@ -356,62 +356,63 @@ access DF memory and allow for easier development of new tools.</p>
 
		
	
		
			
				< li > < a  class = "reference internal"  href = "#confirmed-working-dfusion-plugins"  id = "id30" > Confirmed working DFusion plugins:< / a > < / li >  
		
	
		
			
				< / ul >  
		
	
		
			
				< / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#fastdwarf"  id = "id31" > fastdwarf< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#filltraffic"  id = "id32" > filltraffic< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#traffic-type-codes"  id = "id33" > Traffic Type Codes:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#other-options"  id = "id34" > Other Options:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#example"  id = "id35" > Example:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#drybuckets"  id = "id31" > drybuckets< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#fastdwarf"  id = "id32" > fastdwarf< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#filltraffic"  id = "id33" > filltraffic< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#traffic-type-codes"  id = "id34" > Traffic Type Codes:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#other-options"  id = "id35" > Other Options:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#example"  id = "id36" > Example:< / a > < / li >  
		
	
		
			
				< / ul >  
		
	
		
			
				< / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#tiletraffic"  id = "id3 6 "> tiletraffic< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#id4"  id = "id3 7 "> Traffic Type Codes:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#id5"  id = "id3 8 "> Example:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#tiletraffic"  id = "id3 7 "> tiletraffic< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#id4"  id = "id3 8 "> Traffic Type Codes:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#id5"  id = "id3 9 "> Example:< / a > < / li >  
		
	
		
			
				< / ul >  
		
	
		
			
				< / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#flows"  id = "id 39 "> flows< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#getplants"  id = "id4 0 "> getplants< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#id6"  id = "id4 1 "> Options< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#flows"  id = "id 40 "> flows< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#getplants"  id = "id4 1 "> getplants< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#id6"  id = "id4 2 "> Options< / a > < / li >  
		
	
		
			
				< / ul >  
		
	
		
			
				< / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#grow"  id = "id4 2 "> grow< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#extirpate"  id = "id4 3 "> extirpate< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#id7"  id = "id4 4 "> Options< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#grow"  id = "id4 3 "> grow< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#extirpate"  id = "id4 4 "> extirpate< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#id7"  id = "id4 5 "> Options< / a > < / li >  
		
	
		
			
				< / ul >  
		
	
		
			
				< / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#immolate"  id = "id4 5 "> immolate< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#liquids"  id = "id4 6 "> liquids< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#mode"  id = "id4 7 "> mode< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#forcepause"  id = "id4 8 "> forcepause< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#die"  id = "id 49 "> die< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#probe"  id = "id5 0 "> probe< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#prospector"  id = "id5 1 "> prospector< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#id8"  id = "id5 2 "> Options< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#immolate"  id = "id4 6 "> immolate< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#liquids"  id = "id4 7 "> liquids< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#mode"  id = "id4 8 "> mode< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#forcepause"  id = "id4 9 "> forcepause< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#die"  id = "id 50 "> die< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#probe"  id = "id5 1 "> probe< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#prospector"  id = "id5 2 "> prospector< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#id8"  id = "id5 3 "> Options< / a > < / li >  
		
	
		
			
				< / ul >  
		
	
		
			
				< / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#reveal"  id = "id5 3 "> reveal< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#unreveal"  id = "id5 4 "> unreveal< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#revtoggle"  id = "id5 5 "> revtoggle< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#revflood"  id = "id5 6 "> revflood< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#seedwatch"  id = "id5 7 "> seedwatch< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#ssense-stonesense"  id = "id5 8 "> ssense / stonesense< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#tubefill"  id = "id 59 "> tubefill< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#vdig"  id = "id6 0 "> vdig< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#vdigx"  id = "id6 1 "> vdigx< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#expdig"  id = "id6 2 "> expdig< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#patterns"  id = "id6 3 "> Patterns:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#filters"  id = "id6 4 "> Filters:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#examples"  id = "id6 5 "> Examples:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#reveal"  id = "id5 4 "> reveal< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#unreveal"  id = "id5 5 "> unreveal< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#revtoggle"  id = "id5 6 "> revtoggle< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#revflood"  id = "id5 7 "> revflood< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#seedwatch"  id = "id5 8 "> seedwatch< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#ssense-stonesense"  id = "id5 9 "> ssense / stonesense< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#tubefill"  id = "id 60 "> tubefill< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#vdig"  id = "id6 1 "> vdig< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#vdigx"  id = "id6 2 "> vdigx< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#expdig"  id = "id6 3 "> expdig< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#patterns"  id = "id6 4 "> Patterns:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#filters"  id = "id6 5 "> Filters:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#examples"  id = "id6 6 "> Examples:< / a > < / li >  
		
