From e829b2eea44554e99137f7aa14677855910f9308 Mon Sep 17 00:00:00 2001
From: Alexander Gavrilov
A collection of renderer replacing/enhancing filters. For better effect try changing the +black color in palette to non totally black. For more info see thread in forums: +http://www.bay12forums.com/smf/index.php?topic=128487.0
+Options:
++++
++ + + + rendermax trippy: + Randomizes each tiles color. Used for fun mainly. ++ rendermax light: + Enable lighting engine. ++ rendermax light reload: + Reload the settings file. ++ rendermax light sun <x>|cycle: + Set time to <x> (in hours) or set it to df time cycle. ++ rendermax occlusionON|occlusionOFF: + Show debug occlusion info. ++ rendermax disable: + + Disable any filter that is enabled. +
An image showing lava and dragon breath. Not pictured here: sunlight, shining items/plants, +materials that color the light etc...
+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.
@@ -924,7 +962,7 @@ properly.Removes all existing veins from the map and generates new ones using 3D Perlin noise, in order to produce a layout that smoothly flows between Z levels. The vein distribution is based on the world seed, so running @@ -963,7 +1001,7 @@ if vein mass shifts between Z layers.
Note that there is no undo option other than restoring from backup.
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 @@ -1038,7 +1076,7 @@ You did save your game, right?
Changes material of the vein under cursor to the specified inorganic RAW material. Only affects tiles within the current 16x16 block - for veins and large clusters, you will need to use this command multiple times.
@@ -1051,7 +1089,7 @@ large clusters, you will need to use this command multiple times.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 @@ -1091,7 +1129,7 @@ crafters/haulers.
Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.
Options:
@@ -1106,7 +1144,7 @@ crafters/haulers.
Allows creating new items of arbitrary types and made of arbitrary materials. By default, items created are spawned at the feet of the selected unit.
Specify the item and material information as you would indicate them in custom reaction raws, with the following differences: @@ -1145,12 +1183,12 @@ By default, items created are spawned at the feet of the selected unit.
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).
Enables management of map features.
Automatically allocates new z-levels of sky at the top of the map as you build up, or on request allocates many levels all at once.
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 @@ -1199,13 +1237,13 @@ temperatures (creating heat traps). You've been warned.
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.
Can be used for painting map tiles and is an interactive command, much like liquids.
The tool works with two set of options and a brush. The brush determines which @@ -1286,22 +1324,22 @@ up.
For more details, see the 'help' command while using this.
Runs tiletypes commands, separated by ;. This makes it possible to change tiletypes modes from a hotkey.
Apply the current tiletypes options at the in-game cursor position, including the brush. Can be used from a hotkey.
Apply the current tiletypes options at the in-game cursor position to a single tile. Can be used from a hotkey.
Fills all the adamantine veins again. Veins that were hollow will be left alone.
A tool for creating shrubs, growing, or getting rid of them.
Prints the current weather map by default.
Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'.
Options:
@@ -1389,9 +1427,9 @@ Works on all shrubs of the map if the cursor is hidden.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. @@ -1446,17 +1484,17 @@ of curses, for example.
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.
Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.
Options:
@@ -1475,7 +1513,7 @@ the visible part of the map is scanned.If prospect is called during the embark selection screen, it displays an estimate of layer stone availability.
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 @@ -1509,35 +1547,35 @@ to unpause with hell revealed, use 'reveal demons'.
you move. When you use it this way, you don't need to run 'unreveal'.This command will hide the whole map and then reveal all the tiles that have a path to the in-game cursor.
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.
This section describes plugins that interact with information in the raw files to add new features that cannot be achieved by only changing raw files.
This plugin replaces "boiling rock" syndromes. Without this plugin, it is possible to add a syndrome to a unit by making the unit perform a custom reaction. First, add the syndrome to a rock which boils at room temperature. Make sure that the syndrome is spread by inhaling. Then, add a custom reaction which creates that rock. When the reaction is performed, the rock will be created, then boil. Hopefully, the dwarf will inhale the gas and become afflicted with the syndrome. This has disadvantages.
Again, note that plugins AND scripts can be executed this way, and arguments will be passed according to the same rules.
This plugin makes it so that buildings whose names begin with OUTSIDE_ONLY cannot be built inside. If the player attempts to do so, the building will automatically be deconstructed.
