --- a/README.rst +++ b/README.rst @@ -50,20 +50,34 @@ Uninstalling is basically the same, in reverse: The stonesense plugin might require some additional libraries on Linux. -If any of the plugins or dfhack itself refuses to load, check the stderr.log file created in your DF folder. +If any of the plugins or dfhack itself refuses to load, check the stderr.log +file created in your DF folder. ============ Using DFHack ============ -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. - -The command line has some nice line editing capabilities, including history that's preserved between different runs of DF (use up/down keys to go through the history). - -The second way to interact with DFHack is to bind the available commands to in-game hotkeys. The old way to do this is via the hotkey/zoom menu (normally opened with the 'h' key). Binding the commands is done by assigning a command as a hotkey name (with 'n'). - -A new and more flexible way is the keybinding command in the dfhack console. However, bindings created this way are not automatically remembered between runs of the game, so it becomes necessary to use the dfhack.init file to ensure that they are re-created every time it is loaded. +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. + +The command line has some nice line editing capabilities, including history +that's preserved between different runs of DF (use up/down keys to go through +the history). + +The second way to interact with DFHack is to bind the available commands +to in-game hotkeys. The old way to do this is via the hotkey/zoom menu (normally +opened with the 'h' key). Binding the commands is done by assigning a command as +a hotkey name (with 'n'). + +A new and more flexible way is the keybinding command in the dfhack console. +However, bindings created this way are not automatically remembered between runs +of the game, so it becomes necessary to use the dfhack.init file to ensure that +they are re-created every time it is loaded. Interactive commands like 'liquids' cannot be used as hotkeys. @@ -72,23 +86,34 @@ Most of the commands come from plugins. Those reside in 'hack/plugins/'. ============================= Something doesn't work, help! ============================= -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. +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. ============= The init file ============= -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. +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. ======== Commands ======== -Almost all the commands support using the 'help ' built-in command to retrieve further help without having to look at this document. Alternatively, some accept a 'help'/'?' option on their command line. +Almost all the commands support using the 'help ' built-in command +to retrieve further help without having to look at this document. Alternatively, +some accept a 'help'/'?' option on their command line. adv-bodyswap ============ -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. +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. Usage ----- @@ -101,22 +126,43 @@ 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. +:list-equipped [all]: List armor and weapons equipped by your companions. + If all is specified, also lists non-metal clothing. changelayer =========== -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. +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. 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. + 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. @@ -131,13 +177,23 @@ Examples: .. 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. - * When you force changelayer to convert soil to stone you might experience weird stuff (flashing tiles, tiles changed all over place etc). Try reverting the changes manually or even better use an older savegame. You did save your game, right? + * 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. + * When you force changelayer to convert soil to stone you might experience + weird stuff (flashing tiles, tiles changed all over place etc). + Try reverting the changes manually or even better use an older savegame. + You did save your game, right? changevein ========== -Changes material of the vein under cursor to the specified inorganic RAW material. +Changes material of the vein under cursor to the specified inorganic RAW +material. Example: -------- @@ -146,15 +202,23 @@ Example: changeitem ========== -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. +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. Options ------- -:info: Don't change anything, print some info instead. -: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. +: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: --------- @@ -165,46 +229,65 @@ Examples: cursecheck ========== -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". +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. 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". 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: --------- ``cursecheck detail all`` - Give detailed info about all cursed creatures including deceased ones (no in-game cursor). + Give detailed info about all cursed creatures including deceased ones (no + in-game cursor). ``cursecheck nick`` - Give a nickname all living/active cursed creatures on the map(no in-game cursor). + Give a nickname all living/active cursed creatures on the map(no in-game + cursor). .. note:: - * If you do a full search (with the option "all") former ghosts will show up with the cursetype "unknown" because their ghostly flag is not set anymore. But if you happen to find a living/active creature with cursetype "unknown" please report that in the dfhack thread on the modding forum or per irc. This is likely to happen with mods which introduce new types of curses, for example. + * If you do a full search (with the option "all") former ghosts will show up + with the cursetype "unknown" because their ghostly flag is not set + anymore. But if you happen to find a living/active creature with cursetype + "unknown" please report that in the dfhack thread on the modding forum or + per irc. This is likely to happen with mods which introduce new types + of curses, for example. follow ====== -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. +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. forcepause ========== -Forces DF to pause. This is useful when your FPS drops below 1 and you lose control of the game. +Forces DF to pause. This is useful when your FPS drops below 1 and you lose +control of the game. * Activate with 'forcepause 1' * Deactivate with 'forcepause 0' nopause ======= -Disables pausing (both manual and automatic) with the exception of pause forced by 'reveal hell'. -This is nice for digging under rivers. +Disables pausing (both manual and automatic) with the exception of pause forced +by 'reveal hell'. This is nice for digging under rivers. die === @@ -229,17 +312,19 @@ Options autodump-destroy-here ===================== -Destroy items marked for dumping under cursor. Identical to autodump destroy-here, but intended for use as keybinding. +Destroy items marked for dumping under cursor. Identical to autodump +destroy-here, but intended for use as keybinding. autodump-destroy-item ===================== -Destroy the selected item. The item may be selected in the 'k' list, or inside a container. If called again before the game is resumed, cancels destroy. +Destroy the selected item. The item may be selected in the 'k' list, or inside +a container. If called again before the game is resumed, cancels destroy. clean ===== -Cleans all the splatter that get scattered all over the map, items and creatures. -In an old fortress, this can significantly reduce FPS lag. It can also spoil your -!!FUN!!, so think before you use it. +Cleans all the splatter that get scattered all over the map, items and +creatures. In an old fortress, this can significantly reduce FPS lag. It can +also spoil your !!FUN!!, so think before you use it. Options ------- @@ -254,12 +339,13 @@ Extra options for 'map' spotclean ========= -Works like 'clean map snow mud', but only for the tile under the cursor. Ideal if you want to keep that bloody entrance 'clean map' would clean up. +Works like 'clean map snow mud', but only for the tile under the cursor. Ideal +if you want to keep that bloody entrance 'clean map' would clean up. cleanowned ========== -Confiscates items owned by dwarfs. -By default, owned food on the floor and rotten items are confistacted and dumped. +Confiscates items owned by dwarfs. By default, owned food on the floor +and rotten items are confistacted and dumped. Options ------- @@ -267,7 +353,8 @@ Options :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. +:dryrun: a dry run. combine with other options to see what will happen + without it actually happening. Example: -------- @@ -286,18 +373,6 @@ deramp (by zilpin) Removes all ramps designated for removal from the map. This is useful for replicating the old channel digging designation. It also removes any and all 'down ramps' that can remain after a cave-in (you don't have to designate anything for that to happen). -df2minecraft -============ -This generates a minecraft world out of the currently loaded fortress. -Generated worlds are placed into your DF folder, named "World #". - -.. warning:: - - * This is experimental! It *will* cause crashes. - * If it works, the process takes quite a while to complete. - * Do not use if you have any unsaved progress! - * Non-square embarks are exported wrong. It's a known bug. - dfusion ======= This is the DFusion lua plugin system by warmist/darius, running as a DFHack plugin. @@ -329,8 +404,10 @@ feature ======= Enables management of map features. -* Discovering a magma feature (magma pool, volcano, magma sea, or curious underground structure) permits magma workshops and furnaces to be built. -* Discovering a cavern layer causes plants (trees, shrubs, and grass) from that cavern to grow within your fortress. +* Discovering a magma feature (magma pool, volcano, magma sea, or curious + underground structure) permits magma workshops and furnaces to be built. +* Discovering a cavern layer causes plants (trees, shrubs, and grass) from + that cavern to grow within your fortress. Options ------- @@ -376,36 +453,53 @@ Example: fixdiplomats ============ -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. +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. fixmerchants ============ -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. +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. fixveins ======== -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. +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. fixwagons ========= -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. +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. flows ===== -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. +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. getplants ========= -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. +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. 