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@ -473,6 +473,42 @@ UI Upgrades
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:local:
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:local:
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.. _automaterial:
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automaterial
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============
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This makes building constructions (walls, floors, fortifications, etc) a little bit
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easier by saving you from having to trawl through long lists of materials each time
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you place one.
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Firstly, it moves the last used material for a given construction type to the top of
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the list, if there are any left. So if you build a wall with chalk blocks, the next
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time you place a wall the chalk blocks will be at the top of the list, regardless of
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distance (it only does this in "grouped" mode, as individual item lists could be huge).
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This should mean you can place most constructions without having to search for your
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preferred material type.
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.. image:: images/automaterial-mat.png
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Pressing :kbd:`a` while highlighting any material will enable that material for "auto select"
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for this construction type. You can enable multiple materials as autoselect. Now the next
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time you place this type of construction, the plugin will automatically choose materials
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for you from the kinds you enabled. If there is enough to satisfy the whole placement,
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you won't be prompted with the material screen - the construction will be placed and you
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will be back in the construction menu as if you did it manually.
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When choosing the construction placement, you will see a couple of options:
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.. image:: images/automaterial-pos.png
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Use :kbd:`a` here to temporarily disable the material autoselection, e.g. if you need
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to go to the material selection screen so you can toggle some materials on or off.
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The other option (auto type selection, off by default) can be toggled on with :kbd:`t`. If you
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toggle this option on, instead of returning you to the main construction menu after selecting
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materials, it returns you back to this screen. If you use this along with several autoselect
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enabled materials, you should be able to place complex constructions more conveniently.
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.. _automelt:
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.. _automelt:
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automelt
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automelt
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@ -489,6 +525,112 @@ When autotrade is enabled for a stockpile, any items placed in it will be
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designated to be taken to the Trade Depot whenever merchants are on the map.
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designated to be taken to the Trade Depot whenever merchants are on the map.
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This plugin adds an option to the :kbd:`q` menu when `enabled <enable>`.
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This plugin adds an option to the :kbd:`q` menu when `enabled <enable>`.
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.. _buildingplan:
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buildingplan
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============
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When active (via ``enable buildingplan``), this plugin adds a planning mode for
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building placement. You can then place furniture, constructions, and other buildings
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before the required materials are available, and they will be created in a suspended
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state. Buildingplan will periodically scan for appropriate items, and the jobs will
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be unsuspended when the items are available.
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This is very useful when combined with `workflow` - you can set a constraint
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to always have one or two doors/beds/tables/chairs/etc available, and place
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as many as you like. The plugins then take over and fulfill the orders,
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with minimal space dedicated to stockpiles.
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.. _buildingplan-filters:
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Item filtering
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--------------
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While placing a building, you can set filters for what materials you want the building made
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out of, what quality you want the component items to be, and whether you want the items to
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be decorated.
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If a building type takes more than one item to construct, use :kbd:`Ctrl`:kbd:`Left` and
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:kbd:`Ctrl`:kbd:`Right` to select the item that you want to set filters for. Any filters that
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you set will be used for all buildings of the selected type placed from that point onward
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(until you set a new filter or clear the current one). Buildings placed before the filters
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were changed will keep the filter values that were set when the building was placed.
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For example, you can be sure that all your constructed walls are the same color by setting
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a filter to accept only certain types of stone.
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Quickfort mode
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If you use the external Python Quickfort to apply building blueprints instead of the native
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DFHack `quickfort` script, you must enable Quickfort mode. This temporarily enables
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buildingplan for all building types and adds an extra blank screen after every building
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placement. This "dummy" screen is needed for Python Quickfort to interact successfully with
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Dwarf Fortress.
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Note that Quickfort mode is only for compatibility with the legacy Python Quickfort. The
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DFHack `quickfort` script does not need Quickfort mode to be enabled. The `quickfort` script
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will successfully integrate with buildingplan as long as the buildingplan plugin is enabled.
