@ -352,67 +352,68 @@ access DF memory and allow for easier development of new tools.</p>
< / ul >
< / li >
< li > < a class = "reference internal" href = "#deramp-by-zilpin" id = "id28" > deramp (by zilpin)< / a > < / li >
< li > < a class = "reference internal" href = "#dfusion" id = "id29" > dfusion< / a > < ul >
< li > < a class = "reference internal" href = "#confirmed-working-dfusion-plugins" id = "id30" > Confirmed working DFusion plugins:< / a > < / li >
< li > < a class = "reference internal" href = "#df2minecraft" id = "id29" > df2minecraft< / a > < / li >
< li > < a class = "reference internal" href = "#dfusion" id = "id30" > dfusion< / a > < ul >
< li > < a class = "reference internal" href = "#confirmed-working-dfusion-plugins" id = "id31" > Confirmed working DFusion plugins:< / a > < / li >
< / ul >
< / li >
< li > < a class = "reference internal" href = "#drybuckets" id = "id3 1 "> drybuckets< / a > < / li >
< li > < a class = "reference internal" href = "#fastdwarf" id = "id3 2 "> fastdwarf< / a > < / li >
< li > < a class = "reference internal" href = "#filltraffic" id = "id3 3 "> filltraffic< / a > < ul >
< li > < a class = "reference internal" href = "#traffic-type-codes" id = "id3 4 "> Traffic Type Codes:< / a > < / li >
< li > < a class = "reference internal" href = "#other-options" id = "id3 5 "> Other Options:< / a > < / li >
< li > < a class = "reference internal" href = "#example" id = "id3 6 "> Example:< / a > < / li >
< li > < a class = "reference internal" href = "#drybuckets" id = "id3 2 "> drybuckets< / a > < / li >
< li > < a class = "reference internal" href = "#fastdwarf" id = "id3 3 "> fastdwarf< / a > < / li >
< li > < a class = "reference internal" href = "#filltraffic" id = "id3 4 "> filltraffic< / a > < ul >
< li > < a class = "reference internal" href = "#traffic-type-codes" id = "id3 5 "> Traffic Type Codes:< / a > < / li >
< li > < a class = "reference internal" href = "#other-options" id = "id3 6 "> Other Options:< / a > < / li >
< li > < a class = "reference internal" href = "#example" id = "id3 7 "> Example:< / a > < / li >
< / ul >
< / li >
< li > < a class = "reference internal" href = "#tiletraffic" id = "id3 7 "> tiletraffic< / a > < ul >
< li > < a class = "reference internal" href = "#id4" id = "id3 8 "> Traffic Type Codes:< / a > < / li >
< li > < a class = "reference internal" href = "#id5" id = "id 39 "> Example:< / a > < / li >
< li > < a class = "reference internal" href = "#tiletraffic" id = "id3 8 "> tiletraffic< / a > < ul >
< li > < a class = "reference internal" href = "#id4" id = "id3 9 "> Traffic Type Codes:< / a > < / li >
< li > < a class = "reference internal" href = "#id5" id = "id 40 "> Example:< / a > < / li >
< / ul >
< / li >
< li > < a class = "reference internal" href = "#flows" id = "id4 0 "> flows< / a > < / li >
< li > < a class = "reference internal" href = "#getplants" id = "id4 1 "> getplants< / a > < ul >
< li > < a class = "reference internal" href = "#id6" id = "id4 2 "> Options< / a > < / li >
< li > < a class = "reference internal" href = "#flows" id = "id4 1 "> flows< / a > < / li >
< li > < a class = "reference internal" href = "#getplants" id = "id4 2 "> getplants< / a > < ul >
< li > < a class = "reference internal" href = "#id6" id = "id4 3 "> Options< / a > < / li >