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. +Specifying both -t and -s will have no effect. If no plant IDs are specified, +all valid plant IDs will be listed. tidlers ======= @@ -420,41 +514,61 @@ job Command for general job query and manipulation. Options: - * no extra options - Print details of the current job. The job can be selected in a workshop, or the unit/jobs screen. + * no extra options - Print details of the current job. The job can be selected + in a workshop, or the unit/jobs screen. * list - Print details of all jobs in the selected workshop. - * item-material - Replace the exact material id in the job item. - * item-type - Replace the exact item type id in the job item. + * item-material - Replace the exact material + id in the job item. + * item-type - Replace the exact item type id in + the job item. job-material ============ -Alter the material of the selected job. Invoked as: job-material +Alter the material of the selected job. + +Invoked as: job-material Intended to be used as a keybinding: - * In 'q' mode, when a job is highlighted within a workshop or furnace, changes the material of the job. Only inorganic materials can be used in this mode. - * In 'b' mode, during selection of building components positions the cursor over the first available choice with the matching material. + * In 'q' mode, when a job is highlighted within a workshop or furnace, + changes the material of the job. Only inorganic materials can be used + in this mode. + * In 'b' mode, during selection of building components positions the cursor + over the first available choice with the matching material. job-duplicate ============= Duplicate the selected job in a workshop: - * In 'q' mode, when a job is highlighted within a workshop or furnace building, instantly duplicates the job. + * In 'q' mode, when a job is highlighted within a workshop or furnace building, + instantly duplicates the job. keybinding ========== -Manages DFHack keybindings. Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z. +Manages DFHack keybindings. + +Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z. Options ------- :keybinding list : List bindings active for the key combination. :keybinding clear ...: Remove bindings for the specified keys. -:keybinding add "cmdline" "cmdline"...: Add bindings for the specified key. -:keybinding set "cmdline" "cmdline"...: Clear, and then add bindings for the specified key. +:keybinding add "cmdline" "cmdline"...: Add bindings for the specified + key. +:keybinding set "cmdline" "cmdline"...: Clear, and then add bindings for + the specified key. -When multiple commands are bound to the same key combination, DFHack selects the first applicable one. Later 'add' commands, and earlier entries within one 'add' command have priority. Commands that are not specifically intended for use as a hotkey are always considered applicable. +When multiple commands are bound to the same key combination, DFHack selects +the first applicable one. Later 'add' commands, and earlier entries within one +'add' command have priority. Commands that are not specifically intended for use +as a hotkey are always considered applicable. liquids ======= -Allows adding magma, water and obsidian to the game. It replaces the normal dfhack command line and can't be used from a hotkey. Settings will be remembered as long as dfhack runs. Intended for use in combination with the command liquids-here (which can be bound to a hotkey). +Allows adding magma, water and obsidian to the game. It replaces the normal +dfhack command line and can't be used from a hotkey. Settings will be remembered +as long as dfhack runs. Intended for use in combination with the command +liquids-here (which can be bound to a hotkey). + For more information, refer to the command's internal help. .. note:: @@ -464,26 +578,30 @@ For more information, refer to the command's internal help. liquids-here ============ -Run the liquid spawner with the current/last settings made in liquids (if no settings in liquids were made it paints a point of 7/7 magma by default). +Run the liquid spawner with the current/last settings made in liquids (if no +settings in liquids were made it paints a point of 7/7 magma by default). + Intended to be used as keybinding. Requires an active in-game cursor. - + mode ==== -This command lets you see and change the game mode directly. Not all combinations are good for every situation and most of them will produce undesirable results. -There are a few good ones though. +This command lets you see and change the game mode directly. +Not all combinations are good for every situation and most of them will +produce undesirable results. There are a few good ones though. .. admonition:: Example You are in fort game mode, managing your fortress and paused. - You switch to the arena game mode, *assume control of a creature* and then switch to adventure game mode(1). + You switch to the arena game mode, *assume control of a creature* and then + switch to adventure game mode(1). You just lost a fortress and gained an adventurer. -I take no responsibility of anything that happens as a result of using this tool :P +I take no responsibility of anything that happens as a result of using this tool extirpate ========= -A tool for getting rid of trees and shrubs. By default, it only kills a tree/shrub under the cursor. -The plants are turned into ashes instantly. +A tool for getting rid of trees and shrubs. By default, it only kills +a tree/shrub under the cursor. The plants are turned into ashes instantly. Options ------- @@ -497,7 +615,8 @@ Makes all saplings present on the map grow into trees (almost) instantly. immolate ======== -Very similar to extirpate, but additionally sets the plants on fire. The fires can and *will* spread ;) +Very similar to extirpate, but additionally sets the plants on fire. The fires +can and *will* spread ;) probe ===== @@ -505,7 +624,8 @@ Can be used to determine tile properties like temperature. prospect ======== -Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned. +Prints a big list of all the present minerals and plants. By default, only +the visible part of the map is scanned. Options ------- @@ -515,18 +635,15 @@ Options Pre-embark estimate ------------------- -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. +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. Options ------- :all: processes all tiles, even hidden ones. -regrass -======= -Regrows all surface grass, restoring outdoor plant growth for pre-0.31.19 worlds. - rename ====== Allows renaming various things. @@ -534,15 +651,22 @@ Allows renaming various things. Options ------- :rename squad "name": Rename squad by index to 'name'. -:rename hotkey \"name\": Rename hotkey by index. This allows assigning longer commands to the DF hotkeys. -:rename unit "nickname": Rename a unit/creature highlighted in the DF user interface. -:rename unit-profession "custom profession": Change proffession name of the highlighted unit/creature. +:rename hotkey \"name\": Rename hotkey by index. This allows assigning + longer commands to the DF hotkeys. +:rename unit "nickname": Rename a unit/creature highlighted in the DF user + interface. +:rename unit-profession "custom profession": Change proffession name of the + highlighted unit/creature. reveal ====== -This reveals the map. By default, HFS will remain hidden so that the demons don't spawn. You can use 'reveal hell' to reveal everything. With hell revealed, you won't be able to unpause until you hide the map again. If you really want to unpause with hell revealed, use 'reveal demons'. +This reveals the map. By default, HFS will remain hidden so that the demons +don't spawn. You can use 'reveal hell' to reveal everything. With hell revealed, +you won't be able to unpause until you hide the map again. If you really want +to unpause with hell revealed, use 'reveal demons'. -Reveal also works in adventure mode, but any of its effects are negated once you move. When you use it this way, you don't need to run 'unreveal'. +Reveal also works in adventure mode, but any of its effects are negated once +you move. When you use it this way, you don't need to run 'unreveal'. unreveal ======== @@ -554,17 +678,23 @@ Switches between 'reveal' and 'unreveal'. revflood ======== -This command will hide the whole map and then reveal all the tiles that have a path to the in-game cursor. +This command will hide the whole map and then reveal all the tiles that have +a path to the in-game cursor. revforget ========= -When you use reveal, it saves information about what was/wasn't visible before revealing everything. Unreveal uses this information to hide things again. This command throws away the information. For example, use in cases where you abandoned with the fort revealed and no longer want the data. +When you use reveal, it saves information about what was/wasn't visible before +revealing everything. Unreveal uses this information to hide things again. +This command throws away the information. For example, use in cases where +you abandoned with the fort revealed and no longer want the data. lair ==== -This command allows you to mark the map as 'monster lair', preventing item scatter on abandon. When invoked as 'lair reset', it does the opposite. +This command allows you to mark the map as 'monster lair', preventing item +scatter on abandon. When invoked as 'lair reset', it does the opposite. -Unlike reveal, this command doesn't save the information about tiles - you won't be able to restore state of real monster lairs using 'lair reset'. +Unlike reveal, this command doesn't save the information about tiles - you +won't be able to restore state of real monster lairs using 'lair