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.. _buildingplan-settings:
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Global settings
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---------------
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The buildingplan plugin has several global settings that can be set from the UI (:kbd:`G`
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from any building placement screen, for example: :kbd:`b`:kbd:`a`:kbd:`G`). These settings
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can also be set from the ``DFHack#`` prompt once a map is loaded (or from your
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``onMapLoad.init`` file) with the syntax::
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buildingplan set <setting> <true|false>
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and displayed with::
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buildingplan set
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The available settings are:
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+----------------+---------+-----------+---------------------------------------+
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| Setting | Default | Persisted | Description |
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+================+=========+===========+=======================================+
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| all_enabled | false | no | Enable planning mode for all building |
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| | | | types. |
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+----------------+---------+-----------+---------------------------------------+
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| blocks | true | yes | Allow blocks, boulders, logs, or bars |
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+----------------+---------+ | to be matched for generic "building |
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| boulders | true | | material" items |
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+----------------+---------+ | |
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| logs | true | | |
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+----------------+---------+ | |
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| bars | false | | |
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+----------------+---------+-----------+---------------------------------------+
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| quickfort_mode | false | no | Enable compatibility mode for the |
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| | | | legacy Python Quickfort (not required |
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| | | | for DFHack quickfort) |
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+----------------+---------+-----------+---------------------------------------+
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For example, to ensure you only use blocks when a "building material" item is required, you
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could add this to your ``onMapLoad.init`` file::
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on-new-fortress buildingplan set boulders false; buildingplan set logs false
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Persisted settings (i.e. ``blocks``, ``boulders``, ``logs``, and ``bars``) are saved with
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your game, so you only need to set them to the values you want once.
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.. _confirm:
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confirm
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=======
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Implements several confirmation dialogs for potentially destructive actions
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(for example, seizing goods from traders or deleting hauling routes).
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Usage:
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:enable confirm: Enable all confirmations; alias ``confirm enable all``.
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Replace with ``disable`` to disable.
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:confirm help: List available confirmation dialogues.
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:confirm enable option1 [option2...]:
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Enable (or disable) specific confirmation dialogues.
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.. _command-prompt:
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.. _command-prompt:
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command-prompt
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command-prompt
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@ -601,6 +743,41 @@ Enable a space sperate list of filters
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Usage: ``debugfilter enable [id...]``
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Usage: ``debugfilter enable [id...]``
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.. _embark-assistant:
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embark-assistant
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================
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This plugin provides embark site selection help. It has to be run with the
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``embark-assistant`` command while the pre-embark screen is displayed and shows
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extended (and correct(?)) resource information for the embark rectangle as well
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as normally undisplayed sites in the current embark region. It also has a site
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selection tool with more options than DF's vanilla search tool. For detailed
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help invoke the in game info screen.
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.. _embark-tools:
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embark-tools
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============
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A collection of embark-related tools. Usage and available tools::
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embark-tools enable/disable tool [tool]...
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:anywhere: Allows embarking anywhere (including sites, mountain-only biomes,
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and oceans). Use with caution.
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:mouse: Implements mouse controls (currently in the local embark region only)
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:sand: Displays an indicator when sand is present in the currently-selected
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area, similar to the default clay/stone indicators.
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:sticky: Maintains the selected local area while navigating the world map
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.. _follow:
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follow
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======
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Makes the game view follow the currently highlighted unit after you exit from the
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current menu or cursor mode. Handy for watching dwarves running around. Deactivated
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by moving the view manually.
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.. _hotkeys:
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.. _hotkeys:
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hotkeys
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hotkeys
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@ -612,14 +789,6 @@ active in the current context. See also `hotkey-notes`.
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:dfhack-keybind:`hotkeys`
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:dfhack-keybind:`hotkeys`
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.. _rb:
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.. _ruby:
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ruby
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====
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Ruby language plugin, which evaluates the following arguments as a ruby string.
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Best used as ``:rb [string]``, for the special parsing mode. Alias ``rb_eval``.
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.. _manipulator:
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.. _manipulator:
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manipulator
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manipulator
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@ -692,47 +861,24 @@ the selected dwarves will be reset to the labors of the chosen profession.
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Professions are saved as human-readable text files in the "professions" folder
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Professions are saved as human-readable text files in the "professions" folder
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within the DF folder, and can be edited or deleted there.
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within the DF folder, and can be edited or deleted there.