	
		
			
				< / ul >  
		
	
		
			
				< / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#digcircle"  id = "id6 6 "> digcircle< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#shape"  id = "id6 7 "> Shape:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#action"  id = "id6 8 "> Action:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#designation-types"  id = "id 69 "> Designation types:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#id9"  id = "id7 0 "> Examples:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#digcircle"  id = "id6 7 "> digcircle< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#shape"  id = "id6 8 "> Shape:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#action"  id = "id6 9 "> Action:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#designation-types"  id = "id 70 "> Designation types:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#id9"  id = "id7 1 "> Examples:< / a > < / li >  
		
	
		
			
				< / ul >  
		
	
		
			
				< / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#weather"  id = "id7 1 "> weather< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#id10"  id = "id7 2 "> Options:< / a > < / li >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#weather"  id = "id7 2 "> weather< / a > < ul >  
		
	
		
			
				< li > < a  class = "reference internal"  href = "#id10"  id = "id7 3 "> Options:< / a > < / li >  
		
	
		
			
				< / ul >  
		
	
		
			
				< / li >  
		
	
		
			
				< / ul >  
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -603,8 +604,12 @@ It also removes any and all 'down ramps' that can remain after a cave-in (you do
 
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "drybuckets" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id31" > drybuckets< / a > < / h2 >  
		
	
		
			
				< p > This utility removes all objects of type LIQUID_MISC:NONE and material WATER:NONE - that is, water stored in buckets.< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "fastdwarf" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id31" > fastdwarf< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id3 2 "> fastdwarf< / a > < / h2 >  
		
	
		
			
				< p > Makes your minions move at ludicrous speeds.< / p >  
		
	
		
			
				< blockquote >  
		
	
		
			
				< ul  class = "simple" >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -614,10 +619,10 @@ It also removes any and all 'down ramps' that can remain after a cave-in (you do
 
		
	
		
			
				< / blockquote >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "filltraffic" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id3 2 "> filltraffic< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id3 3 "> filltraffic< / a > < / h2 >  
		
	
		
			
				< p > Set traffic designations using flood-fill starting at the cursor.< / p >  
		
	
		
			
				< div  class = "section"  id = "traffic-type-codes" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id3 3 "> Traffic Type Codes:< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id3 4 "> Traffic Type Codes:< / a > < / h3 >  
		
	
		
			
				< table  class = "docutils field-list"  frame = "void"  rules = "none" >  
		
	
		
			
				< col  class = "field-name"  / >  
		
	
		
			
				< col  class = "field-body"  / >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -634,7 +639,7 @@ It also removes any and all 'down ramps' that can remain after a cave-in (you do
 
		
	
		
			
				< / table >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "other-options" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id3 4 "> Other Options:< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id3 5 "> Other Options:< / a > < / h3 >  
		
	
		
			
				< table  class = "docutils field-list"  frame = "void"  rules = "none" >  
		
	
		
			
				< col  class = "field-name"  / >  
		
	
		
			
				< col  class = "field-body"  / >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -649,15 +654,15 @@ It also removes any and all 'down ramps' that can remain after a cave-in (you do
 
		
	
		
			
				< / table >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "example" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id3 5 "> Example:< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id3 6 "> Example:< / a > < / h3 >  
		
	
		
			
				< p > 'filltraffic H' - When used in a room with doors, it will set traffic to HIGH in just that room.< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "tiletraffic" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id3 6 "> tiletraffic< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id3 7 "> tiletraffic< / a > < / h2 >  
		
	
		
			
				< p > Set traffic designations for every single tile of the map (useful for resetting traffic designations).< / p >  
		
	
		
			
				< div  class = "section"  id = "id4" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id3 7 "> Traffic Type Codes:< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id3 8 "> Traffic Type Codes:< / a > < / h3 >  
		
	
		
			
				< table  class = "docutils field-list"  frame = "void"  rules = "none" >  
		
	
		
			
				< col  class = "field-name"  / >  
		
	
		
			
				< col  class = "field-body"  / >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -674,19 +679,19 @@ It also removes any and all 'down ramps' that can remain after a cave-in (you do
 
		
	
		
			
				< / table >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "id5" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id3 8 "> Example:< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id3 9 "> Example:< / a > < / h3 >  
		
	
		