< / ul >
< / li >
< li > < a class = "reference internal" href = "#grow" id = "id4 3 "> grow< / a > < / li >
< li > < a class = "reference internal" href = "#extirpate" id = "id4 4 "> extirpate< / a > < ul >
< li > < a class = "reference internal" href = "#id7" id = "id4 5 "> Options< / a > < / li >
< li > < a class = "reference internal" href = "#grow" id = "id4 4 "> grow< / a > < / li >
< li > < a class = "reference internal" href = "#extirpate" id = "id4 5 "> extirpate< / a > < ul >
< li > < a class = "reference internal" href = "#id7" id = "id4 6 "> Options< / a > < / li >
< / ul >
< / li >
< li > < a class = "reference internal" href = "#immolate" id = "id4 6 "> immolate< / a > < / li >
< li > < a class = "reference internal" href = "#liquids" id = "id4 7 "> liquids< / a > < / li >
< li > < a class = "reference internal" href = "#mode" id = "id4 8 "> mode< / a > < / li >
< li > < a class = "reference internal" href = "#forcepause" id = "id 49 "> forcepause< / a > < / li >
< li > < a class = "reference internal" href = "#die" id = "id5 0 "> die< / a > < / li >
< li > < a class = "reference internal" href = "#probe" id = "id5 1 "> probe< / a > < / li >
< li > < a class = "reference internal" href = "#prospector" id = "id5 2 "> prospector< / a > < ul >
< li > < a class = "reference internal" href = "#id8" id = "id5 3 "> Options< / a > < / li >
< li > < a class = "reference internal" href = "#immolate" id = "id4 7 "> immolate< / a > < / li >
< li > < a class = "reference internal" href = "#liquids" id = "id4 8 "> liquids< / a > < / li >
< li > < a class = "reference internal" href = "#mode" id = "id4 9 "> mode< / a > < / li >
< li > < a class = "reference internal" href = "#forcepause" id = "id 50 "> forcepause< / a > < / li >
< li > < a class = "reference internal" href = "#die" id = "id5 1 "> die< / a > < / li >
< li > < a class = "reference internal" href = "#probe" id = "id5 2 "> probe< / a > < / li >
< li > < a class = "reference internal" href = "#prospector" id = "id5 3 "> prospector< / a > < ul >
< li > < a class = "reference internal" href = "#id8" id = "id5 4 "> Options< / a > < / li >
< / ul >
< / li >
< li > < a class = "reference internal" href = "#reveal" id = "id5 4 "> reveal< / a > < / li >
< li > < a class = "reference internal" href = "#unreveal" id = "id5 5 "> unreveal< / a > < / li >
< li > < a class = "reference internal" href = "#revtoggle" id = "id5 6 "> revtoggle< / a > < / li >
< li > < a class = "reference internal" href = "#revflood" id = "id5 7 "> revflood< / a > < / li >
< li > < a class = "reference internal" href = "#seedwatch" id = "id5 8 "> seedwatch< / a > < / li >
< li > < a class = "reference internal" href = "#ssense-stonesense" id = "id 59 "> ssense / stonesense< / a > < / li >
< li > < a class = "reference internal" href = "#tubefill" id = "id6 0 "> tubefill< / a > < / li >
< li > < a class = "reference internal" href = "#vdig" id = "id6 1 "> vdig< / a > < / li >
< li > < a class = "reference internal" href = "#vdigx" id = "id6 2 "> vdigx< / a > < / li >
< li > < a class = "reference internal" href = "#expdig" id = "id6 3 "> expdig< / a > < ul >
< li > < a class = "reference internal" href = "#patterns" id = "id6 4 "> Patterns:< / a > < / li >