This plugin allows DFHack commands to be executed whenever a unit becomes afflicted with a syndrome. This can happen due to a boiling rock, an interaction, autoSyndrome, etc. Regardless of the cause, if the appropriate SYN_CLASS tags are present, the command will execute.
The syntax is very similar to autoSyndrome. If the syndrome has the \COMMAND tag, every subsequent SYN_CLASS tag will be used to create a console command. The following tags are "special":
If there is a [SYN_CLASS:\AUTO_SYNDROME] tag, then the command, if any, will NOT be executed by syndromeTrigger, because it should already have been executed by autoSyndrome.
The syndromeTrigger plugin also allows true, permanent transformations. In vanilla DF, if syndrome A transforms dwarves into goblins permanently, and syndrome B transforms goblins into dragons permanently, then syndrome B would NOT properly transform goblins that had been transformed from dwarves. True transformations can be achieved with this plugin.
True transformations work differently. First, the unit transforms into a temporary, distinct, intermediate form. While transformed, this plugin overwrites their "original" unit type with the desired type. When the transformation wears off, they will turn "back" into the new unit type. Once truly transformed, units will function as if they had always been the new unit type. Equipment may be dropped on transformation, but relationships and experience should be maintained.
Suppose you want to transform dwarves into goblins. First, make a syndrome that turns dwarves into ducks for 1 tick (start:0:end:1). It should work with END:1, but if it doesn't, try END:5. You MUST use START:0. Setting the end time very high will make the intermediate form take longer, and should have no other influence on the behavior of this plugin. The intermediate form must NOT be the same as the original form, and it must NOT be the same as the final form, or the game will crash. Add the following tags:
@@ -1605,9 +1643,9 @@ you abandoned with the fort revealed and no longer want the data.Miscellaneous burrow control. Allows manipulating burrows and automated burrow expansion while digging.
Options:
@@ -1655,17 +1693,17 @@ Digging 1-wide corridors with the miner inside the burrow is SLOW.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 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 @@ -1673,11 +1711,11 @@ 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).
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.
@@ -1740,7 +1778,7 @@ z-level deep layer was not such a good idea after all).A command for easy designation of filled and hollow circles. It has several types of options.
Shape:
@@ -1803,7 +1841,7 @@ repeats with the last selected parameters.For every tile on the map of the same vein type as the selected tile, this command designates it to have the same designation as the selected tile. If the selected tile has no designation, they will be dig designated. If an argument is given, the designation of the selected tile is ignored, and all appropriate tiles are set to the specified designation.
Options:
@@ -1831,7 +1869,7 @@ If an argument is given, the designation of the selected tile is ignored, and alAutomatically digs out specified veins as they are discovered. It runs once every time a dwarf finishes a dig job. It will only dig out appropriate tiles that are adjacent to the finished dig job. To add a vein type, use digFlood 1 [type]. This will also enable the plugin. To remove a vein type, use digFlood 0 [type] 1 to disable, then remove, then re-enable.
digFlood 0 disable
digFlood 1 enable
@@ -1842,7 +1880,7 @@ If an argument is given, the designation of the selected tile is ignored, and alSee help digFlood for details.
Set traffic designations using flood-fill starting at the cursor.
Traffic Type Codes:
@@ -1881,7 +1919,7 @@ If an argument is given, the designation of the selected tile is ignored, and al 'filltraffic H' - When used in a room with doors, it will set traffic to HIGH in just that room.
Set traffic designations for every single tile of the map (useful for resetting traffic designations).
Traffic Type Codes:
@@ -1905,15 +1943,15 @@ If an argument is given, the designation of the selected tile is ignored, and al 'alltraffic N' - Set traffic to 'normal' for all tiles.
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.
@@ -1976,12 +2014,12 @@ also spoil your !!FUN!!, so think before you use it.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.
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. @@ -2008,17 +2046,17 @@ Be aware that any active dump item tasks still point at the item.
Destroy items marked for dumping under cursor. Identical to autodump destroy-here, but intended for use as keybinding.
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.
Confiscates items owned by dwarfs. By default, owned food on the floor and rotten items are confistacted and dumped.
Options:
@@ -2052,13 +2090,13 @@ worn items with 'X' damage and above.This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.
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 @@ -2067,19 +2105,19 @@ to violate them and potentially start wars) 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.
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.
Contains various tweaks for minor bugs.