reset'. Options ------- @@ -573,7 +703,8 @@ Options seedwatch ========= -Tool for turning cooking of seeds and plants on/off depending on how much you have of them. +Tool for turning cooking of seeds and plants on/off depending on how much you +have of them. See 'seedwatch help' for detailed description. @@ -583,27 +714,33 @@ Shows all items needed for the currently active strange mood. copystock ========== -Copies the parameters of the currently highlighted stockpile to the custom stockpile settings and switches to custom stockpile placement mode, effectively allowing you to copy/paste stockpiles easily. +Copies the parameters of the currently highlighted stockpile to the custom +stockpile settings and switches to custom stockpile placement mode, effectively +allowing you to copy/paste stockpiles easily. ssense / stonesense =================== -An isometric visualizer that runs in a second window. This requires working graphics acceleration and at least a dual core CPU (otherwise it will slow down DF). +An isometric visualizer that runs in a second window. This requires working +graphics acceleration and at least a dual core CPU (otherwise it will slow +down DF). -All the data resides in the 'stonesense' directory. For detailed instructions, see stonesense/README.txt +All the data resides in the 'stonesense' directory. For detailed instructions, +see stonesense/README.txt Compatible with Windows > XP SP3 and most modern Linux distributions. -Older versions, support and extra graphics can be found in the bay12 forum thread: -http://www.bay12forums.com/smf/index.php?topic=43260.0 +Older versions, support and extra graphics can be found in the bay12 forum +thread: http://www.bay12forums.com/smf/index.php?topic=43260.0 Some additional resources: http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository tiletypes ========= -Can be used for painting map tiles and is a interactive command, much like liquids. -You can paint tiles by their properties - shape, general material and a few others (paint). -You can also paint only over tiles that match a set of properties (filter) +Can be used for painting map tiles and is a interactive command, much like +liquids. You can paint tiles by their properties - shape, general material and +a few others (paint). You can also paint only over tiles that match a set +of properties (filter) For more details, see the 'help' command while using this. @@ -613,18 +750,44 @@ Contains various tweaks for minor bugs (currently just one). Options ------- -:tweak clear-missing: 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. -:tweak fixmigrant: Remove the resident/merchant flag from the selected unit. Intended to fix bugged migrants/traders who stay at the map edge and don't enter your fort. Only works for dwarves (or generally the player's race in modded games). Do NOT abuse this for 'real' caravan merchants (if you really want to kidnap them, use 'tweak makeown' instead, otherwise they will have their clothes set to forbidden etc). -:tweak makeown: Force selected unit to become a member of your fort. Can be abused to grab caravan merchants and escorts, even if they don't belong to the player's race. Foreign sentients (humans, elves) can be put to work, but you can't assign rooms to them and they don't show up in DwarfTherapist because the game treats them like pets. Grabbing draft animals from a caravan can result in weirdness (animals go insane or berserk and are not flagged as tame), but you are allowed to mark them for slaughter. Grabbing wagons results in some funny spam, then they are scuttled. +:clear-missing: Remove the missing status from the selected unit. + This allows engraving slabs for ghostly, but not yet + found, creatures. +: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. +:fixmigrant: Remove the resident/merchant flag from the selected unit. + Intended to fix bugged migrants/traders who stay at the + map edge and don't enter your fort. Only works for + dwarves (or generally the player's race in modded games). + Do NOT abuse this for 'real' caravan merchants (if you + really want to kidnap them, use 'tweak makeown' instead, + otherwise they will have their clothes set to forbidden etc). +:makeown: Force selected unit to become a member of your fort. + Can be abused to grab caravan merchants and escorts, even if + they don't belong to the player's race. Foreign sentients + (humans, elves) can be put to work, but you can't assign rooms + to them and they don't show up in DwarfTherapist because the + game treats them like pets. Grabbing draft animals from + a caravan can result in weirdness (animals go insane or berserk + and are not flagged as tame), but you are allowed to mark them + for slaughter. Grabbing wagons results in some funny spam, then + they are scuttled. tubefill ======== -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). +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). digv ==== -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). +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). digvx ===== @@ -632,7 +795,11 @@ A permanent alias for 'digv x'. digl ==== -Designates layer stone for digging. Requires an active in-game cursor placed over a layer stone tile. With the 'x' option, it will traverse z-levels (putting stairs between the same-material tiles). With the 'undo' option it will remove the dig designation instead (if you realize that digging out a 50 z-level deep layer was not such a good idea after all). +Designates layer stone for digging. Requires an active in-game cursor placed +over a layer stone tile. With the 'x' option, it will traverse z-levels +(putting stairs between the same-material tiles). With the 'undo' option it +will remove the dig designation instead (if you realize that digging out a 50 +z-level deep layer was not such a good idea after all). diglx ===== @@ -745,9 +912,9 @@ When the plugin is enabled, it protects all repeat jobs from removal. If they do disappear due to any cause, they are immediately re-added to their workshop and suspended. -In addition, when any constraints on item amounts are set, repeat jobs that produce -that kind of item are automatically suspended and resumed as the item amount -goes above or below the limit. The gap specifies how much below the limit +In addition, when any constraints on item amounts are set, repeat jobs that +produce that kind of item are automatically suspended and resumed as the item +amount goes above or below the limit. The gap specifies how much below the limit the amount has to drop before jobs are resumed; this is intended to reduce the frequency of jobs being toggled. @@ -790,12 +957,14 @@ Make sure there are always 80-100 units of dimple dye. workflow amount POWDER_MISC//MUSHROOM_CUP_DIMPLE:MILL 100 20 - In order for this to work, you have to set the material of the PLANT input on - the Mill Plants job to MUSHROOM_CUP_DIMPLE using the 'job item-material' command. + In order for this to work, you have to set the material of the PLANT input + on the Mill Plants job to MUSHROOM_CUP_DIMPLE using the 'job item-material' + command. mapexport ========= -Export the current loaded map as a file. This will be eventually usable with visualizers. +Export the current loaded map as a file. This will be eventually usable +with visualizers. dwarfexport =========== @@ -808,13 +977,19 @@ 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. +: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. +: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. +: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. @@ -823,20 +998,28 @@ Options: 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). +: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. +: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). +: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. +: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. @@ -845,26 +1028,61 @@ Filters: Usage with single units ----------------------- -One convenient way to use the zone tool is to bind the command 'zone assign' to a hotkey, maybe also the command 'zone set'. Place the in-game cursor over a pen/pasture or pit, use 'zone set' to mark it. Then you can select units on the map (in 'v' or 'k' mode), in the unit list or from inside cages and use 'zone assign' to assign them to their new home. Allows pitting your own dwarves, by the way. +One convenient way to use the zone tool is to bind the command 'zone assign' to +a hotkey, maybe also the command 'zone set'. Place the in-game cursor over +a pen/pasture or pit, use 'zone set' to mark it. Then you can select units +on the map (in 'v' or 'k' mode), in the unit list or from inside cages +and use 'zone assign' to assign them to their new home. Allows pitting your +own dwarves, by the way. Usage with filters ------------------ -All filters can be used together with the 'assign' command. Restrictions: It's not possible to assign units who are inside built cages or chained because in most cases that won't be desirable anyways. It's not possible to cage owned pets because in that case the owner uncages them after a while which results in infinite hauling back and forth. Usually you should always use the filter 'own' (which implies tame) unless you want to use the zone tool for pitting hostiles. 'own' ignores own dwarves unless you specify 'race DWARF' (so it's safe to use 'assign all own' to one big pasture if you want to have all your animals at the same place). 'egglayer' and 'milkable' should be used together with 'female' unless you have a mod with egg-laying male elves who give milk or whatever. Merchants and their animals are ignored unless you specify 'merchant' (pitting them should be no problem, but stealing and pasturing their animals is not a good idea since currently they are not properly added to your own stocks; slaughtering them should work). Most filters can be negated (e.g. 'not grazer' -> race is not a grazer). +All filters can be used together with the 'assign' command. + +Restrictions: It's not possible to assign units who are inside built cages +or chained because in most cases that won't be desirable anyways. +It's not possible to cage owned pets because in that case the owner +uncages them after a while which results in infinite hauling back and forth. + +Usually you should always use the filter 'own' (which implies tame) unless you +want to use the zone tool for pitting hostiles. 