@ -1,216 +1,106 @@
.. _dfhack-core:
###########
DFHack Core
###########
.. contents ::
==============
Getting DFHack
==============
The project is currently hosted at http://www.github.com/
Recent releases are available in source and binary formats `on the releases
page`_, while the binaries for releases 0.40.15-r1 to 0.34.11-r4 are on DFFD_.
Even older versions are available here_.
.. _`on the releases page`: http://github.com/DFHack/dfhack/releases
.. _DFFD: http://dffd.bay12games.com/search.php?string=DFHack&id=15
.. _here: http://dethware.org/dfhack/download
All new releases are announced in `the bay12 forums thread`_ , which is also a
good place for discussion and questions.
.. _`the Bay12 DFHack thread`:
.. _`the bay12 forums thread`: http://www.bay12forums.com/smf/index.php?topic=139553
If this sounds too complicated, you might prefer to `get a Starter Pack`_ .
These are packages for new players or those who don't want to set up everything
themselves, and are available - with DFHack configured - for all OSes.
.. _`get a Starter Pack`: http://dwarffortresswiki.org/index.php/Utility:Lazy_Newb_Pack
Compatibility
=============
DFHack is available for Windows (XP or later), Linux (any modern distribution),
or OS X (10.6.8 to 10.9).
Most releases only support the version of DF mentioned in their title - for
example, DFHack 0.40.24-r2 only supports DF 0.40.24 - but some releases
support earlier DF versions as well. Wherever possible, use the latest version
built for the target version of DF.
On Windows, DFHack is compatible with the SDL version of DF, but not the legacy version.
It is also possible to use the Windows DFHack with Wine under Linux and OS X.
Installation/Removal
====================
Installing DFhack involves copying files into your DF folder.
Copy the files from a release archive so that:
* On Windows, `` SDL.dll `` is replaced
* On Linux or OSX, the `` dfhack `` script is placed in the same folder as the `` df `` script
DFHack commands can be implemented in three ways, all of which
are used in the same way:
Uninstalling is basically the same, in reverse:
:builtin: commands are implemented by the core of DFHack. They manage
other DFhack tools, interpret commands, and control basic
aspects of DF (force pause or quit).
* On Windows, first delete `` SDL.dll `` and rename `` SDLreal.dll `` to `` SDL.dll `` ,
then remove the other DFHack files
* On Linux, remove the DFHack files .
:plugins: are stored in ``hack/plugins/`` and must be compiled with the
same version of DFHack. They are less flexible than scripts,
but used for complex or ongoing tasks becasue they run faster.
The stonesense plugin might require some additional libraries on Linux.
:scripts: are Ruby or Lua scripts stored in ``hack/scripts/``.
Because they don't need to be compiled, scripts are
more flexible about versions, and easier to distribute.
Most third-party DFHack addons are scripts.
If any of the plugins or dfhack itself refuses to load, check the `` stderr.log ``
file created in your DF folder.
.. contents ::
===============
Getting started
===============
If DFHack is installed correctly, it will automatically pop up a console
window once DF is started as usual on windows. Linux and Mac OS X require
running the dfhack script from the terminal, and will use that terminal for
the console.
**NOTE** : The `` dfhack-run `` executable is there for calling DFHack commands in
an already running DF+DFHack instance from external OS scripts and programs,
and is *not* the way how you use DFHack normally.
DFHack has a lot of features, which can be accessed by typing commands in the
console, or by mapping them to keyboard shortcuts. Most of the newer and more
user-friendly tools are designed to be at least partially used via the latter
way.
In order to set keybindings, you have to create a text configuration file
called `` dfhack.init `` ; the installation comes with an example version called
`` dfhack.init-example `` , which is fully functional, covers all of the recent
features and can be simply renamed to `` dfhack.init `` . You are encouraged to look
through it to learn which features it makes available under which key combinations.
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 instructions,
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 .
Built-in Commands
=================
The following commands are provided by the 'core' components
of DFhack, rather than plugins or scripts.
Interactive commands like `liquids` cannot be used as hotkeys.
Many commands come from plugins, which are stored in `` hack/plugins/ ``
and must be compiled with the same version of DFHack. Others come
from scripts, which are stored in `` hack/scripts `` . Scripts are much
more flexible about versions, and easier to distribute - so most third-party
DFHack addons are scripts.
.. _cls:
Something doesn't work, help!
=============================
First, don't panic :)
cls
---
Clear the terminal. Does not delete command history.