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.. comment - the link target "search" is reserved for the Sphinx search page
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.. _mousequery:
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.. _search-plugin:
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search
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======
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The search plugin adds search to the Stocks, Animals, Trading, Stockpile,
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Noble (assignment candidates), Military (position candidates), Burrows
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(unit list), Rooms, Announcements, Job List and Unit List screens.
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.. image:: images/search.png
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Searching works the same way as the search option in :guilabel:`Move to Depot`.
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You will see the Search option displayed on screen with a hotkey (usually :kbd:`s`).
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Pressing it lets you start typing a query and the relevant list will start
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filtering automatically.
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Pressing :kbd:`Enter`, :kbd:`Esc` or the arrow keys will return you to browsing the now
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filtered list, which still functions as normal. You can clear the filter
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by either going back into search mode and backspacing to delete it, or
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|
pressing the "shifted" version of the search hotkey while browsing the
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|
list (e.g. if the hotkey is :kbd:`s`, then hitting :kbd:`Shift`:kbd:`s` will clear any
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filter).
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Leaving any screen automatically clears the filter.
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|
In the Trade screen, the actual trade will always only act on items that
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|
mousequery
|
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|
|
are actually visible in the list; the same effect applies to the Trade
|
|
|
|
==========
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|
|
Value numbers displayed by the screen. Because of this, the :kbd:`t` key is
|
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|
|
Adds mouse controls to the DF interface, e.g. click-and-drag designations.
|
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|
|
blocked while search is active, so you have to reset the filters first.
|
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|
Pressing :kbd:`Alt`:kbd:`C` will clear both search strings.
|
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|
In the stockpile screen the option only appears if the cursor is in the
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Options:
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rightmost list:
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.. image:: images/search-stockpile.png
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:plugin: enable/disable the entire plugin
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:rbutton: enable/disable right mouse button
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:track: enable/disable moving cursor in build and designation mode
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|
:edge: enable/disable active edge scrolling (when on, will also enable tracking)
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:live: enable/disable query view when unpaused
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:delay: Set delay when edge scrolling in tracking mode. Omit amount to display current setting.
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|
Note that the 'Permit XXX'/'Forbid XXX' keys conveniently operate only
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|
|
Usage::
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|
on items actually shown in the rightmost list, so it is possible to select
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|
only fat or tallow by forbidding fats, then searching for fat/tallow, and
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using Permit Fats again while the list is filtered.
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mousequery [plugin] [rbutton] [track] [edge] [live] [enable|disable]
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.. _nopause:
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.. _nopause:
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|
@ -741,228 +887,104 @@ nopause
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|
Disables pausing (both manual and automatic) with the exception of pause forced
|
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|
|
Disables pausing (both manual and automatic) with the exception of pause forced
|
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|
|
by `reveal` ``hell``. This is nice for digging under rivers.
|
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|
by `reveal` ``hell``. This is nice for digging under rivers.
|
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|
.. _embark-assistant:
|
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|
.. _rename:
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|
embark-assistant
|
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|
================
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This plugin provides embark site selection help. It has to be run with the
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``embark-assistant`` command while the pre-embark screen is displayed and shows
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|
extended (and correct(?)) resource information for the embark rectangle as well
|
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|
|
as normally undisplayed sites in the current embark region. It also has a site
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|
|
selection tool with more options than DF's vanilla search tool. For detailed
|
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|
|
help invoke the in game info screen.
|
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|
.. _embark-tools:
|
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|
embark-tools
|
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|
rename
|
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|
|
============
|
|
|
|
======
|
|
|
|
A collection of embark-related tools. Usage and available tools::
|
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|
|
Allows renaming various things. Use `gui/rename` for an in-game interface.
|
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|
|
embark-tools enable/disable tool [tool]...
|
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|
|
Options:
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|
:anywhere: Allows embarking anywhere (including sites, mountain-only biomes,
|
|
|
|
``rename squad <index> "name"``
|
|
|
|
and oceans). Use with caution.
|
|
|
|
Rename squad by index to 'name'.
|
|
|
|
:mouse: Implements mouse controls (currently in the local embark region only)
|
|
|
|
``rename hotkey <index> \"name\"``
|
|
|
|
:sand: Displays an indicator when sand is present in the currently-selected
|
|
|
|
Rename hotkey by index. This allows assigning
|
|
|
|
area, similar to the default clay/stone indicators.