'own' ignores own dwarves unless +you specify 'race DWARF' (so it's safe to use 'assign all own' to one big +pasture if you want to have all your animals at the same place). 'egglayer' and +'milkable' should be used together with 'female' unless you have a mod with +egg-laying male elves who give milk or whatever. Merchants and their animals are +ignored unless you specify 'merchant' (pitting them should be no problem, +but stealing and pasturing their animals is not a good idea since currently they +are not properly added to your own stocks; slaughtering them should work). + +Most filters can be negated (e.g. 'not grazer' -> race is not a grazer). Mass-renaming ------------- -Using the 'nick' command you can set the same nickname for multiple units. If used without 'assign', 'all' or 'count' it will rename all units in the current default target zone. Combined with 'assign', 'all' or 'count' (and further optional filters) it will rename units matching the filter conditions. +Using the 'nick' command you can set the same nickname for multiple units. +If used without 'assign', 'all' or 'count' it will rename all units in the +current default target zone. Combined with 'assign', 'all' or 'count' (and +further optional filters) it will rename units matching the filter conditions. Cage zones ---------- -Using the 'tocages' command you can assign units to a set of cages, for example a room next to your butcher shop(s). They will be spread evenly among available cages to optimize hauling to and butchering from them. For this to work you need to build cages and then place one pen/pasture activity zone above them, covering all cages you want to use. Then use 'zone set' (like with 'assign') and use 'zone tocages filter1 filter2 ...'. 'tocages' overwrites 'assign' because it would make no sense, but can be used together with 'nick' or 'remnick' and all the usual filters. +Using the 'tocages' command you can assign units to a set of cages, for example +a room next to your butcher shop(s). They will be spread evenly among available +cages to optimize hauling to and butchering from them. For this to work you need +to build cages and then place one pen/pasture activity zone above them, covering +all cages you want to use. Then use 'zone set' (like with 'assign') and use +'zone tocages filter1 filter2 ...'. 'tocages' overwrites 'assign' because it +would make no sense, but can be used together with 'nick' or 'remnick' and all +the usual filters. Examples -------- ``zone assign all own ALPACA minage 3 maxage 10`` - Assign all own alpacas who are between 3 and 10 years old to the selected pasture. + Assign all own alpacas who are between 3 and 10 years old to the selected + pasture. ``zone assign all own caged grazer nick ineedgrass`` - Assign all own grazers who are sitting in cages on stockpiles (e.g. after buying them from merchants) to the selected pasture and give them the nickname 'ineedgrass'. + Assign all own grazers who are sitting in cages on stockpiles (e.g. after + buying them from merchants) to the selected pasture and give them + the nickname 'ineedgrass'. ``zone assign all own not grazer not race CAT`` Assign all own animals who are not grazers, excluding cats. ``zone assign count 5 own female milkable`` @@ -872,48 +1090,93 @@ Examples ``zone assign all own race DWARF maxage 2`` Throw all useless kids into a pit :) ``zone nick donttouchme`` - Nicknames all units in the current default zone or cage to 'donttouchme'. Mostly intended to be used for special pastures or cages which are not marked as rooms you want to protect from autobutcher. + Nicknames all units in the current default zone or cage to 'donttouchme'. + Mostly intended to be used for special pastures or cages which are not marked + as rooms you want to protect from autobutcher. ``zone tocages count 50 own tame male not grazer`` - Stuff up to 50 owned tame male animals who are not grazers into cages built on the current default zone. + Stuff up to 50 owned tame male animals who are not grazers into cages built + on the current default zone. autonestbox =========== -Assigns unpastured female egg-layers to nestbox zones. Requires that you create pen/pasture zones above nestboxes. If the pen is bigger than 1x1 the nestbox must be in the top left corner. Only 1 unit will be assigned per pen, regardless of the size. The age of the units is currently not checked, most birds grow up quite fast. Egglayers who are also grazers will be ignored, since confining them to a 1x1 pasture is not a good idea. Only tame and domesticated own units are processed since pasturing half-trained wild egglayers could destroy your neat nestbox zones when they revert to wild. When called without options autonestbox will instantly run once. +Assigns unpastured female egg-layers to nestbox zones. Requires that you create +pen/pasture zones above nestboxes. If the pen is bigger than 1x1 the nestbox +must be in the top left corner. Only 1 unit will be assigned per pen, regardless +of the size. The age of the units is currently not checked, most birds grow up +quite fast. Egglayers who are also grazers will be ignored, since confining them +to a 1x1 pasture is not a good idea. Only tame and domesticated own units are +processed since pasturing half-trained wild egglayers could destroy your neat +nestbox zones when they revert to wild. When called without options autonestbox +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. +: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. +:sleep: Must be followed by number X. Changes the timer to sleep X + frames between runs. autobutcher =========== -Assigns lifestock for slaughter once it reaches a specific count. Requires that you add the target race(s) to a watch list. Only tame units will be processed. Named units will be completely ignored (to protect specific animals fro autobutcher you can give them nicknames with the tool 'rename unit' for single units or with 'zone nick' to mass-rename units in pastures and cages). Creatures trained for war or hunting will be ignored as well. Creatures assigned to cages will be ignored if the cage is defined as a room (to avoid butchering unnamed zoo animals). Once you have too much adults, the oldest will be butchered first. Once you have too much kids, the youngest will be butchered first. If you don't set any target count the following default will be used: 1 male kid, 5 female kids, 1 male adult, 5 female adults. +Assigns lifestock for slaughter once it reaches a specific count. Requires that +you add the target race(s) to a watch list. Only tame units will be processed. + +Named units will be completely ignored (to protect specific animals from +autobutcher you can give them nicknames with the tool 'rename unit' for single +units or with 'zone nick' to mass-rename units in pastures and cages). + +Creatures trained for war or hunting will be ignored as well. + +Creatures assigned to cages will be ignored if the cage is defined as a room +(to avoid butchering unnamed zoo animals). + +Once you have too much adults, the oldest will be butchered first. +Once you have too much kids, the youngest will be butchered first. +If you don't set any target count the following default will be used: +1 male kid, 5 female kids, 1 male adult, 5 female adults. Options: -------- -:start: Start running every X frames (df simulation ticks). Default: X=6000, which would be every 60 seconds at 100fps. +: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. +: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). +: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. + 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: --------- -You want to keep max 7 kids (4 female, 3 male) and max 3 adults (2 female, 1 male) of the race alpaca. Once the kids grow up the oldest adults will get slaughtered. Excess kids will get slaughtered starting with the youngest to allow that the older ones grow into adults. Any unnamed cats will be slaughtered as soon as possible. +You want to keep max 7 kids (4 female, 3 male) and max 3 adults (2 female, +1 male) of the race alpaca. Once the kids grow up the oldest adults will get +slaughtered. Excess kids will get slaughtered starting with the youngest +to allow that the older ones grow into adults. Any unnamed cats will +be slaughtered as soon as possible. :: autobutcher target 4 3 2 1 ALPACA BIRD_TURKEY @@ -921,21 +1184,30 @@ You want to keep max 7 kids (4 female, 3 male) and max 3 adults (2 female, 1 mal autobutcher watch ALPACA BIRD_TURKEY CAT autobutcher start -Automatically put all new races onto the watchlist and mark unnamed tame units for slaughter as soon as they arrive in your fort. Settings already made for specific races will be left untouched. +Automatically put all new races onto the watchlist and mark unnamed tame units +for slaughter as soon as they arrive in your fort. Settings already made +for specific races will be left untouched. :: autobutcher target 0 0 0 0 new autobutcher autowatch autobutcher start -Stop watching the races alpaca and cat, but remember the target count settings so that you can use 'unwatch' without the need to enter the values again. Note: 'autobutcher unwatch all' works, but only makes sense if you want to keep the plugin running with the 'autowatch' feature or manually add some new races with 'watch'. If you simply want to stop it completely use 'autobutcher stop' instead. +Stop watching the races alpaca and cat, but remember the target count +settings so that you can use 'unwatch' without the need to enter the +values again. Note: 'autobutcher unwatch all' works, but only makes sense +if you want to keep the plugin running with the 'autowatch' feature or manually +add some new races with 'watch'. If you simply want to stop it completely use +'autobutcher stop' instead. :: autobutcher unwatch ALPACA CAT Note: ----- -Settings and watchlist are stored in the savegame, so that you can have different settings for each world. If you want to copy your watchlist to another savegame you can use the command list_export: +Settings and watchlist are stored in the savegame, so that you can have +different settings for each world. If you want to copy your watchlist to +another savegame you can use the command list_export: :: Load savegame where you made the settings. diff --git a/Readme.html b/Readme.html index 4e1a06eb1..b4cda9608 100644 --- a/Readme.html +++ b/Readme.html @@ -318,7 +318,7 @@ ul.auto-toc {
-