Second, dfhack keeps a few log files in DF's folder (`` stderr.log `` and
`` stdout.log `` ). Looking at these might help you solve the problem.
If it doesn't, you can ask for help in the forum thread or on IRC.
If you found a bug, you can report it in `the Bay12 DFHack thread`_ ,
`the issues tracker on github <https://github.com/DFHack/dfhack/issues> `_ ,
or visit `the #dfhack IRC channel on freenode
<https://webchat.freenode.net/?channels=dfhack> `_.
.. _die:
=============
Core Commands
=============
DFHack command syntax consists of a command name, followed by arguments separated
by whitespace. To include whitespace in an argument, quote it in double quotes.
To include a double quote character, use `` \" `` inside double quotes.
die
---
Instantly kills DF without saving.
If the first non-whitespace character of a line is `` # `` , the line is treated
as a comment, i.e. a silent no-op command.
When reading commands from dfhack.init or with the `` script `` command, if the final
character on a line is a backslash then the next uncommented line is considered a
continuation of that line, with the backslash deleted. Commented lines are skipped,
so it is possible to comment out parts of a command with the `` # `` character.
.. _disable:
If the first non-whitespace character is `` : `` , the command is parsed in a special
alternative mode: first, non-whitespace characters immediately following the `` : ``
are used as the command name; the remaining part of the line, starting with the first
non-whitespace character *after* the command name, is used verbatim as the first argument.
The following two command lines are exactly equivalent::
.. _enable:
:foo a b "c d" e f
foo "a b \"c d\" e f"
enable
------
Many plugins can be in a distinct enabled or disabled state. Some of
them activate and deactivate automatically depending on the contents
of the world raws. Others store their state in world data. However a
number of them have to be enabled globally, and the init file is the
right place to do it.
This is intended for commands like `` rb_eval `` that evaluate script language statements.
Most such plugins or scripts support the built-in `` enable `` and `` disable ``
commands. Calling them at any time without arguments prints a list
of enabled and disabled plugins, and shows whether that can be changed
through the same 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 `` or `` ? `` as an option on their command line.
To enable or disable plugins that support this, use their names as
arguments for the command::
.. note ::
enable manipulator search
Some tools work by displaying dialogs or overlays in the game window.
In order to avoid confusion, these tools display the word "DFHack" while active. If they
merely add keybinding hints to existing screens, they use red instead of green for the key.
.. _fpause:
fpause
------
Forces DF to pause. This is useful when your FPS drops below 1 and you lose
control of the game.
Init files
==========
DFHack allows users to automatically run commonly-used DFHack commands when DF is first
loaded, when a game is loaded, and when a game is unloaded.
Init scripts function the same way they would if the user manually typed in their contents,
but are much more convenient. If your DF folder contains at least one file with a name
following the format `` dfhack*.init `` where `` * `` is a placeholder for any string (including
the empty string), then all such files are executed in alphabetical order as init scripts when
DF is first loaded.
.. _help:
If your DF folder does not contain any such files, then DFHack will execute `` dfhack.init-example ``
as an example of useful commands to be run automatically. If you want DFHack to do nothing on
its own, then create an empty `` dfhack.init `` file in the main DF directory, or delete `` dfhack.init-example `` .
help
----
Most commands support using the `` help <command> `` built-in command
to retrieve further help without having to look at this document.
`` ? <cmd> `` and `` man <cmd> `` are aliases.
The file `` dfhack.init-example `` is included as an example for users to follow if they need DFHack
command executed automatically. We recommend modifying or deleting `` dfhack.init-example `` as
its settings will not be optimal for all players.
Some commands (including many scripts) instead take `` help `` or `` ? ``
as an option on their command line - ie `` <cmd> help `` .
In order to facilitate savegave portability, mod merging, and general organization of init files,
DFHack supports multiple init files both in the main DF directory and save-specific init files in
the save folders.
DFHack looks for init files in three places.
.. _hide:
It will look for them in the main DF directory, and in `` data/save/_____/raw `` and
`` data/save/_____/raw/objects `` where `` _____ `` is the name of the current savegame.
hide
----
Hides the DFHack terminal window. Only available on Windows.
When a game is loaded, DFHack looks for files of the form `` onLoad*.init `` , where
`` * `` can be any string, including the empty string.
When a game is unloaded, DFHack looks for files of the form `` onUnload*.init `` . Again,
these files may be in any of the above three places. All matching init files will be
executed in alphebetical order.