< li > < a class = "reference internal" href = "#filters" id = "id6 5 "> Filters:< / a > < / li >
< li > < a class = "reference internal" href = "#examples" id = "id6 6 "> Examples:< / a > < / li >
< li > < a class = "reference internal" href = "#reveal" id = "id5 5 "> reveal< / a > < / li >
< li > < a class = "reference internal" href = "#unreveal" id = "id5 6 "> unreveal< / a > < / li >
< li > < a class = "reference internal" href = "#revtoggle" id = "id5 7 "> revtoggle< / a > < / li >
< li > < a class = "reference internal" href = "#revflood" id = "id5 8 "> revflood< / a > < / li >
< li > < a class = "reference internal" href = "#seedwatch" id = "id5 9 "> seedwatch< / a > < / li >
< li > < a class = "reference internal" href = "#ssense-stonesense" id = "id 60 "> ssense / stonesense< / a > < / li >
< li > < a class = "reference internal" href = "#tubefill" id = "id6 1 "> tubefill< / a > < / li >
< li > < a class = "reference internal" href = "#vdig" id = "id6 2 "> vdig< / a > < / li >
< li > < a class = "reference internal" href = "#vdigx" id = "id6 3 "> vdigx< / a > < / li >
< li > < a class = "reference internal" href = "#expdig" id = "id6 4 "> expdig< / a > < ul >
< li > < a class = "reference internal" href = "#patterns" id = "id6 5 "> Patterns:< / a > < / li >
< li > < a class = "reference internal" href = "#filters" id = "id6 6 "> Filters:< / a > < / li >
< li > < a class = "reference internal" href = "#examples" id = "id6 7 "> Examples:< / a > < / li >
< / ul >
< / li >
< li > < a class = "reference internal" href = "#digcircle" id = "id6 7 "> digcircle< / a > < ul >
< li > < a class = "reference internal" href = "#shape" id = "id6 8 "> Shape:< / a > < / li >
< li > < a class = "reference internal" href = "#action" id = "id 69 "> Action:< / a > < / li >
< li > < a class = "reference internal" href = "#designation-types" id = "id7 0 "> Designation types:< / a > < / li >
< li > < a class = "reference internal" href = "#id9" id = "id7 1 "> Examples:< / a > < / li >
< li > < a class = "reference internal" href = "#digcircle" id = "id6 8 "> digcircle< / a > < ul >
< li > < a class = "reference internal" href = "#shape" id = "id6 9 "> Shape:< / a > < / li >
< li > < a class = "reference internal" href = "#action" id = "id 70 "> Action:< / a > < / li >
< li > < a class = "reference internal" href = "#designation-types" id = "id7 1 "> Designation types:< / a > < / li >
< li > < a class = "reference internal" href = "#id9" id = "id7 2 "> Examples:< / a > < / li >
< / ul >
< / li >
< li > < a class = "reference internal" href = "#weather" id = "id7 2 "> weather< / a > < ul >
< li > < a class = "reference internal" href = "#id10" id = "id7 3 "> Options:< / a > < / li >
< li > < a class = "reference internal" href = "#weather" id = "id7 3 "> weather< / a > < ul >
< li > < a class = "reference internal" href = "#id10" id = "id7 4 "> Options:< / a > < / li >
< / ul >
< / li >
< / ul >
@ -580,12 +581,25 @@ By default, owned food on the floor and rotten items are confistacted and dumped
< p > 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).< / p >
< / div >
< div class = "section" id = "df2minecraft" >
< h2 > < a class = "toc-backref" href = "#id29" > df2minecraft< / a > < / h2 >
< p > This generates a minecraft world out of the currently loaded fortress.