One-shot subcommands:
Enables a fix for storage of squad equipment in barracks.
Specifically, it prevents your haulers from moving squad equipment to stockpiles, and instead queues jobs to store it on weapon racks, @@ -2251,9 +2289,9 @@ these rules is intended by Toady; the rest are invented by this plugin.
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 @@ -2273,7 +2311,7 @@ won't be able to restore state of real monster lairs using 'lair reset'.
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).
@@ -2308,19 +2346,19 @@ thread: http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repositoryCommand for general job query and manipulation.
Alter the material of the selected job.
Invoked as:
@@ -2357,7 +2395,7 @@ over the first available choice with the matching material.
Manage control of repeat jobs.
Usage:
@@ -2400,7 +2438,7 @@ this list can be copied to a file, and then reloaded using the
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.
@@ -2413,7 +2451,7 @@ the frequency of jobs being toggled. in the game UI.The contstraint spec consists of 4 parts, separated with '/' characters:
ITEM[:SUBTYPE]/[GENERIC_MAT,...]/[SPECIFIC_MAT:...]/[LOCAL,<quality>] @@ -2442,7 +2480,7 @@ be used to ignore imported items or items below a certain quality.
Keep metal bolts within 900-1000, and wood/bone within 150-200.
workflow amount AMMO:ITEM_AMMO_BOLTS/METAL 1000 100 @@ -2491,15 +2529,15 @@ workflow count CRAFTS///LOCAL,EXCEPTIONAL 100 90
Tool for turning cooking of seeds and plants on/off depending on how much you have of them.
See 'seedwatch help' for detailed description.
Helps a bit with managing activity zones (pens, pastures and pits) and cages.
Options:
@@ -2598,7 +2636,7 @@ for war/hunt). Negatable.
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 @@ -2607,7 +2645,7 @@ and use 'zone assign' to assign them to their new home. Allows pitting your own dwarves, by the way.
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. @@ -2625,14 +2663,14 @@ 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).
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 '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 @@ -2643,7 +2681,7 @@ would make no sense, but can be used together with 'nick' or 'remnick' and all the usual filters.
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 @@ -2698,7 +2736,7 @@ frames between runs.
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 @@ -2805,8 +2843,26 @@ Load the savegame where you want to copy the settings to, run the batch file (fr autobutcher.bat
Automatically manage tree cutting designation to keep available logs withing given +quotas.
+Open the dashboard by running:
++getplants autochop ++
The plugin must be activated (with 'a') before it can be used. You can then set logging quotas +and restrict designations to specific burrows (with 'Enter') if desired. The plugin's activity +cycle runs once every in game day.
+If you add
++enable getplants ++
to your dfhack.init there will be a hotkey to open the dashboard from the chop designation +menu.
+Makes cats just multiply. It is not a good idea to run this more than once or twice.
Creates a strange mood job the same way the game itself normally does it.
Options:
@@ -2901,7 +2957,7 @@ Valid values are "miner", "carpenter", "engraver",
Lua or ruby scripts placed in the hack/scripts/ directory are considered for execution as if they were native DFHack commands. They are listed at the end of the 'ls' command output.
@@ -2910,7 +2966,7 @@ only be listed by ls if called as 'ls -a'. This is intended as a way to hide scripts that are obscure, developer-oriented, or should be used as keybindings.Some notable scripts:
Scripts in this subdirectory fix various bugs and issues, some of them obscure.
fix/dead-units
@@ -2947,12 +3003,12 @@ hopefully avoid jamming it again, and unsuspends them.Scripts that implement dialogs inserted into the main game window are put in this directory.
Checks, applies or removes binary patches directly in memory at runtime:
binpatch check/apply/remove <patchname>
@@ -2962,17 +3018,17 @@ script uses hack/patches/<df-v
the version appropriate for the currently loaded executable.
If called in dwarf mode, makes DF immediately auto-save the game by setting a flag normally used in seasonal auto-save.
Run setfps <number> to set the FPS cap at runtime, in case you want to watch combat in slow motion or something :)
Wakes up sleeping units, cancels breaks and stops parties either everywhere, or in the burrows given as arguments. In return, adds bad thoughts about noise, tiredness and lack of protection. Also, the units with interrupted @@ -2980,7 +3036,7 @@ breaks will go on break again a lot sooner. The script is intended for emergencies, e.g. when a siege appears, and all your military is partying.