Introduction

+

Introduction

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 @@ -326,190 +326,208 @@ access DF memory and allow for easier development of new tools.

Contents

-

Getting DFHack

+

Getting DFHack

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

-

Compatibility

+

Compatibility

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 versions 0.34.06 and 0.34.07 are supported. If you need DFHack @@ -518,7 +536,7 @@ for older versions, look for older releases.

It is possible to use the Windows DFHack under wine/OSX.

-

Installation/Removal

+

Installation/Removal

Installing DFhack involves copying files into your DF folder. Copy the files from a release archive so that:

@@ -535,36 +553,61 @@ Copy the files from a release archive so that:

The stonesense plugin might require some additional libraries on Linux.

-

If any of the plugins or dfhack itself refuses to load, check the stderr.log file created in your DF folder.

+

If any of the plugins or dfhack itself refuses to load, check the stderr.log +file created in your DF folder.

-

Using DFHack

-

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.

-

The command line has some nice line editing capabilities, including history that's preserved between different runs of DF (use up/down keys to go through the history).

-

The second way to interact with DFHack is to bind the available commands to in-game hotkeys. The old way to do this is via the hotkey/zoom menu (normally opened with the 'h' key). Binding the commands is done by assigning a command as a hotkey name (with 'n').

-

A new and more flexible way is the keybinding command in the dfhack console. However, bindings created this way are not automatically remembered between runs of the game, so it becomes necessary to use the dfhack.init file to ensure that they are re-created every time it is loaded.

+

Using DFHack

+

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.

+

The command line has some nice line editing capabilities, including history +that's preserved between different runs of DF (use up/down keys to go through +the history).

+

The second way to interact with DFHack is to bind the available commands +to in-game hotkeys. The old way to do this is via the hotkey/zoom menu (normally +opened with the 'h' key). Binding the commands is done by assigning a command as +a hotkey name (with 'n').

+

A new and more flexible way is the keybinding command in the dfhack console. +However, bindings created this way are not automatically remembered between runs +of the game, so it becomes necessary to use the dfhack.init file to ensure that +they are re-created every time it is loaded.

Interactive commands like 'liquids' cannot be used as hotkeys.

Most of the commands come from plugins. Those reside in 'hack/plugins/'.

-

Something doesn't work, help!

-

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.

+

Something doesn't work, help!

+

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.

-

The init file

-

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.

+

The init file

+

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.

-

Commands

-

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.

+

Commands

+

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.

-

adv-bodyswap

-

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.

+

adv-bodyswap

+

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.

-

Usage

+

Usage

  • When viewing unit details, body-swaps into that unit.
  • @@ -574,40 +617,60 @@ If you found a bug, you can either report it in the bay12 DFHack thread, the iss
-

advtools

+

advtools

A package of different adventure mode tools (currently just one)

-

Usage

+

Usage

- +
list-equipped [all]:
 List armor and weapons equipped by your companions. If all is specified, also lists non-metal clothing.
 List armor and weapons equipped by your companions. +If all is specified, also lists non-metal clothing.
-

changelayer

-

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.

+

changelayer

+

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.

-

Options

+

Options

- - - - +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. + + + + @@ -617,7 +680,7 @@ Note that stone will not be magically replaced with soil. You will, however, get
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.
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.
-

Examples:

+

Examples:

changelayer GRANITE
Convert layer at cursor position into granite.
@@ -629,18 +692,28 @@ Note that stone will not be magically replaced with soil. You will, however, get

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.
  • -
  • When you force changelayer to convert soil to stone you might experience weird stuff (flashing tiles, tiles changed all over place etc). Try reverting the changes manually or even better use an older savegame. You did save your game, right?
  • +
  • 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.
  • +
  • When you force changelayer to convert soil to stone you might experience +weird stuff (flashing tiles, tiles changed all over place etc). +Try reverting the changes manually or even better use an older savegame. +You did save your game, right?
-

changevein

-

Changes material of the vein under cursor to the specified inorganic RAW material.

+

changevein

+

Changes material of the vein under cursor to the specified inorganic RAW +material.

-

Example:

+

Example:

changevein NATIVE_PLATINUM
Convert vein at cursor position into platinum ore.
@@ -648,17 +721,25 @@ Note that stone will not be magically replaced with soil. You will, however, get
-

changeitem

-

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.

+

changeitem

+

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.

-

Options

+

Options

- + @@ -670,7 +751,7 @@ Note that stone will not be magically replaced with soil. You will, however, get
info:Don't change anything, print some info instead.
here:Change all items at the cursor position. Requires in-game curser.
here:Change all items at the cursor position. Requires in-game cursor.
material, m:Change material. Must be followed by valid material RAW id.
-

Examples:

+

Examples:

changeitem m INORGANIC:GRANITE here
Change material of all items under the cursor to granite.
@@ -680,24 +761,31 @@ Note that stone will not be magically replaced with soil. You will, however, get
-

cursecheck

-

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".

+

cursecheck

+

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. 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".

-

Options

+

Options

- + - + - + @@ -705,28 +793,38 @@ 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).
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).
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).
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:

+

Examples:

cursecheck detail all
-
Give detailed info about all cursed creatures including deceased ones (no in-game cursor).
+
Give detailed info about all cursed creatures including deceased ones (no +in-game cursor).
cursecheck nick
-
Give a nickname all living/active cursed creatures on the map(no in-game cursor).
+
Give a nickname all living/active cursed creatures on the map(no in-game +cursor).

Note

    -
  • If you do a full search (with the option "all") former ghosts will show up with the cursetype "unknown" because their ghostly flag is not set anymore. But if you happen to find a living/active creature with cursetype "unknown" please report that in the dfhack thread on the modding forum or per irc. This is likely to happen with mods which introduce new types of curses, for example.
  • +
  • If you do a full search (with the option "all") former ghosts will show up +with the cursetype "unknown" because their ghostly flag is not set +anymore. But if you happen to find a living/active creature with cursetype +"unknown" please report that in the dfhack thread on the modding forum or +per irc. This is likely to happen with mods which introduce new types +of curses, for example.
-

follow

-

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.

+

follow

+

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.

-

forcepause

-

Forces DF to pause. This is useful when your FPS drops below 1 and you lose control of the game.

+

forcepause

+

Forces DF to pause. This is useful when your FPS drops below 1 and you lose +control of the game.

  • Activate with 'forcepause 1'
  • @@ -735,23 +833,23 @@ Anonymous zombies and resurrected body parts will show as "unnamed creature
-

nopause

-

Disables pausing (both manual and automatic) with the exception of pause forced by 'reveal hell'. -This is nice for digging under rivers.

+

nopause

+

Disables pausing (both manual and automatic) with the exception of pause forced +by 'reveal hell'. This is nice for digging under rivers.

-

die

+

die

Instantly kills DF without saving.

-

autodump

+

autodump

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.

-

Options

+

Options

@@ -771,20 +869,22 @@ Be aware that any active dump item tasks still point at the item.

-

autodump-destroy-here

-

Destroy items marked for dumping under cursor. Identical to autodump destroy-here, but intended for use as keybinding.

+

autodump-destroy-here

+

Destroy items marked for dumping under cursor. Identical to autodump +destroy-here, but intended for use as keybinding.

-

autodump-destroy-item

-

Destroy the selected item. The item may be selected in the 'k' list, or inside a container. If called again before the game is resumed, cancels destroy.

+

autodump-destroy-item

+

Destroy the selected item. The item may be selected in the 'k' list, or inside +a container. If called again before the game is resumed, cancels destroy.

-

clean

-

Cleans all the splatter that get scattered all over the map, items and creatures. -In an old fortress, this can significantly reduce FPS lag. It can also spoil your -!!FUN!!, so think before you use it.

+

clean

+

Cleans all the splatter that get scattered all over the map, items and +creatures. In an old fortress, this can significantly reduce FPS lag. It can +also spoil your !!FUN!!, so think before you use it.

@@ -799,7 +899,7 @@ In an old fortress, this can significantly reduce FPS lag. It can also spoil you
-

Extra options for 'map'

+

Extra options for 'map'

@@ -813,15 +913,16 @@ In an old fortress, this can significantly reduce FPS lag. It can also spoil you
-

spotclean

-

Works like 'clean map snow mud', but only for the tile under the cursor. Ideal if you want to keep that bloody entrance 'clean map' would clean up.

+

spotclean

+

Works like 'clean map snow mud', but only for the tile under the cursor. Ideal +if you want to keep that bloody entrance 'clean map' would clean up.

-

cleanowned

-

Confiscates items owned by dwarfs. -By default, owned food on the floor and rotten items are confistacted and dumped.

+

cleanowned

+

Confiscates items owned by dwarfs. By default, owned food on the floor +and rotten items are confistacted and dumped.

@@ -834,21 +935,22 @@ By default, owned food on the floor and rotten items are confistacted and dumped - +
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.
dryrun:a dry run. combine with other options to see what will happen +without it actually happening.
-

Example:

+

Example:

cleanowned scattered X : This will confiscate rotten and dropped food, garbage on the floors and any worn items with 'X' damage and above.

-

colonies

+

colonies

Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.

-

Options

+

Options

@@ -860,30 +962,16 @@ By default, owned food on the floor and rotten items are confistacted and dumped
-

deramp (by zilpin)

+

deramp (by zilpin)

Removes all ramps designated for removal from the map. This is useful for replicating the old channel digging designation. It also removes any and all 'down ramps' that can remain after a cave-in (you don't have to designate anything for that to happen).

-
-

df2minecraft

-

This generates a minecraft world out of the currently loaded fortress. -Generated worlds are placed into your DF folder, named "World #".

-
-

Warning

-
    -
  • This is experimental! It will cause crashes.
  • -
  • If it works, the process takes quite a while to complete.
  • -
  • Do not use if you have any unsaved progress!
  • -
  • Non-square embarks are exported wrong. It's a known bug.
  • -
-
-
-

dfusion

+

dfusion

This is the DFusion lua plugin system by warmist/darius, running as a DFHack plugin.