Generated worlds are placed into your DF folder, named " World #" .< / p >
< div class = "warning" >
< p class = "first admonition-title" > Warning< / p >
< ul class = "last simple" >
< li > This is experimental! It < em > will< / em > cause crashes.< / li >
< li > If it works, the process takes quite a while to complete.< / li >
< li > Do not use if you have any unsaved progress!< / li >
< / ul >
< / div >
< / div >
< div class = "section" id = "dfusion" >
< h2 > < a class = "toc-backref" href = "#id29" > dfusion< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id 30 "> dfusion< / a > < / h2 >
< p > This is the DFusion lua plugin system by warmist/darius, running as a DFHack plugin.< / p >
< p > See the bay12 thread for details: < a class = "reference external" href = "http://www.bay12forums.com/smf/index.php?topic=69682.15" > http://www.bay12forums.com/smf/index.php?topic=69682.15< / a > < / p >
< div class = "section" id = "confirmed-working-dfusion-plugins" >
< h3 > < a class = "toc-backref" href = "#id30" > Confirmed working DFusion plugins:< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id3 1 "> Confirmed working DFusion plugins:< / a > < / h3 >
< table class = "docutils field-list" frame = "void" rules = "none" >
< col class = "field-name" / >
< col class = "field-body" / >
@ -605,11 +619,11 @@ It also removes any and all 'down ramps' that can remain after a cave-in (you do
< / div >
< / div >
< div class = "section" id = "drybuckets" >
< h2 > < a class = "toc-backref" href = "#id3 1 "> drybuckets< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id3 2 "> drybuckets< / a > < / h2 >
< p > This utility removes all objects of type LIQUID_MISC:NONE and material WATER:NONE - that is, water stored in buckets.< / p >
< / div >
< div class = "section" id = "fastdwarf" >
< h2 > < a class = "toc-backref" href = "#id3 2 "> fastdwarf< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id3 3 "> fastdwarf< / a > < / h2 >
< p > Makes your minions move at ludicrous speeds.< / p >
< blockquote >
< ul class = "simple" >
@ -619,10 +633,10 @@ It also removes any and all 'down ramps' that can remain after a cave-in (you do
< / blockquote >
< / div >
< div class = "section" id = "filltraffic" >
< h2 > < a class = "toc-backref" href = "#id3 3 "> filltraffic< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id3 4 "> filltraffic< / a > < / h2 >
< p > Set traffic designations using flood-fill starting at the cursor.< / p >
< div class = "section" id = "traffic-type-codes" >
< h3 > < a class = "toc-backref" href = "#id3 4 "> Traffic Type Codes:< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id3 5 "> Traffic Type Codes:< / a > < / h3 >
< table class = "docutils field-list" frame = "void" rules = "none" >
< col class = "field-name" / >
< col class = "field-body" / >
@ -639,7 +653,7 @@ It also removes any and all 'down ramps' that can remain after a cave-in (you do
< / table >
< / div >
< div class = "section" id = "other-options" >
< h3 > < a class = "toc-backref" href = "#id3 5 "> Other Options:< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id3 6 "> Other Options:< / a > < / h3 >
< table class = "docutils field-list" frame = "void" rules = "none" >
< col class = "field-name" / >
< col class = "field-body" / >
@ -654,15 +668,15 @@ It also removes any and all 'down ramps' that can remain after a cave-in (you do
< / table >
< / div >
< div class = "section" id = "example" >
< h3 > < a class = "toc-backref" href = "#id3 6 "> Example:< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id3 7 "> Example:< / a > < / h3 >
< p > 'filltraffic H' - When used in a room with doors, it will set traffic to HIGH in just that room.< / p >
< / div >
< / div >
< div class = "section" id = "tiletraffic" >
< h2 > < a class = "toc-backref" href = "#id3 7 "> tiletraffic< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id3 8 "> tiletraffic< / a > < / h2 >
< p > Set traffic designations for every single tile of the map (useful for resetting traffic designations).< / p >
< div class = "section" id = "id4" >
< h3 > < a class = "toc-backref" href = "#id3 8 "> Traffic Type Codes:< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id3 9 "> Traffic Type Codes:< / a > < / h3 >
