@ -500,33 +500,34 @@ access DF memory and allow for easier development of new tools.</p>
 
		
	
		
			
				< / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#in-game-interface-tools"  id = "id126" > In-game interface tools< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#dwarf-manipulator"  id = "id127" > Dwarf Manipulator< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-liquids"  id = "id128" > gui/liquids< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-mechanisms"  id = "id129" > gui/mechanisms< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-rename"  id = "id130" > gui/rename< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-room-list"  id = "id131" > gui/room-list< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-choose-weapons"  id = "id132" > gui/choose-weapons< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-guide-path"  id = "id133" > gui/guide-path< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-workshop-job"  id = "id134" > gui/workshop-job< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-workflow"  id = "id135" > gui/workflow< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-assign-rack"  id = "id136" > gui/assign-rack< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#search"  id = "id128" > Search< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-liquids"  id = "id129" > gui/liquids< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-mechanisms"  id = "id130" > gui/mechanisms< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-rename"  id = "id131" > gui/rename< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-room-list"  id = "id132" > gui/room-list< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-choose-weapons"  id = "id133" > gui/choose-weapons< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-guide-path"  id = "id134" > gui/guide-path< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-workshop-job"  id = "id135" > gui/workshop-job< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-workflow"  id = "id136" > gui/workflow< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#gui-assign-rack"  id = "id137" > gui/assign-rack< / a > < / li >  
		
	
		
			
				< / ul >  
		
	
		
			
				< / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#behavior-mods"  id = "id13 7 "> Behavior Mods< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#siege-engine"  id = "id13 8 "> Siege Engine< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#rationale"  id = "id1 39 "> Rationale< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#configuration-ui"  id = "id14 0 "> Configuration UI< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#behavior-mods"  id = "id13 8 "> Behavior Mods< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#siege-engine"  id = "id13 9 "> Siege Engine< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#rationale"  id = "id1 40 "> Rationale< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#configuration-ui"  id = "id14 1 "> Configuration UI< / a > < / li >  
		
	
		
			
				< / ul >  
		
	
		
			
				< / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#power-meter"  id = "id14 1 "> Power Meter< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#steam-engine"  id = "id14 2 "> Steam Engine< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#id1"  id = "id14 3 "> Rationale< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#construction"  id = "id14 4 "> Construction< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#operation"  id = "id14 5 "> Operation< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#explosions"  id = "id14 6 "> Explosions< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#save-files"  id = "id14 7 "> Save files< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#power-meter"  id = "id14 2 "> Power Meter< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#steam-engine"  id = "id14 3 "> Steam Engine< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#id1"  id = "id14 4 "> Rationale< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#construction"  id = "id14 5 "> Construction< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#operation"  id = "id14 6 "> Operation< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#explosions"  id = "id14 7 "> Explosions< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#save-files"  id = "id14 8 "> Save files< / a > < / li >  
		
	
		
			
				< / ul >  
		
	
		
			
				< / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#add-spatter"  id = "id14 8 "> Add Spatter< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#add-spatter"  id = "id14 9 "> Add Spatter< / a > < / li >  
		
	
		
			
				< / ul >  
		
	
		
			
				< / li >  
		
	
		
			
				< / ul >  
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -2691,14 +2692,33 @@ cursor onto that cell instead of toggling it.</li>
 
		
	
		
			
				< p > Pressing ESC normally returns to the unit screen, but Shift-ESC would exit 
		
	
		
			
				directly to the main dwarf mode screen.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "search" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id128" > Search< / a > < / h2 >  
		
	
		
			
				< p > The search plugin adds search to the Stocks, Trading and Unit List screens.< / p >  
		
	
		
			
				< p > Searching works the same way as the search option in " Move to Depot"  does. 
		
	
		
			
				You will see the Search option displayed on screen with a hotkey (usually 's').
 