Instantly grow seeds inside farming plots.
With no argument, this command list the various seed types currently in use in your farming plots. @@ -2992,7 +3048,7 @@ growcrops plump 40
This script remove negative thoughts from your dwarves. Very useful against tantrum spirals.
The script can target a single creature, when used with the him argument, @@ -3006,7 +3062,7 @@ but in the short term your dwarves will get much more joyful.
quickly after you unpause.Kills any unit of a given race.
With no argument, lists the available races and count eligible targets.
With the special argument him, targets only the selected creature.
@@ -3038,7 +3094,7 @@ exterminate elve magmaCreate an infinite magma or water source or drain on a tile.
This script registers a map tile as a liquid source, and every 12 game ticks that tile receives or remove 1 new unit of flow based on the configuration.
@@ -3060,14 +3116,14 @@ source add water 0 - water drainDesignate all creatures in cages on top of a pit/pond activity zone for pitting. Works best with an animal stockpile on top of the zone.
Works with a zone number as argument (eg Activity Zone #6 -> masspit 6) or with the game cursor on top of the area.
A script to designate an area for digging according to a plan in csv format.
This script, inspired from quickfort, can designate an area for digging. Your plan should be stored in a .csv file like this:
@@ -3089,7 +3145,7 @@ as an offset for the pattern: instead of starting at the cursor, it will start Dwarf Fortress.exe is found).Triggers an invasion, or several in the near future.
invasion-now civName trigger an invasion from the civilization with the id civName, starting in about ten ticks
invasion-now civName start trigger an invasion from civName in a number of ticks between 10*start and 11*start-1 (inclusive)
@@ -3097,7 +3153,7 @@ Dwarf Fortress.exe is found).Probably fails if the start time of a triggered invasion is later than the start of the next year.
Designates a tile for digging. Monitors the tile, and when it is dug out, add surrounding discovered tiles of the same material for digging. Similar to 'digv', but less cheaty. Works for stone layers, soil layers, veins, etc.
@@ -3106,7 +3162,7 @@ same designation for future digging (eg dig up/downstairs). When digging stairs, also designate tiles on z-1 and z+1 when they are discovered.Similar to fastdwarf, per-creature.
To make any creature superfast, target it ingame using 'v' and:
@@ -3116,17 +3172,17 @@ superdwarf addThis plugin also shortens the 'sleeping' and 'on break' periods of targets.
Focus a body part ingame, and this script will display the cause of death of the creature. Also works when selecting units from the 'u'nitlist viewscreen.
There are the following ways to invoke this command:
lua (without any parameters)
@@ -3145,11 +3201,11 @@ directory. If the filename is not supplied, it loads "dfhack.lua".Allow manipulation of in-game levers from the dfhack console.
Can list levers, including state and links, with:
@@ -3163,7 +3219,7 @@ lever pull 42 --now
For dumping items inside cages. Will mark selected items for dumping, then a dwarf may come and actually dump it. See also autodump.
With the items argument, only dumps items laying in the cage, excluding @@ -3181,11 +3237,11 @@ stripcaged weapons 25321 34228
Spawn arbitrary items under the cursor.
The first argument gives the item category, the second gives the material, and the optionnal third gives the number of items to create (defaults to 20).
@@ -3207,7 +3263,7 @@ create-items bar adamantineScan the map for metal ores.
Finds and designate for digging one tile of a specific metal ore. Only works for native metal ores, does not handle reaction stuff (eg STEEL).
@@ -3220,7 +3276,7 @@ locate-ore ironIt is a well known issue that Soundsense cannot detect the correct current season when a savegame is loaded and has to play random season music until a season switch occurs.
@@ -3229,7 +3285,7 @@ to gamelog.txt on every map load to fix this. For best results call the script from dfhack.init.These tools work by displaying dialogs or overlays in the game window, and are mostly implemented by lua scripts.
Implemented by the 'manipulator' plugin.
To activate, open the unit screen and press 'l'.
Implemented by the 'search' plugin.
The search plugin adds search to the Stocks, Animals, Trading, Stockpile, Noble (assignment candidates), Military (position candidates), Burrows @@ -3325,7 +3381,7 @@ only fat or tallow by forbidding fats, then searching for fat/tallow, and using Permit Fats again while the list is filtered.
Implemented by the 'automaterial' plugin.