< table class = "docutils field-list" frame = "void" rules = "none" >
< col class = "field-name" / >
< col class = "field-body" / >
@ -679,19 +693,19 @@ It also removes any and all 'down ramps' that can remain after a cave-in (you do
< / table >
< / div >
< div class = "section" id = "id5" >
< h3 > < a class = "toc-backref" href = "#id 39 "> Example:< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id 40 "> Example:< / a > < / h3 >
< p > 'filltraffic N' - Set traffic to 'normal' for all tiles.< / p >
< / div >
< / div >
< div class = "section" id = "flows" >
< h2 > < a class = "toc-backref" href = "#id4 0 "> flows< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id4 1 "> flows< / a > < / h2 >
< p > 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.< / p >
< / div >
< div class = "section" id = "getplants" >
< h2 > < a class = "toc-backref" href = "#id4 1 "> getplants< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id4 2 "> getplants< / a > < / h2 >
< p > 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.< / p >
< div class = "section" id = "id6" >
< h3 > < a class = "toc-backref" href = "#id4 2 "> Options< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id4 3 "> Options< / a > < / h3 >
< table class = "docutils field-list" frame = "void" rules = "none" >
< col class = "field-name" / >
< col class = "field-body" / >
@ -710,15 +724,15 @@ It also removes any and all 'down ramps' that can remain after a cave-in (you do
< / div >
< / div >
< div class = "section" id = "grow" >
< h2 > < a class = "toc-backref" href = "#id4 3 "> grow< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id4 4 "> grow< / a > < / h2 >
< p > Makes all saplings present on the map grow into trees (almost) instantly.< / p >
< / div >
< div class = "section" id = "extirpate" >
< h2 > < a class = "toc-backref" href = "#id4 4 "> extirpate< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id4 5 "> extirpate< / a > < / h2 >
< p > 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.< / p >
< div class = "section" id = "id7" >
< h3 > < a class = "toc-backref" href = "#id4 5 "> Options< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id4 6 "> Options< / a > < / h3 >
< table class = "docutils field-list" frame = "void" rules = "none" >
< col class = "field-name" / >
< col class = "field-body" / >
@ -734,11 +748,11 @@ The plants are turned into ashes instantly.</p>
< / div >
< / div >
< div class = "section" id = "immolate" >
< h2 > < a class = "toc-backref" href = "#id4 6 "> immolate< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id4 7 "> immolate< / a > < / h2 >
< p > Very similar to extirpate, but additionally sets the plants on fire. The fires can and < em > will< / em > spread ;)< / p >
< / div >
< div class = "section" id = "liquids" >
< h2 > < a class = "toc-backref" href = "#id4 7 "> liquids< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id4 8 "> liquids< / a > < / h2 >
< p > Allows adding magma, water and obsidian to the game. It replaces the normal dfhack command line and can't be used from a hotkey.
For more information, refer to the command's internal help.< / p >
< div class = "note" >
@ -748,7 +762,7 @@ temperatures (creating heat traps). You've been warned.</p>
< / div >
< / div >
< div class = "section" id = "mode" >
< h2 > < a class = "toc-backref" href = "#id4 8 "> mode< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id4 9 "> mode< / a > < / h2 >
< p > 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.< / p >
< div class = "admonition-example admonition" >
@ -760,22 +774,22 @@ You just lost a fortress and gained an adventurer.</p>
< p > I take no responsibility of anything that happens as a result of using this tool :P< / p >
< / div >
< div class = "section" id = "forcepause" >
< h2 > < a class = "toc-backref" href = "#id 49 "> forcepause< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id 50 "> forcepause< / a > < / h2 >
< p > Forces DF to pause. This is useful when your FPS drops below 1 and you lose control of the game.< / p >
< / div >
< div class = "section" id = "die" >
< h2 > < a class = "toc-backref" href = "#id5 0 "> die< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id5 1 "> die< / a > < / h2 >
< p > Instantly kills DF without saving.< / p >