See the bay12 thread for details: http://www.bay12forums.com/smf/index.php?topic=69682.15

@@ -903,11 +991,11 @@ Generated worlds are placed into your DF folder, named "World #".

-

drybuckets

+

drybuckets

This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.

-

fastdwarf

+

fastdwarf

Makes your minions move at ludicrous speeds.

    @@ -917,14 +1005,16 @@ Generated worlds are placed into your DF folder, named "World #".

-

feature

+

feature

Enables management of map features.

    -
  • Discovering a magma feature (magma pool, volcano, magma sea, or curious underground structure) permits magma workshops and furnaces to be built.
  • -
  • Discovering a cavern layer causes plants (trees, shrubs, and grass) from that cavern to grow within your fortress.
  • +
  • Discovering a magma feature (magma pool, volcano, magma sea, or curious +underground structure) permits magma workshops and furnaces to be built.
  • +
  • Discovering a cavern layer causes plants (trees, shrubs, and grass) from +that cavern to grow within your fortress.
@@ -940,10 +1030,10 @@ Generated worlds are placed into your DF folder, named "World #".

-

filltraffic

+

filltraffic

Set traffic designations using flood-fill starting at the cursor.

@@ -960,7 +1050,7 @@ Generated worlds are placed into your DF folder, named "World #".

-

Other Options:

+

Other Options:

@@ -975,15 +1065,15 @@ Generated worlds are placed into your DF folder, named "World #".

-

Example:

+

Example:

'filltraffic H' - When used in a room with doors, it will set traffic to HIGH in just that room.

-

alltraffic

+

alltraffic

Set traffic designations for every single tile of the map (useful for resetting traffic designations).

-

Traffic Type Codes:

+

Traffic Type Codes:

@@ -1000,35 +1090,50 @@ Generated worlds are placed into your DF folder, named "World #".

-

Example:

+

Example:

'alltraffic N' - Set traffic to 'normal' for all tiles.

-

fixdiplomats

-

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.

+

fixdiplomats

+

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.

-

fixmerchants

-

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.

+

fixmerchants

+

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.

-

fixveins

-

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.

+

fixveins

+

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.

-

fixwagons

-

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.

+

fixwagons

+

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.

-

flows

-

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.

+

flows

+

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.

-

getplants

-

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.

+

getplants

+

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.

-

Options

+

Options

@@ -1039,62 +1144,73 @@ Generated worlds are placed into your DF folder, named "World #".

- +
-c:Clear designations instead of setting them
-x:Apply selected action to all plants except those specified (invert selection)
-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.

+

Specifying both -t and -s will have no effect. If no plant IDs are specified, +all valid plant IDs will be listed.

-

tidlers

+

tidlers

Toggle between all possible positions where the idlers count can be placed.

-

twaterlvl

+

twaterlvl

Toggle between displaying/not displaying liquid depth as numbers.

-

job

+

job

Command for general job query and manipulation.

Options:
    -
  • no extra options - Print details of the current job. The job can be selected in a workshop, or the unit/jobs screen.
  • +
  • no extra options - Print details of the current job. The job can be selected +in a workshop, or the unit/jobs screen.
  • list - Print details of all jobs in the selected workshop.
  • -
  • item-material <item-idx> <material[:subtoken]> - Replace the exact material id in the job item.
  • -
  • item-type <item-idx> <type[:subtype]> - Replace the exact item type id in the job item.
  • +
  • item-material <item-idx> <material[:subtoken]> - Replace the exact material +id in the job item.
  • +
  • item-type <item-idx> <type[:subtype]> - Replace the exact item type id in +the job item.
-

job-material

-

Alter the material of the selected job. Invoked as: job-material <inorganic-token>

+

job-material

+

Alter the material of the selected job.

+

Invoked as: job-material <inorganic-token>

Intended to be used as a keybinding:
    -
  • In 'q' mode, when a job is highlighted within a workshop or furnace, changes the material of the job. Only inorganic materials can be used in this mode.
  • -
  • In 'b' mode, during selection of building components positions the cursor over the first available choice with the matching material.
  • +
  • In 'q' mode, when a job is highlighted within a workshop or furnace, +changes the material of the job. Only inorganic materials can be used +in this mode.
  • +
  • In 'b' mode, during selection of building components positions the cursor +over the first available choice with the matching material.
-

job-duplicate

+

job-duplicate

Duplicate the selected job in a workshop:
    -
  • In 'q' mode, when a job is highlighted within a workshop or furnace building, instantly duplicates the job.
  • +
  • In 'q' mode, when a job is highlighted within a workshop or furnace building, +instantly duplicates the job.
-

keybinding

-

Manages DFHack keybindings. Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z.

+

keybinding

+

Manages DFHack keybindings.

+

Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z.

-

Options

+

Options

@@ -1106,20 +1222,28 @@ Generated worlds are placed into your DF folder, named "World #".

- + - +
 Remove bindings for the specified keys.
keybinding add <key> "cmdline" "cmdline"...:
 Add bindings for the specified key.
 Add bindings for the specified +key.
keybinding set <key> "cmdline" "cmdline"...:
 Clear, and then add bindings for the specified key.
 Clear, and then add bindings for +the specified key.
-

When multiple commands are bound to the same key combination, DFHack selects the first applicable one. Later 'add' commands, and earlier entries within one 'add' command have priority. Commands that are not specifically intended for use as a hotkey are always considered applicable.

+

When multiple commands are bound to the same key combination, DFHack selects +the first applicable one. Later 'add' commands, and earlier entries within one +'add' command have priority. Commands that are not specifically intended for use +as a hotkey are always considered applicable.

-

liquids

-

Allows adding magma, water and obsidian to the game. It replaces the normal dfhack command line and can't be used from a hotkey. Settings will be remembered as long as dfhack runs. Intended for use in combination with the command liquids-here (which can be bound to a hotkey). -For more information, refer to the command's internal help.

+

liquids

+

Allows adding magma, water and obsidian to the game. It replaces the normal +dfhack command line and can't be used from a hotkey. Settings will be remembered +as long as dfhack runs. Intended for use in combination with the command +liquids-here (which can be bound to a hotkey).

+

For more information, refer to the command's internal help.

Note

Spawning and deleting liquids can F up pathing data and @@ -1127,28 +1251,31 @@ temperatures (creating heat traps). You've been warned.

-

liquids-here

-

Run the liquid spawner with the current/last settings made in liquids (if no settings in liquids were made it paints a point of 7/7 magma by default). -Intended to be used as keybinding. Requires an active in-game cursor.

+

liquids-here

+

Run the liquid spawner with the current/last settings made in liquids (if no +settings in liquids were made it paints a point of 7/7 magma by default).

+

Intended to be used as keybinding. Requires an active in-game cursor.

-

mode

-

This command lets you see and change the game mode directly. Not all combinations are good for every situation and most of them will produce undesirable results. -There are a few good ones though.

+

mode

+

This command lets you see and change the game mode directly. +Not all combinations are good for every situation and most of them will +produce undesirable results. There are a few good ones though.

Example

You are in fort game mode, managing your fortress and paused. -You switch to the arena game mode, assume control of a creature and then switch to adventure game mode(1). +You switch to the arena game mode, assume control of a creature and then +switch to adventure game mode(1). You just lost a fortress and gained an adventurer.

-

I take no responsibility of anything that happens as a result of using this tool :P

+

I take no responsibility of anything that happens as a result of using this tool

-

extirpate

-

A tool for getting rid of trees and shrubs. By default, it only kills a tree/shrub under the cursor. -The plants are turned into ashes instantly.

+

extirpate

+

A tool for getting rid of trees and shrubs. By default, it only kills +a tree/shrub under the cursor. The plants are turned into ashes instantly.

-

Options

+

Options

@@ -1164,22 +1291,24 @@ The plants are turned into ashes instantly.

-

grow

+

grow

Makes all saplings present on the map grow into trees (almost) instantly.

-

immolate

-

Very similar to extirpate, but additionally sets the plants on fire. The fires can and will spread ;)

+

immolate

+

Very similar to extirpate, but additionally sets the plants on fire. The fires +can and will spread ;)

-

probe

+

probe

Can be used to determine tile properties like temperature.

-

prospect

-

Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.

+

prospect

+

Prints a big list of all the present minerals and plants. By default, only +the visible part of the map is scanned.

@@ -1194,13 +1323,14 @@ The plants are turned into ashes instantly.