.. _keybinding:
Setting keybindings
===================
keybinding
----------
To set keybindings, use the built-in `` keybinding `` command. Like any other
command it can be used at any time from the console, but it is most useful
in the DFHack init file .
command it can be used at any time from the console, but bindings are not
remembered between runs of the game unless re-created in `dfhack.init` .
Currently, any combinations of Ctrl/Alt/Shift with A-Z, 0-9, or F1-F12 are supported.
@ -239,78 +129,233 @@ as a hotkey are always considered applicable.
The `` context `` part in the key specifier above can be used to explicitly restrict
the UI state where the binding would be applicable. If called without parameters,
the `` keybinding `` command among other things prints the current context string.
Only bindings with a `` context `` tag that either matches the current context fully,
or is a prefix ending at a `` / `` boundary would be considered for execution, i.e.
for context `` foo/bar/baz `` , possible matches are any of `` @foo/bar/baz `` , `` @foo/bar `` ,
`` @foo `` or none. Multiple contexts can be specified by separating them with a
pipe (`` | `` ) - for example, `` @foo|bar|baz/foo `` .
when in context `` foo/bar/baz `` , keybindings restricted to any of `` @foo/bar/baz `` ,
`` @foo/bar `` , `` @foo `` or none will be active.
Hotkeys
=======
Opens an in-game screen showing DFHack keybindings that are active in the current context .
Multiple contexts can be specified by separating them with a
pipe (`` | `` ) - for example, `` @foo|bar|baz/foo `` would match
anything under `` @foo `` , `` @bar `` , or `` @baz/foo `` .
.. image :: images/hotkeys.png
Interactive commands like `liquids` cannot be used as hotkeys.
Type `` hotkeys `` into the DFHack console to open the screen, or bind the command to a
globally active hotkey. The default keybinding is `` Ctrl-F1 `` .
.. _ command-prompt :
.. _kill-lua:
In-game command prompt
======================
The `` command-prompt `` plugin adds an in-game DFHack terminal, where you
can enter other commands. It's default keybinding is Ctrl-Shift-P.
kill-lua
--------
Stops any currently-running Lua scripts. By default, scripts can
only be interrupted every 256 instructions. Use `` kill-lua force ``
to interrupt the next instruction.
A one line command prompt in df. Same as entering command into dfhack console. Best
used as a keybinding. Can be called with optional "entry" that will start prompt with
that pre-filled.
.. image :: images/command-prompt.png
.. _load:
.. _unload:
.. _reload:
Enabling plugins
================
Many plugins can be in a distinct enabled or disabled state. Some of
them activate and deactivate automatically depending on the contents
of the world raws. Others store their state in world data. However a
number of them have to be enabled globally, and the init file is the
right place to do it.
load
----
`` load `` , `` unload `` , and `` reload `` control whether a plugin is loaded
into memory - note that plugins are loaded but disabled unless you do
something. Usage::
Most such plugins or scripts support the built-in `` enable `` and `` disable ``
commands. Calling them at any time without arguments prints a list
of enabled and disabled plugins, and shows whether that can be changed
through the same commands.
load|unload|reload PLUGIN|(-a|--all)
To enable or disable plugins that support this, use their names as
arguments for the command::
Allows dealing with plugins individually by name, or all at once.
enable manipulator search
.. _ls:
Game progress
=============
ls
--
`` ls `` does not list files like the Unix command, but rather
available commands - first built in commands, then plugins,
and scripts at the end. Usage:
die
---
Instantly kills DF without saving.
:ls -a: Also list scripts in subdirectories of ``hack/scripts/``,
which are generally not intended for direct use.
:ls <plugin>: List subcommands for the given plugin.
.. _plug:
plug
----
Lists available plugins, including their state and detailed description.
quicksave
`` plug ``
Lists available plugins (*not* commands implemented by plugins)
`` plug [PLUGIN] [PLUGIN] ... ``
List state and detailed description of the given plugins,
including commands implemented by the plugin.
.. _sc-script:
sc-script
---------
Save immediately, without exiting. Only available in fortress mode.
Allows additional scripts to be run when certain events occur
(similar to onLoad*.init scripts)
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 `` ; deactivate with `` forcepause 0 `` .
.. _`hide, show`:
.. _script:
script
------
Reads a text file, and runs each line as a DFHack command
as if it had been typed in by the user - treating the
input like `an init file <init-files>` .
Some other tools, such as `autobutcher` and `workflow` , export
their settings as the commands to create them - which are later
loaded with `` script ``
.. _show:
show
----
Shows the terminal window after it has been `hidden <hide>` .