< / div >
< div class = "section" id = "probe" >
< h2 > < a class = "toc-backref" href = "#id5 1 "> probe< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id5 2 "> probe< / a > < / h2 >
< p > Can be used to determine tile properties like temperature.< / p >
< / div >
< div class = "section" id = "prospector" >
< h2 > < a class = "toc-backref" href = "#id5 2 "> prospector< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id5 3 "> prospector< / a > < / h2 >
< p > Lists all available minerals on the map, how much of them there is and the z-levels where they can be found. By default, only processes the already discovered part of the map.< / p >
< div class = "section" id = "id8" >
< h3 > < a class = "toc-backref" href = "#id5 3 "> Options< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id5 4 "> Options< / a > < / h3 >
< table class = "docutils field-list" frame = "void" rules = "none" >
< col class = "field-name" / >
< col class = "field-body" / >
@ -787,28 +801,28 @@ You just lost a fortress and gained an adventurer.</p>
< / div >
< / div >
< div class = "section" id = "reveal" >
< h2 > < a class = "toc-backref" href = "#id5 4 "> reveal< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id5 5 "> reveal< / a > < / h2 >
< p > 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'.< / p >
< / div >
< div class = "section" id = "unreveal" >
< h2 > < a class = "toc-backref" href = "#id5 5 "> unreveal< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id5 6 "> unreveal< / a > < / h2 >
< p > Reverts the effects of 'reveal'.< / p >
< / div >
< div class = "section" id = "revtoggle" >
< h2 > < a class = "toc-backref" href = "#id5 6 "> revtoggle< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id5 7 "> revtoggle< / a > < / h2 >
< p > Switches between 'reveal' and 'unreveal'.< / p >
< / div >
< div class = "section" id = "revflood" >
< h2 > < a class = "toc-backref" href = "#id5 7 "> revflood< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id5 8 "> revflood< / a > < / h2 >
< p > This command will hide the whole map and then reveal all the tiles that have a path to the in-game cursor.< / p >
< / div >
< div class = "section" id = "seedwatch" >
< h2 > < a class = "toc-backref" href = "#id5 8 "> seedwatch< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id5 9 "> seedwatch< / a > < / h2 >
< p > Tool for turning cooking of seeds and plants on/off depending on how much you have of them.< / p >
< p > See 'seedwatch help' for detailed description.< / p >
< / div >
< div class = "section" id = "ssense-stonesense" >
< h2 > < a class = "toc-backref" href = "#id 59 "> ssense / stonesense< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id 60 "> ssense / stonesense< / a > < / h2 >
< p > 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).< / p >
< p > All the data resides in the 'stonesense' directory. For detailed instructions, see stonesense/README.txt< / p >
< p > Compatible with Windows > XP SP3 and most modern Linux distributions.< / p >
@ -818,24 +832,24 @@ You just lost a fortress and gained an adventurer.</p>
< a class = "reference external" href = "http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository" > http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository< / a > < / p >
< / div >
< div class = "section" id = "tubefill" >
< h2 > < a class = "toc-backref" href = "#id6 0 "> tubefill< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id6 1 "> tubefill< / a > < / h2 >
< p > 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).< / p >
< / div >
< div class = "section" id = "vdig" >
< h2 > < a class = "toc-backref" href = "#id6 1 "> vdig< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id6 2 "> vdig< / a > < / h2 >
< p > 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).< / p >
< / div >
< div class = "section" id = "vdigx" >
< h2 > < a class = "toc-backref" href = "#id6 2 "> vdigx< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id6 3 "> vdigx< / a > < / h2 >
< p > A permanent alias for 'vdig x'.< / p >
< / div >
< div class = "section" id = "expdig" >
< h2 > < a class = "toc-backref" href = "#id6 3 "> expdig< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id6 4 "> expdig< / a > < / h2 >
< p > This command can be used for exploratory mining.< / p >