		
	
		
			
				Pressing it lets you start typing a query and the relevant list will start
 
		
	
		
			
				filtering automatically.< / p > 
 
		
	
		
			
				< p > Pressing ENTER, ESC or the arrow keys will return you to browsing the now 
		
	
		
			
				filtered list, which still functions as normal. You can clear the filter
 
		
	
		
			
				by either going back into search mode and backspacing to delete it, or
 
		
	
		
			
				pressing the " shifted"  version of the search hotkey while browsing the
 
		
	
		
			
				list (e.g. if the hotkey is 's', then hitting 'shift-s' will clear any
 
		
	
		
			
				filter).< / p > 
 
		
	
		
			
				< p > Leaving any screen automatically clears the filter.< / p >  
		
	
		
			
				< p > In the Trade screen, the actual trade will always only act on items that 
		
	
		
			
				are actually visible in the list; the same effect applies to the Trade
 
		
	
		
			
				Value numbers displayed by the screen. Because of this, pressing the 't'
 
		
	
		
			
				key while search is active clears the search instead of executing the trade.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-liquids" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id128" > gui/liquids< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id12 9 "> gui/liquids< / a > < / h2 >  
		
	
		
			
				< p > To use, bind to a key and activate in the 'k' mode.< / p >  
		
	
		
			
				< p > While active, use the suggested keys to switch the usual liquids parameters, and Enter 
		
	
		
			
				to select the target area and apply changes.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-mechanisms" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id129" > gui/mechanisms< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id1 30 "> gui/mechanisms< / a > < / h2 >  
		
	
		
			
				< p > To use, bind to a key and activate in the 'q' mode.< / p >  
		
	
		
			
				< p > Lists mechanisms connected to the building, and their links. Navigating the list centers 
		
	
		
			
				the view on the relevant linked buildings.< / p > 
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -2707,7 +2727,7 @@ focus on the current one. Shift-Enter has an effect equivalent to pressing Enter
 
		
	
		
			
				re-entering the mechanisms ui.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-rename" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id13 0 "> gui/rename< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id13 1 "> gui/rename< / a > < / h2 >  
		
	
		
			
				< p > Backed by the rename plugin, this script allows entering the desired name 
		
	
		
			
				via a simple dialog in the game ui.< / p > 
 
		
	
		
			
				< ul >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -2723,14 +2743,14 @@ It is also possible to rename zones from the 'i' menu.</p>
 
		
	
		
			
				< p > The < tt  class = "docutils literal" > building< / tt >  or < tt  class = "docutils literal" > unit< / tt >  options are automatically assumed when in relevant ui state.< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-room-list" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id13 1 "> gui/room-list< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id13 2 "> gui/room-list< / a > < / h2 >  
		
	
		
			
				< p > To use, bind to a key and activate in the 'q' mode, either immediately or after opening 
		
	
		
			
				the assign owner page.< / p > 
 
		
	
		
			
				< p > The script lists other rooms owned by the same owner, or by the unit selected in the assign 
		
	
		
			
				list, and allows unassigning them.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-choose-weapons" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id13 2 "> gui/choose-weapons< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id13 3 "> gui/choose-weapons< / a > < / h2 >  
		
	
		
			
				< p > Bind to a key, and activate in the Equip-> View/Customize page of the military screen.< / p >  
		
	
		
			
				< p > Depending on the cursor location, it rewrites all 'individual choice weapon' entries 
		
	
		
			
				in the selected squad or position to use a specific weapon type matching the assigned
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -2740,13 +2760,13 @@ only that entry, and does it even if it is not 'individual choice'.</p>
 
		
	
		
			
				and may lead to inappropriate weapons being selected.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-guide-path" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id13 3 "> gui/guide-path< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id13 4 "> gui/guide-path< / a > < / h2 >  
		
	
		
			
				< p > Bind to a key, and activate in the Hauling menu with the cursor over a Guide order.< / p >  
		
	
		
			
				< p > The script displays the cached path that will be used by the order; the game 
		