This makes building constructions (walls, floors, fortifications, etc) a little bit easier by saving you from having to trawl through long lists of materials each time @@ -3353,7 +3409,7 @@ materials, it returns you back to this screen. If you use this along with severa enabled materials, you should be able to place complex constructions more conveniently.
To use, bind to a key (the example config uses Alt-L) and activate in the 'k' mode.
This script is a gui front-end to the liquids plugin and works similar to it, @@ -3373,7 +3429,7 @@ rivers power water wheels even when full and technically not flowing.
After setting up the desired operations using the described keys, use Enter to apply them.
To use, bind to a key (the example config uses Ctrl-M) and activate in the 'q' mode.
Lists mechanisms connected to the building, and their links. Navigating the list centers @@ -3383,7 +3439,7 @@ focus on the current one. Shift-Enter has an effect equivalent to pressing Enter re-entering the mechanisms ui.
Backed by the rename plugin, this script allows entering the desired name via a simple dialog in the game ui.
To use, bind to a key (the example config uses Alt-R) and activate in the 'q' mode, either immediately or after opening the assign owner page.
Bind to a key (the example config uses Ctrl-W), and activate in the Equip->View/Customize page of the military screen.
Depending on the cursor location, it rewrites all 'individual choice weapon' entries @@ -3425,14 +3481,14 @@ only that entry, and does it even if it is not 'individual choice'.
and may lead to inappropriate weapons being selected.Bind to a key (the example config uses Ctrl-C), and activate in the Uniforms page of the military screen with the cursor in the leftmost list.
When invoked, the script duplicates the currently selected uniform template, and selects the newly created copy.
Bind to a key (the example config uses Alt-P), and activate in the Hauling menu with the cursor over a Guide order.
Bind to a key (the example config uses Alt-A), and activate with a job selected in a workshop in the 'q' mode.
Bind to a key (the example config uses Alt-W), and activate with a job selected in a workshop in the 'q' mode.
Bind to a key (the example config uses P), and activate when viewing a weapon rack in the 'q' mode.
This script allows to perform jobs in adventure mode. For more complete help press '?' while script is running. It's most confortable to use this as a keybinding. (e.g. keybinding set Ctrl-T gui/advfort). Possible arguments:
@@ -3566,7 +3622,7 @@ implies -aA script to issue orders for companions. Select companions with lower case chars, issue orders with upper case. Must be in look or talk mode to issue command on tile.
There are three ways to open this editor:
A way to simply install and remove small mods. It looks for specially formated mods in df subfolder 'mods'. Mods are not included, for example mods see: github mini mod repository
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.
@@ -3615,20 +3671,20 @@ technical challenge, and do not represent any long-term plans to produce more similar modifications of the game.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.
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.
The configuration front-end to the plugin is implemented by the gui/siege-engine script. Bind it to a key (the example config uses Alt-A) and activate after selecting a siege engine in 'q' mode.
@@ -3651,7 +3707,7 @@ menu.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.
The configuration front-end is implemented by the gui/power-meter script. Bind it to a @@ -3662,11 +3718,11 @@ in the build menu.
configuration page, but configures parameters relevant to the modded power meter building.The steam-engine plugin detects custom workshops with STEAM_ENGINE in their token, and turns them into real steam engines.
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 @@ -3677,7 +3733,7 @@ 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.
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.
@@ -3701,7 +3757,7 @@ short axles that can be built later than both of the engines.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 @@ -3732,7 +3788,7 @@ decrease it by further 4%, and also decrease the whole steam use rate by 10%.
The engine must be constructed using barrel, pipe and piston from fire-safe, or in the magma version magma-safe metals.
During operation weak parts get gradually worn out, and @@ -3741,7 +3797,7 @@ toppled during operation by a building destroyer, or a tantruming dwarf.
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 @@ -3752,7 +3808,7 @@ being generated.
This plugin makes reactions with names starting with SPATTER_ADD_
produce contaminants on the items instead of improvements. The produced
contaminants are immune to being washed away by water or destroyed by
diff --git a/plugins/rendermax/rendermax.cpp b/plugins/rendermax/rendermax.cpp
index dcfee0092..a6b2f17c7 100644
--- a/plugins/rendermax/rendermax.cpp
+++ b/plugins/rendermax/rendermax.cpp
@@ -326,7 +326,7 @@ static command_result rendermax(color_ostream &out, vector