< p > See: < a class = "reference external" href = "http://df.magmawiki.com/index.php/DF2010:Exploratory_mining" > http://df.magmawiki.com/index.php/DF2010:Exploratory_mining< / a > < / p >
< p > There are two variables that can be set: pattern and filter.< / p >
< div class = "section" id = "patterns" >
< h3 > < a class = "toc-backref" href = "#id6 4 "> Patterns:< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id6 5 "> Patterns:< / a > < / h3 >
< table class = "docutils field-list" frame = "void" rules = "none" >
< col class = "field-name" / >
< col class = "field-body" / >
@ -852,7 +866,7 @@ You just lost a fortress and gained an adventurer.</p>
< / table >
< / div >
< div class = "section" id = "filters" >
< h3 > < a class = "toc-backref" href = "#id6 5 "> Filters:< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id6 6 "> Filters:< / a > < / h3 >
< table class = "docutils field-list" frame = "void" rules = "none" >
< col class = "field-name" / >
< col class = "field-body" / >
@ -868,7 +882,7 @@ You just lost a fortress and gained an adventurer.</p>
< p > After you have a pattern set, you can use 'expdig' to apply it again.< / p >
< / div >
< div class = "section" id = "examples" >
< h3 > < a class = "toc-backref" href = "#id6 6 "> Examples:< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id6 7 "> Examples:< / a > < / h3 >
< ul class = "simple" >
< li > 'expdig diag5 hidden' = designate the diagonal 5 patter over all hidden tiles.< / li >
< li > 'expdig' = apply last used pattern and filter.< / li >
@ -877,11 +891,11 @@ You just lost a fortress and gained an adventurer.</p>
< / div >
< / div >
< div class = "section" id = "digcircle" >
< h2 > < a class = "toc-backref" href = "#id6 7 "> digcircle< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id6 8 "> digcircle< / a > < / h2 >
< p > A command for easy designation of filled and hollow circles.
It has several types of options.< / p >
< div class = "section" id = "shape" >
< h3 > < a class = "toc-backref" href = "#id6 8 "> Shape:< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id6 9 "> Shape:< / a > < / h3 >
< table class = "docutils field-list" frame = "void" rules = "none" >
< col class = "field-name" / >
< col class = "field-body" / >
@ -896,7 +910,7 @@ It has several types of options.</p>
< / table >
< / div >
< div class = "section" id = "action" >
< h3 > < a class = "toc-backref" href = "#id 69 "> Action:< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id 70 "> Action:< / a > < / h3 >
< table class = "docutils field-list" frame = "void" rules = "none" >
< col class = "field-name" / >
< col class = "field-body" / >
@ -911,7 +925,7 @@ It has several types of options.</p>
< / table >
< / div >
< div class = "section" id = "designation-types" >
< h3 > < a class = "toc-backref" href = "#id7 0 "> Designation types:< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id7 1 "> Designation types:< / a > < / h3 >
< table class = "docutils field-list" frame = "void" rules = "none" >
< col class = "field-name" / >
< col class = "field-body" / >
@ -934,7 +948,7 @@ It has several types of options.</p>
repeats with the last selected parameters.< / p >
< / div >
< div class = "section" id = "id9" >
< h3 > < a class = "toc-backref" href = "#id7 1 "> Examples:< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id7 2 "> Examples:< / a > < / h3 >
< ul class = "simple" >
< li > 'digcircle filled 3' = Dig a filled circle with radius = 3.< / li >
< li > 'digcircle' = Do it again.< / li >
@ -942,11 +956,11 @@ repeats with the last selected parameters.</p>
< / div >
< / div >
< div class = "section" id = "weather" >
< h2 > < a class = "toc-backref" href = "#id7 2 "> weather< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id7 3 "> weather< / a > < / h2 >
< p > Prints the current weather map by default.< / p >
< p > Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'.< / p >
< div class = "section" id = "id10" >
< h3 > < a class = "toc-backref" href = "#id7 3 "> Options:< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id7 4 "> Options:< / a > < / h3 >
< table class = "docutils field-list" frame = "void" rules = "none" >
< col class = "field-name" / >
< col class = "field-body" / >