	
		
			
				computes it when the order is executed for the first time.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-workshop-job" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id13 4 "> gui/workshop-job< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id13 5 "> gui/workshop-job< / a > < / h2 >  
		
	
		
			
				< p > Bind to a key, and activate with a job selected in a workshop in the 'q' mode.< / p >  
		
	
		
			
				< p > The script shows a list of the input reagents of the selected job, and allows changing 
		
	
		
			
				them like the < tt  class = "docutils literal" > job < span  class = "pre" > item-type< / span > < / tt >  and < tt  class = "docutils literal" > job < span  class = "pre" > item-material< / span > < / tt >  commands.< / p > 
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -2774,7 +2794,7 @@ and then try to change the input item type, now it won't let you select <em>plan
 
		
	
		
			
				you have to unset the material first.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-workflow" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id13 5 "> gui/workflow< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id13 6 "> gui/workflow< / a > < / h2 >  
		
	
		
			
				< p > Bind to a key, and activate with a job selected in a workshop in the 'q' mode.< / p >  
		
	
		
			
				< p > This script provides a simple interface to constraints managed by the workflow 
		
	
		
			
				plugin. When active, it displays a list of all constraints applicable to the
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -2796,7 +2816,7 @@ as described in <tt class="docutils literal">workflow</tt> documentation above.
 
		
	
		
			
				can be used for troubleshooting jobs that don't match the right constraints.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "gui-assign-rack" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id13 6 "> gui/assign-rack< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id13 7 "> gui/assign-rack< / a > < / h2 >  
		
	
		
			
				< p > Bind to a key, and activate when viewing a weapon rack in the 'q' mode.< / p >  
		
	
		
			
				< p > This script is part of a group of related fixes to make the armory storage 
		
	
		
			
				work again. The existing issues are:< / p > 
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -2816,7 +2836,7 @@ the intended user.</p>
 
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "behavior-mods" >  
		
	
		
			
				< h1 > < a  class = "toc-backref"  href = "#id13 7 "> Behavior Mods< / a > < / h1 >  
		
	
		
			
				< h1 > < a  class = "toc-backref"  href = "#id13 8 "> Behavior Mods< / a > < / h1 >  
		
	
		
			
				< p > These plugins, when activated via configuration UI or by detecting certain 
		
	
		
			
				structures in RAWs, modify the game engine behavior concerning the target
 
		
	
		
			
				objects to add features not otherwise present.< / p > 
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -2827,20 +2847,20 @@ technical challenge, and do not represent any long-term plans to produce more
 
		
	
		
			
				similar modifications of the game.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "siege-engine" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id13 8 "> Siege Engine< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id13 9 "> Siege Engine< / a > < / h2 >  
		
	
		
			
				< p > The siege-engine plugin enables siege engines to be linked to stockpiles, and 
		
	
		
			
				aimed at an arbitrary rectangular area across Z levels, instead of the original
 
		
	
		
			
				four directions. Also, catapults can be ordered to load arbitrary objects, not
 
		
	
		
			
				just stones.< / p > 
 
		
	
		
			
				< div  class = "section"  id = "rationale" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id1 39 "> Rationale< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id1 40 "> Rationale< / a > < / h3 >  
		
	
		
			
				< p > Siege engines are a very interesting feature, but sadly almost useless in the current state 
		
	
		
			
				because they haven't been updated since 2D and can only aim in four directions. This is an
 
		
	
		
			
				attempt to bring them more up to date until Toady has time to work on it. Actual improvements,
 
		
	
		
			
				e.g. like making siegers bring their own, are something only Toady can do.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "configuration-ui" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id14 0 "> Configuration UI< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id14 1 "> Configuration UI< / a > < / h3 >  
		
	
		
			
				< p > The configuration front-end to the plugin is implemented by the gui/siege-engine 
		
	
		
			
				script. Bind it to a key and activate after selecting a siege engine in 'q' mode.< / p > 
 