|
|
|
|
longer commands to the DF hotkeys.
|
|
|
|
:sticky: Maintains the selected local area while navigating the world map
|
|
|
|
``rename unit "nickname"``
|
|
|
|
|
|
|
|
Rename a unit/creature highlighted in the DF user interface.
|
|
|
|
.. _automaterial:
|
|
|
|
``rename unit-profession "custom profession"``
|
|
|
|
|
|
|
|
Change proffession name of the highlighted unit/creature.
|
|
|
|
automaterial
|
|
|
|
``rename building "name"``
|
|
|
|
============
|
|
|
|
Set a custom name for the selected building.
|
|
|
|
This makes building constructions (walls, floors, fortifications, etc) a little bit
|
|
|
|
The building must be one of stockpile, workshop, furnace, trap,
|
|
|
|
easier by saving you from having to trawl through long lists of materials each time
|
|
|
|
siege engine or an activity zone.
|
|
|
|
you place one.
|
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|
|
Firstly, it moves the last used material for a given construction type to the top of
|
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|
|
the list, if there are any left. So if you build a wall with chalk blocks, the next
|
|
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|
|
|
|
|
time you place a wall the chalk blocks will be at the top of the list, regardless of
|
|
|
|
|
|
|
|
distance (it only does this in "grouped" mode, as individual item lists could be huge).
|
|
|
|
|
|
|
|
This should mean you can place most constructions without having to search for your
|
|
|
|
|
|
|
|
preferred material type.
|
|
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|
|
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|
|
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|
|
.. image:: images/automaterial-mat.png
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Pressing :kbd:`a` while highlighting any material will enable that material for "auto select"
|
|
|
|
|
|
|
|
for this construction type. You can enable multiple materials as autoselect. Now the next
|
|
|
|
|
|
|
|
time you place this type of construction, the plugin will automatically choose materials
|
|
|
|
|
|
|
|
for you from the kinds you enabled. If there is enough to satisfy the whole placement,
|
|
|
|
|
|
|
|
you won't be prompted with the material screen - the construction will be placed and you
|
|
|
|
|
|
|
|
will be back in the construction menu as if you did it manually.
|
|
|
|
|
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|
|
When choosing the construction placement, you will see a couple of options:
|
|
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|
|
|
|
|
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|
|
.. image:: images/automaterial-pos.png
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Use :kbd:`a` here to temporarily disable the material autoselection, e.g. if you need
|
|
|
|
|
|
|
|
to go to the material selection screen so you can toggle some materials on or off.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The other option (auto type selection, off by default) can be toggled on with :kbd:`t`. If you
|
|
|
|
|
|
|
|
toggle this option on, instead of returning you to the main construction menu after selecting
|
|
|
|
|
|
|
|
materials, it returns you back to this screen. If you use this along with several autoselect
|
|
|
|
|
|
|
|
enabled materials, you should be able to place complex constructions more conveniently.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
.. _buildingplan:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
buildingplan
|
|
|
|
|
|
|
|
============
|
|
|
|
|
|
|
|
When active (via ``enable buildingplan``), this plugin adds a planning mode for
|
|
|
|
|
|
|
|
building placement. You can then place furniture, constructions, and other buildings
|
|
|
|
|
|
|
|
before the required materials are available, and they will be created in a suspended
|
|
|
|
|
|
|
|
state. Buildingplan will periodically scan for appropriate items, and the jobs will
|
|
|
|
|
|
|
|
be unsuspended when the items are available.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This is very useful when combined with `workflow` - you can set a constraint
|
|
|
|
|
|
|
|
to always have one or two doors/beds/tables/chairs/etc available, and place
|
|
|
|
|
|
|
|
as many as you like. The plugins then take over and fulfill the orders,
|
|
|
|
|
|
|
|
with minimal space dedicated to stockpiles.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
.. _buildingplan-filters:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Item filtering
|
|
|
|
|
|
|
|
--------------
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
While placing a building, you can set filters for what materials you want the building made