Only available on Windows. You'll need to use it from a
`keybinding` set beforehand, or the in-game `command-prompt` .
.. _type:
type
----
`` type command `` shows where `` command `` is implemented.
Other Commands
--------------
The following commands are *not* built-in, but offer similarly useful functions.
* `command-prompt`
* `hotkeys`
* `lua`
* `multicmd`
* `nopause`
* `quicksave`
* `rb`
* `repeat`
.. _init-files:
Init Files
==========
DFHack allows users to automatically run commonly-used DFHack commands
when DF is first loaded, when a game is loaded, and when a game is unloaded.
Init scripts function the same way they would if the user manually typed
in their contents, but are much more convenient. In order to facilitate
savegave portability, mod merging, and general organization of init files,
DFHack supports multiple init files both in the main DF directory and
save-specific init files in the save folders.
DFHack looks for init files in three places each time they could be run:
#. The main DF directory
#. :file: `data/save/{world}/raw` , where `` world `` is the current save, and
#. :file: `data/save/{world}/raw/objects`
When reading commands from dfhack.init or with the `script` command, if the final
character on a line is a backslash then the next uncommented line is considered a
continuation of that line, with the backslash deleted. Commented lines are skipped,
so it is possible to comment out parts of a command with the `` # `` character.
.. _dfhack.init:
dfhack*.init
------------
If your DF folder contains at least one file named `` dfhack*.init ``
(where `` * `` is a placeholder for any string), then all such files
are executed in alphabetical order when DF is first started.
DFHack is distributed with :download: `/dfhack.init-example` as an example
with an up-to-date collection of basic commands; mostly setting standard
keybindings and `enabling <enable>` plugins. You are encouraged to look
through this file to learn which features it makes available under which
key combinations. You may also customise it and rename it to `` dfhack.init `` .
hide / show
-----------
Hides or shows the DFHack terminal window, respectively. To use `` show `` , use
the in-game console (default keybinding `` Ctrl-Shift-P `` ). Only available on Windows.
If your DF folder does not contain any `` dfhack*.init `` files, the example
will be run as a fallback.
These files are best used for keybindings and enabling persistent plugins
which do not require a world to be loaded.
.. _onLoad.init:
onLoad*.init
------------
When a world is loaded, DFHack looks for files of the form `` onLoad*.init `` ,
where `` * `` can be any string, including the empty string.
All matching init files will be executed in alphebetical order.
A world being loaded can mean a fortress, an adventurer, or legends mode.
These files are best used for non-persistent commands, such as setting
a `fix <fix>` script to run on `repeat` .
.. _onUnload.init:
onUnload*.init
--------------
When a world is unloaded, DFHack looks for files of the form `` onUnload*.init `` .
Again, these files may be in any of the above three places.
All matching init files will be executed in alphebetical order.
Modders often use such scripts to disable tools which should not affect
an unmodded save.
Other init files
----------------
* ``onMapLoad* .init`` and ` ` onMapUnload*.init `` are run when a map,
distinct from a world, is loaded. This is good for map-affecting
commands (eg `clean` ), or avoiding issues in Legends mode.
* Any lua script named ``raw/init.d/* .lua`` , in the save or main DF
directory, will be run when any world or that save is loaded.
Miscellaneous Notes
===================
This section is for odd but important notes that don't fit anywhere else.
* The `` dfhack-run `` executable is there for calling DFHack commands in
an already running DF+DFHack instance from external OS scripts and programs,
and is *not* the way how you use DFHack normally.
* If a DF :kbd: `H` hotkey is named with a DFHack command, pressing
the corresponding :kbd: `Fx` button will run that command, instead of
zooming to the set location.
* 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 binaries for 0.40.15-r1 to 0.34.11-r4 are on DFFD_.
Older versions are available here_.
.. _DFFD: http://dffd.bay12games.com/search.php?string=DFHack&id=15&limit=1000
.. _here: http://dethware.org/dfhack/download
* To include whitespace in the argument/s to some command, quote it in
double quotes. To include a double quote character, use `` \" `` .
* If the first non-whitespace character is `` : `` , the command is parsed in
an alternative mode which is very useful for the `lua` and `rb` commands.
The following two command lines are exactly equivalent::
:foo a b "c d" e f
foo "a b \"c d\" e f"
nopause
-------
Disables pausing (both manual and automatic) with the exception of pause forced
by 'reveal hell'. This is nice for digging under rivers.
* non-whitespace characters following the `` : `` are the command name
* the remaining part of the line is used verbatim as the first argument