		
	
		
			
				< p > The main mode displays the current target, selected ammo item type, linked stockpiles and 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -2861,7 +2881,7 @@ menu.</p>
 
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "power-meter" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id14 1 "> Power Meter< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id14 2 "> Power Meter< / a > < / h2 >  
		
	
		
			
				< p > The power-meter plugin implements a modified pressure plate that detects power being 
		
	
		
			
				supplied to gear boxes built in the four adjacent N/S/W/E tiles.< / p > 
 
		
	
		
			
				< p > The configuration front-end is implemented by the gui/power-meter script. Bind it to a 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -2870,11 +2890,11 @@ key and activate after selecting Pressure Plate in the build menu.</p>
 
		
	
		
			
				configuration page, but configures parameters relevant to the modded power meter building.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "steam-engine" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id14 2 "> Steam Engine< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id14 3 "> Steam Engine< / a > < / h2 >  
		
	
		
			
				< p > The steam-engine plugin detects custom workshops with STEAM_ENGINE in 
		
	
		
			
				their token, and turns them into real steam engines.< / p > 
 
		
	
		
			
				< div  class = "section"  id = "id1" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id14 3 "> Rationale< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id14 4 "> Rationale< / a > < / h3 >  
		
	
		
			
				< p > The vanilla game contains only water wheels and windmills as sources of 
		
	
		
			
				power, but windmills give relatively little power, and water wheels require
 
		
	
		
			
				flowing water, which must either be a real river and thus immovable and
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -2885,7 +2905,7 @@ it can be done just by combining existing features of the game engine
 
		
	
		
			
				in a new way with some glue code and a bit of custom logic.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "construction" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id14 4 "> Construction< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id14 5 "> Construction< / a > < / h3 >  
		
	
		
			
				< p > The workshop needs water as its input, which it takes via a 
		
	
		
			
				passable floor tile below it, like usual magma workshops do.
 
		
	
		
			
				The magma version also needs magma.< / p > 
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -2909,7 +2929,7 @@ short axles that can be built later than both of the engines.</p>
 
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "operation" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id14 5 "> Operation< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id14 6 "> Operation< / a > < / h3 >  
		
	
		
			
				< p > In order to operate the engine, queue the Stoke Boiler job (optionally 
		
	
		
			
				on repeat). A furnace operator will come, possibly bringing a bar of fuel,
 
		
	
		
			
				and perform it. As a result, a " boiling water"  item will appear
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -2940,7 +2960,7 @@ decrease it by further 4%, and also decrease the whole steam
 
		
	
		
			
				use rate by 10%.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "explosions" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id14 6 "> Explosions< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id14 7 "> Explosions< / a > < / h3 >  
		
	
		
			
				< p > The engine must be constructed using barrel, pipe and piston 
		
	
		
			
				from fire-safe, or in the magma version magma-safe metals.< / p > 
 
		
	
		
			
				< p > During operation weak parts get gradually worn out, and 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -2949,7 +2969,7 @@ toppled during operation by a building destroyer, or a
 
		
	
		
			
				tantruming dwarf.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "save-files" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id14 7 "> Save files< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id14 8 "> Save files< / a > < / h3 >  
		
	
		
			
				< p > It should be safe to load and view engine-using fortresses 
		
	
		
			
				from a DF version without DFHack installed, except that in such
 
		
	
		
			
				case the engines won't work. However actually making modifications
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -2960,7 +2980,7 @@ being generated.</p>
 
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "add-spatter" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id14 8 "> Add Spatter< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id14 9 "> Add Spatter< / a > < / h2 >  
		
	
		
			
				< p > This plugin makes reactions with names starting with < tt  class = "docutils literal" > SPATTER_ADD_< / tt >  
		
	
		
			
				produce contaminants on the items instead of improvements. The produced
 
		
	
		
			
				contaminants are immune to being washed away by water or destroyed by