|
|
|
|
|
|
|
|
out of, what quality you want the component items to be, and whether you want the items to
|
|
|
|
|
|
|
|
be decorated.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
If a building type takes more than one item to construct, use :kbd:`Ctrl`:kbd:`Left` and
|
|
|
|
|
|
|
|
:kbd:`Ctrl`:kbd:`Right` to select the item that you want to set filters for. Any filters that
|
|
|
|
|
|
|
|
you set will be used for all buildings of the selected type placed from that point onward
|
|
|
|
|
|
|
|
(until you set a new filter or clear the current one). Buildings placed before the filters
|
|
|
|
|
|
|
|
were changed will keep the filter values that were set when the building was placed.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
For example, you can be sure that all your constructed walls are the same color by setting
|
|
|
|
|
|
|
|
a filter to accept only certain types of stone.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Quickfort mode
|
|
|
|
|
|
|
|
--------------
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
If you use the external Python Quickfort to apply building blueprints instead of the native
|
|
|
|
|
|
|
|
DFHack `quickfort` script, you must enable Quickfort mode. This temporarily enables
|
|
|
|
|
|
|
|
buildingplan for all building types and adds an extra blank screen after every building
|
|
|
|
|
|
|
|
placement. This "dummy" screen is needed for Python Quickfort to interact successfully with
|
|
|
|
|
|
|
|
Dwarf Fortress.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Note that Quickfort mode is only for compatibility with the legacy Python Quickfort. The
|
|
|
|
|
|
|
|
DFHack `quickfort` script does not need Quickfort mode to be enabled. The `quickfort` script
|
|
|
|
|
|
|
|
will successfully integrate with buildingplan as long as the buildingplan plugin is enabled.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
.. _buildingplan-settings:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Global settings
|
|
|
|
|
|
|
|
---------------
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The buildingplan plugin has several global settings that can be set from the UI (:kbd:`G`
|
|
|
|
|
|
|
|
from any building placement screen, for example: :kbd:`b`:kbd:`a`:kbd:`G`). These settings
|
|
|
|
|
|
|
|
can also be set from the ``DFHack#`` prompt once a map is loaded (or from your
|
|
|
|
|
|
|
|
``onMapLoad.init`` file) with the syntax::
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
buildingplan set <setting> <true|false>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
and displayed with::
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
buildingplan set
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The available settings are:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
+----------------+---------+-----------+---------------------------------------+
|
|
|
|
|
|
|
|
| Setting | Default | Persisted | Description |
|
|
|
|
|
|
|
|
+================+=========+===========+=======================================+
|
|
|
|
|
|
|
|
| all_enabled | false | no | Enable planning mode for all building |
|
|
|
|
|
|
|
|
| | | | types. |
|
|
|
|
|
|
|
|
+----------------+---------+-----------+---------------------------------------+
|
|
|
|
|
|
|
|
| blocks | true | yes | Allow blocks, boulders, logs, or bars |
|
|
|
|
|
|
|
|
+----------------+---------+ | to be matched for generic "building |
|
|
|
|
|
|
|
|
| boulders | true | | material" items |
|
|
|
|
|
|
|
|
+----------------+---------+ | |
|
|
|
|
|
|
|
|
| logs | true | | |
|
|
|
|
|
|
|
|
+----------------+---------+ | |
|
|
|
|
|
|
|
|
| bars | false | | |
|
|
|
|
|
|
|
|
+----------------+---------+-----------+---------------------------------------+
|
|
|
|
|
|
|
|
| quickfort_mode | false | no | Enable compatibility mode for the |
|
|
|
|
|
|
|
|
| | | | legacy Python Quickfort (not required |
|
|
|
|
|
|
|
|
| | | | for DFHack quickfort) |
|
|
|
|
|
|
|
|
+----------------+---------+-----------+---------------------------------------+
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
For example, to ensure you only use blocks when a "building material" item is required, you
|
|
|
|
|
|
|
|
could add this to your ``onMapLoad.init`` file::
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
on-new-fortress buildingplan set boulders false; buildingplan set logs false
|
|
|
|
.. _rendermax:
|
|
|
|
|
|
|
|
|
|
|
|
Persisted settings (i.e. ``blocks``, ``boulders``, ``logs``, and ``bars``) are saved with
|
|
|
|
rendermax
|
|
|
|
your game, so you only need to set them to the values you want once.