-

Pre-embark estimate

-

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.

+

Pre-embark estimate

+

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.

-

Options

+

Options

@@ -1211,15 +1341,11 @@ for 1 embark tile of the blinking biome, or for all tiles of the embark rectangl
-
-

regrass

-

Regrows all surface grass, restoring outdoor plant growth for pre-0.31.19 worlds.

-
-

rename

+

rename

Allows renaming various things.

-

Options

+

Options

@@ -1228,45 +1354,58 @@ for 1 embark tile of the blinking biome, or for all tiles of the embark rectangl - + - + - +
 Rename squad by index to 'name'.
rename hotkey <index> "name":
 Rename hotkey by index. This allows assigning longer commands to the DF hotkeys.
 Rename hotkey by index. This allows assigning +longer commands to the DF hotkeys.
rename unit "nickname":
 Rename a unit/creature highlighted in the DF user interface.
 Rename a unit/creature highlighted in the DF user +interface.
rename unit-profession "custom profession":
 Change proffession name of the highlighted unit/creature.
 Change proffession name of the +highlighted unit/creature.
-

reveal

-

This reveals the map. By default, HFS will remain hidden so that the demons don't spawn. You can use 'reveal hell' to reveal everything. With hell revealed, you won't be able to unpause until you hide the map again. If you really want to unpause with hell revealed, use 'reveal demons'.

-

Reveal also works in adventure mode, but any of its effects are negated once you move. When you use it this way, you don't need to run 'unreveal'.

+

reveal

+

This reveals the map. By default, HFS will remain hidden so that the demons +don't spawn. You can use 'reveal hell' to reveal everything. With hell revealed, +you won't be able to unpause until you hide the map again. If you really want +to unpause with hell revealed, use 'reveal demons'.

+

Reveal also works in adventure mode, but any of its effects are negated once +you move. When you use it this way, you don't need to run 'unreveal'.

-

unreveal

+

unreveal

Reverts the effects of 'reveal'.

-

revtoggle

+

revtoggle

Switches between 'reveal' and 'unreveal'.

-

revflood

-

This command will hide the whole map and then reveal all the tiles that have a path to the in-game cursor.

+

revflood

+

This command will hide the whole map and then reveal all the tiles that have +a path to the in-game cursor.

-

revforget

-

When you use reveal, it saves information about what was/wasn't visible before revealing everything. Unreveal uses this information to hide things again. This command throws away the information. For example, use in cases where you abandoned with the fort revealed and no longer want the data.

+

revforget

+

When you use reveal, it saves information about what was/wasn't visible before +revealing everything. Unreveal uses this information to hide things again. +This command throws away the information. For example, use in cases where +you abandoned with the fort revealed and no longer want the data.

-

lair

-

This command allows you to mark the map as 'monster lair', preventing item scatter on abandon. When invoked as 'lair reset', it does the opposite.

-

Unlike reveal, this command doesn't save the information about tiles - you won't be able to restore state of real monster lairs using 'lair reset'.

+

lair

+

This command allows you to mark the map as 'monster lair', preventing item +scatter on abandon. When invoked as 'lair reset', it does the opposite.

+

Unlike reveal, this command doesn't save the information about tiles - you +won't be able to restore state of real monster lairs using 'lair reset'.

-

Options

+

Options

@@ -1280,81 +1419,120 @@ for 1 embark tile of the blinking biome, or for all tiles of the embark rectangl
-

seedwatch

-

Tool for turning cooking of seeds and plants on/off depending on how much you have of them.

+

seedwatch

+

Tool for turning cooking of seeds and plants on/off depending on how much you +have of them.

See 'seedwatch help' for detailed description.

-

showmood

+

showmood

Shows all items needed for the currently active strange mood.

-

copystock

-

Copies the parameters of the currently highlighted stockpile to the custom stockpile settings and switches to custom stockpile placement mode, effectively allowing you to copy/paste stockpiles easily.

+

copystock

+

Copies the parameters of the currently highlighted stockpile to the custom +stockpile settings and switches to custom stockpile placement mode, effectively +allowing you to copy/paste stockpiles easily.

-

ssense / stonesense

-

An isometric visualizer that runs in a second window. This requires working graphics acceleration and at least a dual core CPU (otherwise it will slow down DF).

-

All the data resides in the 'stonesense' directory. For detailed instructions, see stonesense/README.txt

+

ssense / stonesense

+

An isometric visualizer that runs in a second window. This requires working +graphics acceleration and at least a dual core CPU (otherwise it will slow +down DF).

+

All the data resides in the 'stonesense' directory. For detailed instructions, +see stonesense/README.txt

Compatible with Windows > XP SP3 and most modern Linux distributions.

-

Older versions, support and extra graphics can be found in the bay12 forum thread: -http://www.bay12forums.com/smf/index.php?topic=43260.0

+

Older versions, support and extra graphics can be found in the bay12 forum +thread: http://www.bay12forums.com/smf/index.php?topic=43260.0

Some additional resources: http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository

-

tiletypes

-

Can be used for painting map tiles and is a interactive command, much like liquids. -You can paint tiles by their properties - shape, general material and a few others (paint). -You can also paint only over tiles that match a set of properties (filter)

+

tiletypes

+

Can be used for painting map tiles and is a interactive command, much like +liquids. You can paint tiles by their properties - shape, general material and +a few others (paint). You can also paint only over tiles that match a set +of properties (filter)

For more details, see the 'help' command while using this.

-

tweak

+

tweak

Contains various tweaks for minor bugs (currently just one).

- - - - - + + + + + + +
tweak clear-missing:
 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.
clear-missing:Remove the missing status from the selected unit. +This allows engraving slabs for ghostly, but not yet +found, creatures.
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.
fixmigrant:Remove the resident/merchant flag from the selected unit. +Intended to fix bugged migrants/traders who stay at the +map edge and don't enter your fort. Only works for +dwarves (or generally the player's race in modded games). +Do NOT abuse this for 'real' caravan merchants (if you +really want to kidnap them, use 'tweak makeown' instead, +otherwise they will have their clothes set to forbidden etc).
makeown:Force selected unit to become a member of your fort. +Can be abused to grab caravan merchants and escorts, even if +they don't belong to the player's race. Foreign sentients +(humans, elves) can be put to work, but you can't assign rooms +to them and they don't show up in DwarfTherapist because the +game treats them like pets. Grabbing draft animals from +a caravan can result in weirdness (animals go insane or berserk +and are not flagged as tame), but you are allowed to mark them +for slaughter. Grabbing wagons results in some funny spam, then +they are scuttled.
-

tubefill

-

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).

+

tubefill

+

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).

-

digv

-

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).

+

digv

+

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).

-

digvx

+

digvx

A permanent alias for 'digv x'.

-

digl

-

Designates layer stone for digging. Requires an active in-game cursor placed over a layer stone tile. With the 'x' option, it will traverse z-levels (putting stairs between the same-material tiles). With the 'undo' option it will remove the dig designation instead (if you realize that digging out a 50 z-level deep layer was not such a good idea after all).

+

digl

+

Designates layer stone for digging. Requires an active in-game cursor placed +over a layer stone tile. With the 'x' option, it will traverse z-levels +(putting stairs between the same-material tiles). With the 'undo' option it +will remove the dig designation instead (if you realize that digging out a 50 +z-level deep layer was not such a good idea after all).

-

diglx

+

diglx

A permanent alias for 'digl x'.

-

digexp

+

digexp

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.

-

Patterns:

+

Patterns:

@@ -1375,7 +1553,7 @@ You can also paint only over tiles that match a set of properties (filter)

-

Filters:

+

Filters:

@@ -1391,7 +1569,7 @@ You can also paint only over tiles that match a set of properties (filter)

After you have a pattern set, you can use 'expdig' to apply it again.

-

Examples:

+

Examples:

designate the diagonal 5 patter over all hidden tiles:
    @@ -1412,11 +1590,11 @@ You can also paint only over tiles that match a set of properties (filter)

-

digcircle

+

digcircle

A command for easy designation of filled and hollow circles. It has several types of options.

@@ -1431,7 +1609,7 @@ It has several types of options.

-

Action:

+

Action:

@@ -1446,7 +1624,7 @@ It has several types of options.

-

Designation types:

+

Designation types:

@@ -1469,7 +1647,7 @@ It has several types of options.

repeats with the last selected parameters.

-

Examples:

+

Examples:

  • 'digcircle filled 3' = Dig a filled circle with radius = 3.
  • 'digcircle' = Do it again.
  • @@ -1477,11 +1655,11 @@ repeats with the last selected parameters.