|
|
|
|
=========
|
|
|
|
|
|
|
|
A collection of renderer replacing/enhancing filters. For better effect try changing the
|
|
|
|
|
|
|
|
black color in palette to non totally black. See :forums:`128487` for more info.
|
|
|
|
|
|
|
|
|
|
|
|
.. _confirm:
|
|
|
|
Options:
|
|
|
|
|
|
|
|
|
|
|
|
confirm
|
|
|
|
:trippy: Randomizes the color of each tiles. Used for fun, or testing.
|
|
|
|
=======
|
|
|
|
:light: Enable lighting engine.
|
|
|
|
Implements several confirmation dialogs for potentially destructive actions
|
|
|
|
:light reload: Reload the settings file.
|
|
|
|
(for example, seizing goods from traders or deleting hauling routes).
|
|
|
|
:light sun <x>|cycle: Set time to <x> (in hours) or set it to df time cycle.
|
|
|
|
|
|
|
|
:occlusionON, occlusionOFF: Show debug occlusion info.
|
|
|
|
|
|
|
|
:disable: Disable any filter that is enabled.
|
|
|
|
|
|
|
|
|
|
|
|
Usage:
|
|
|
|
An image showing lava and dragon breath. Not pictured here: sunlight, shining items/plants,
|
|
|
|
|
|
|
|
materials that color the light etc...
|
|
|
|
|
|
|
|
|
|
|
|
:enable confirm: Enable all confirmations; alias ``confirm enable all``.
|
|
|
|
.. image:: images/rendermax.png
|
|
|
|
Replace with ``disable`` to disable.
|
|
|
|
|
|
|
|
:confirm help: List available confirmation dialogues.
|
|
|
|
|
|
|
|
:confirm enable option1 [option2...]:
|
|
|
|
|
|
|
|
Enable (or disable) specific confirmation dialogues.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
.. _follow:
|
|
|
|
.. _resume:
|
|
|
|
|
|
|
|
|
|
|
|
follow
|
|
|
|
resume
|
|
|
|
======
|
|
|
|
======
|
|
|
|
Makes the game view follow the currently highlighted unit after you exit from the
|
|
|
|
Allows automatic resumption of suspended constructions, along with colored
|
|
|
|
current menu or cursor mode. Handy for watching dwarves running around. Deactivated
|
|
|
|
UI hints for construction status.
|
|
|
|
by moving the view manually.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
.. _mousequery:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
mousequery
|
|
|
|
|
|
|
|
==========
|
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Adds mouse controls to the DF interface, e.g. click-and-drag designations.
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Options:
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.. _rb:
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.. _ruby:
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:plugin: enable/disable the entire plugin
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ruby
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:rbutton: enable/disable right mouse button
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====
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:track: enable/disable moving cursor in build and designation mode
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Ruby language plugin, which evaluates the following arguments as a ruby string.
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:edge: enable/disable active edge scrolling (when on, will also enable tracking)
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Best used as ``:rb [string]``, for the special parsing mode. Alias ``rb_eval``.
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:live: enable/disable query view when unpaused
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:delay: Set delay when edge scrolling in tracking mode. Omit amount to display current setting.
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Usage::
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.. comment - the link target "search" is reserved for the Sphinx search page
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.. _search-plugin:
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mousequery [plugin] [rbutton] [track] [edge] [live] [enable|disable]
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search
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======
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The search plugin adds search to the Stocks, Animals, Trading, Stockpile,
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Noble (assignment candidates), Military (position candidates), Burrows
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(unit list), Rooms, Announcements, Job List and Unit List screens.
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.. _resume:
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.. image:: images/search.png
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resume
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Searching works the same way as the search option in :guilabel:`Move to Depot`.
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======
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You will see the Search option displayed on screen with a hotkey (usually :kbd:`s`).
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Allows automatic resumption of suspended constructions, along with colored
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Pressing it lets you start typing a query and the relevant list will start
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UI hints for construction status.
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filtering automatically.
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.. _title-folder:
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Pressing :kbd:`Enter`, :kbd:`Esc` or the arrow keys will return you to browsing the now
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filtered list, which still functions as normal. You can clear the filter
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by either going back into search mode and backspacing to delete it, or
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pressing the "shifted" version of the search hotkey while browsing the
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list (e.g. if the hotkey is :kbd:`s`, then hitting :kbd:`Shift`:kbd:`s` will clear any
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filter).
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title-folder
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Leaving any screen automatically clears the filter.
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=============
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Displays the DF folder name in the window title bar when enabled.
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.. _title-version:
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In the Trade screen, the actual trade will always only act on items that
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are actually visible in the list; the same effect applies to the Trade
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Value numbers displayed by the screen. Because of this, the :kbd:`t` key is
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blocked while search is active, so you have to reset the filters first.
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Pressing :kbd:`Alt`:kbd:`C` will clear both search strings.
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title-version
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In the stockpile screen the option only appears if the cursor is in the
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=============
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rightmost list:
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Displays the DFHack version on DF's title screen when enabled.
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.. _trackstop:
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.. image:: images/search-stockpile.png
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trackstop
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Note that the 'Permit XXX'/'Forbid XXX' keys conveniently operate only
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=========
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on items actually shown in the rightmost list, so it is possible to select
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Adds a :kbd:`q` menu for track stops, which is completely blank by default.
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only fat or tallow by forbidding fats, then searching for fat/tallow, and
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This allows you to view and/or change the track stop's friction and dump
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using Permit Fats again while the list is filtered.
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direction settings, using the keybindings from the track stop building interface.
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.. _sort:
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.. _sort:
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.. _sort-items:
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.. _sort-items:
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@ -1003,14 +1025,6 @@ The orderings are defined in ``hack/lua/plugins/sort/*.lua``
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:dfhack-keybind:`sort-units`
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:dfhack-keybind:`sort-units`
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.. _stocks:
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stocks
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======
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Replaces the DF stocks screen with an improved version.
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:dfhack-keybind:`stocks`
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.. _stocksettings:
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.. _stocksettings:
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.. _stockpiles:
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.. _stockpiles:
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@ -1041,48 +1055,34 @@ Note that files are relative to the DF folder, so put your files there or in a
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subfolder for easy access. Filenames should not have spaces. Generated materials,
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subfolder for easy access. Filenames should not have spaces. Generated materials,
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divine metals, etc are not saved as they are different in every world.
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divine metals, etc are not saved as they are different in every world.
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.. _rename:
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.. _stocks:
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rename
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stocks
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======
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======
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Allows renaming various things. Use `gui/rename` for an in-game interface.
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Replaces the DF stocks screen with an improved version.
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Options:
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:dfhack-keybind:`stocks`
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``rename squad <index> "name"``
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Rename squad by index to 'name'.
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``rename hotkey <index> \"name\"``
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Rename hotkey by index. This allows assigning
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longer commands to the DF hotkeys.
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``rename unit "nickname"``
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Rename a unit/creature highlighted in the DF user interface.
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``rename unit-profession "custom profession"``
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Change proffession name of the highlighted unit/creature.
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``rename building "name"``
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Set a custom name for the selected building.
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The building must be one of stockpile, workshop, furnace, trap,
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siege engine or an activity zone.
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.. _rendermax:
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.. _title-folder:
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rendermax
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title-folder
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=========
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=============
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A collection of renderer replacing/enhancing filters. For better effect try changing the
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Displays the DF folder name in the window title bar when enabled.
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black color in palette to non totally black. See :forums:`128487` for more info.
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Options:
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.. _title-version:
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:trippy: Randomizes the color of each tiles. Used for fun, or testing.
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title-version
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:light: Enable lighting engine.
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=============
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:light reload: Reload the settings file.
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Displays the DFHack version on DF's title screen when enabled.
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:light sun <x>|cycle: Set time to <x> (in hours) or set it to df time cycle.
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:occlusionON, occlusionOFF: Show debug occlusion info.
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:disable: Disable any filter that is enabled.
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An image showing lava and dragon breath. Not pictured here: sunlight, shining items/plants,
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.. _trackstop:
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materials that color the light etc...
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.. image:: images/rendermax.png
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trackstop
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=========
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Adds a :kbd:`q` menu for track stops, which is completely blank by default.
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This allows you to view and/or change the track stop's friction and dump
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direction settings, using the keybindings from the track stop building interface.
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===========================
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===========================
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