-

weather

+

weather

Prints the current weather map by default.

Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'.

@@ -1497,10 +1675,10 @@ repeats with the last selected parameters.

-

workflow

+

workflow

Manage control of repeat jobs.

-

Usage

+

Usage

workflow enable [option...], workflow disable [option...]

If no options are specified, enables or disables the plugin. @@ -1521,18 +1699,18 @@ Otherwise, enables or disables any of the following options:

-

Function

+

Function

When the plugin is enabled, it protects all repeat jobs from removal. If they do disappear due to any cause, they are immediately re-added to their workshop and suspended.

-

In addition, when any constraints on item amounts are set, repeat jobs that produce -that kind of item are automatically suspended and resumed as the item amount -goes above or below the limit. The gap specifies how much below the limit +

In addition, when any constraints on item amounts are set, repeat jobs that +produce that kind of item are automatically suspended and resumed as the item +amount goes above or below the limit. The gap specifies how much below the limit the amount has to drop before jobs are resumed; this is intended to reduce the frequency of jobs being toggled.

-

Constraint examples

+

Constraint examples

Keep metal bolts within 900-1000, and wood/bone within 150-200.

 workflow amount AMMO:ITEM_AMMO_BOLTS/METAL 1000 100
@@ -1563,19 +1741,332 @@ workflow count BOULDER/CLAY 20
 
   workflow amount POWDER_MISC//MUSHROOM_CUP_DIMPLE:MILL 100 20
 
-In order for this to work, you have to set the material of the PLANT input on
-the Mill Plants job to MUSHROOM_CUP_DIMPLE using the 'job item-material' command.
+In order for this to work, you have to set the material of the PLANT input
+on the Mill Plants job to MUSHROOM_CUP_DIMPLE using the 'job item-material'
+command.
 
-

mapexport

-

Export the current loaded map as a file. This will be eventually usable with visualizers.

+

mapexport

+

Export the current loaded map as a file. This will be eventually usable +with visualizers.

-

dwarfexport

+

dwarfexport

Export dwarves to RuneSmith-compatible XML.

+
+

zone

+

Helps a bit with managing activity zones (pens, pastures and pits) and cages.

+
+++ + + + + + + + + + + + + + + + + + + + + + + + + + +
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.
+
+
+

Usage with single units

+

One convenient way to use the zone tool is to bind the command 'zone assign' to +a hotkey, maybe also the command 'zone set'. Place the in-game cursor over +a pen/pasture or pit, use 'zone set' to mark it. Then you can select units +on the map (in 'v' or 'k' mode), in the unit list or from inside cages +and use 'zone assign' to assign them to their new home. Allows pitting your +own dwarves, by the way.

+
+
+

Usage with filters

+

All filters can be used together with the 'assign' command.

+

Restrictions: It's not possible to assign units who are inside built cages +or chained because in most cases that won't be desirable anyways. +It's not possible to cage owned pets because in that case the owner +uncages them after a while which results in infinite hauling back and forth.

+

Usually you should always use the filter 'own' (which implies tame) unless you +want to use the zone tool for pitting hostiles. 'own' ignores own dwarves unless +you specify 'race DWARF' (so it's safe to use 'assign all own' to one big +pasture if you want to have all your animals at the same place). 'egglayer' and +'milkable' should be used together with 'female' unless you have a mod with +egg-laying male elves who give milk or whatever. Merchants and their animals are +ignored unless you specify 'merchant' (pitting them should be no problem, +but stealing and pasturing their animals is not a good idea since currently they +are not properly added to your own stocks; slaughtering them should work).

+

Most filters can be negated (e.g. 'not grazer' -> race is not a grazer).

+
+
+

Mass-renaming

+

Using the 'nick' command you can set the same nickname for multiple units. +If used without 'assign', 'all' or 'count' it will rename all units in the +current default target zone. Combined with 'assign', 'all' or 'count' (and +further optional filters) it will rename units matching the filter conditions.

+
+
+

Cage zones

+

Using the 'tocages' command you can assign units to a set of cages, for example +a room next to your butcher shop(s). They will be spread evenly among available +cages to optimize hauling to and butchering from them. For this to work you need +to build cages and then place one pen/pasture activity zone above them, covering +all cages you want to use. Then use 'zone set' (like with 'assign') and use +'zone tocages filter1 filter2 ...'. 'tocages' overwrites 'assign' because it +would make no sense, but can be used together with 'nick' or 'remnick' and all +the usual filters.

+
+
+

Examples

+
+
zone assign all own ALPACA minage 3 maxage 10
+
Assign all own alpacas who are between 3 and 10 years old to the selected +pasture.
+
zone assign all own caged grazer nick ineedgrass
+
Assign all own grazers who are sitting in cages on stockpiles (e.g. after +buying them from merchants) to the selected pasture and give them +the nickname 'ineedgrass'.
+
zone assign all own not grazer not race CAT
+
Assign all own animals who are not grazers, excluding cats.
+
zone assign count 5 own female milkable
+
Assign up to 5 own female milkable creatures to the selected pasture.
+
zone assign all own race DWARF maxage 2
+
Throw all useless kids into a pit :)
+
zone nick donttouchme
+
Nicknames all units in the current default zone or cage to 'donttouchme'. +Mostly intended to be used for special pastures or cages which are not marked +as rooms you want to protect from autobutcher.
+
zone tocages count 50 own tame male not grazer
+
Stuff up to 50 owned tame male animals who are not grazers into cages built +on the current default zone.
+
+
+
+
+

autonestbox

+

Assigns unpastured female egg-layers to nestbox zones. Requires that you create +pen/pasture zones above nestboxes. If the pen is bigger than 1x1 the nestbox +must be in the top left corner. Only 1 unit will be assigned per pen, regardless +of the size. The age of the units is currently not checked, most birds grow up +quite fast. Egglayers who are also grazers will be ignored, since confining them +to a 1x1 pasture is not a good idea. Only tame and domesticated own units are +processed since pasturing half-trained wild egglayers could destroy your neat +nestbox zones when they revert to wild. When called without options autonestbox +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.
+
+
+
+

autobutcher

+

Assigns lifestock for slaughter once it reaches a specific count. Requires that +you add the target race(s) to a watch list. Only tame units will be processed.

+

Named units will be completely ignored (to protect specific animals from +autobutcher you can give them nicknames with the tool 'rename unit' for single +units or with 'zone nick' to mass-rename units in pastures and cages).

+

Creatures trained for war or hunting will be ignored as well.

+

Creatures assigned to cages will be ignored if the cage is defined as a room +(to avoid butchering unnamed zoo animals).

+

Once you have too much adults, the oldest will be butchered first. +Once you have too much kids, the youngest will be butchered first. +If you don't set any target count the following default will be used: +1 male kid, 5 female kids, 1 male adult, 5 female adults.

+
+

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.
+
+
+

Examples:

+

You want to keep max 7 kids (4 female, 3 male) and max 3 adults (2 female, +1 male) of the race alpaca. Once the kids grow up the oldest adults will get +slaughtered. Excess kids will get slaughtered starting with the youngest +to allow that the older ones grow into adults. Any unnamed cats will +be slaughtered as soon as possible.

+
+autobutcher target 4 3 2 1 ALPACA BIRD_TURKEY
+autobutcher target 0 0 0 0 CAT
+autobutcher watch ALPACA BIRD_TURKEY CAT
+autobutcher start
+
+

Automatically put all new races onto the watchlist and mark unnamed tame units +for slaughter as soon as they arrive in your fort. Settings already made +for specific races will be left untouched.

+
+autobutcher target 0 0 0 0 new
+autobutcher autowatch
+autobutcher start
+
+

Stop watching the races alpaca and cat, but remember the target count +settings so that you can use 'unwatch' without the need to enter the +values again. Note: 'autobutcher unwatch all' works, but only makes sense +if you want to keep the plugin running with the 'autowatch' feature or manually +add some new races with 'watch'. If you simply want to stop it completely use +'autobutcher stop' instead.

+
+autobutcher unwatch ALPACA CAT
+
+
+
+

Note:

+

Settings and watchlist are stored in the savegame, so that you can have +different settings for each world. If you want to copy your watchlist to +another savegame you can use the command list_export:

+
+Load savegame where you made the settings.
+Start a CMD shell and navigate to the df directory. Type the following into the shell:
+dfhack-run autobutcher list_export > autobutcher.bat
+Load the savegame where you want to copy the settings to, run the batch file (from the shell):
+autobutcher.bat
+
+
+