			
				< p > 'filltraffic N' - Set traffic to 'normal' for all tiles.< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "flows" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id 39 "> flows< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id 40 "> flows< / a > < / h2 >  
		
	
		
			
				< p > A tool for checking how many tiles contain flowing liquids. If you suspect that your magma sea leaks into HFS, you can use this tool to be sure without revealing the map.< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "getplants" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id4 0 "> getplants< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id4 1 "> getplants< / a > < / h2 >  
		
	
		
			
				< p > This tool allows plant gathering and tree cutting by RAW ID. Specify the types of trees to cut down and/or shrubs to gather by their plant names, separated by spaces.< / p >  
		
	
		
			
				< div  class = "section"  id = "id6" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id4 1 "> Options< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id4 2 "> Options< / a > < / h3 >  
		
	
		
			
				< table  class = "docutils field-list"  frame = "void"  rules = "none" >  
		
	
		
			
				< col  class = "field-name"  / >  
		
	
		
			
				< col  class = "field-body"  / >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -705,15 +710,15 @@ It also removes any and all 'down ramps' that can remain after a cave-in (you do
 
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "grow" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id4 2 "> grow< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id4 3 "> grow< / a > < / h2 >  
		
	
		
			
				< p > Makes all saplings present on the map grow into trees (almost) instantly.< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "extirpate" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id4 3 "> extirpate< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id4 4 "> extirpate< / a > < / h2 >  
		
	
		
			
				< p > A tool for getting rid of trees and shrubs. By default, it only kills a tree/shrub under the cursor. 
		
	
		
			
				The plants are turned into ashes instantly.< / p > 
 
		
	
		
			
				< div  class = "section"  id = "id7" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id4 4 "> Options< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id4 5 "> Options< / a > < / h3 >  
		
	
		
			
				< table  class = "docutils field-list"  frame = "void"  rules = "none" >  
		
	
		
			
				< col  class = "field-name"  / >  
		
	
		
			
				< col  class = "field-body"  / >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -729,11 +734,11 @@ The plants are turned into ashes instantly.</p>
 
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "immolate" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id4 5 "> immolate< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id4 6 "> immolate< / a > < / h2 >  
		
	
		
			
				< p > Very similar to extirpate, but additionally sets the plants on fire. The fires can and < em > will< / em >  spread ;)< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "liquids" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id4 6 "> liquids< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id4 7 "> liquids< / a > < / h2 >  
		
	
		
			
				< p > Allows adding magma, water and obsidian to the game. It replaces the normal dfhack command line and can't be used from a hotkey. 
		
	
		
			
				For more information, refer to the command's internal help.< / p > 
 
		
	
		
			
				< div  class = "note" >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -743,7 +748,7 @@ temperatures (creating heat traps). You've been warned.</p>
 
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "mode" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id4 7 "> mode< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id4 8 "> mode< / a > < / h2 >  
		
	
		
			
				< p > This command lets you see and change the game mode directly. Not all combinations are good for every situation and most of them will produce undesirable results. 
		
	
		
			
				There are a few good ones though.< / p > 
 
		
	
		
			
				< div  class = "admonition-example admonition" >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -755,22 +760,22 @@ You just lost a fortress and gained an adventurer.</p>
 
		
	
		
			
				< p > I take no responsibility of anything that happens as a result of using this tool :P< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "forcepause" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id4 8 "> forcepause< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id4 9 "> forcepause< / a > < / h2 >  
		
	
		
			
				< p > Forces DF to pause. This is useful when your FPS drops below 1 and you lose control of the game.< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "die" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id 49 "> die< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id 50 "> die< / a > < / h2 >  
		
	
		
			
				< p > Instantly kills DF without saving.< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "probe" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id5 0 "> probe< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id5 1 "> probe< / a > < / h2 >  
		
	
		
			
				< p > Can be used to determine tile properties like temperature.< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "prospector" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id5 1 "> prospector< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id5 2 "> prospector< / a > < / h2 >  
		
	
		
			
				< p > Lists all available minerals on the map, how much of them there is and the z-levels where they can be found. By default, only processes the already discovered part of the map.< / p >  
		
	
		
			
				< div  class = "section"  id = "id8" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id5 2 "> Options< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id5 3 "> Options< / a > < / h3 >  
		
	
		
			
				< table  class = "docutils field-list"  frame = "void"  rules = "none" >  
		
	
		
			
				< col  class = "field-name"  / >  
		
	
		
			
				< col  class = "field-body"  / >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -782,28 +787,28 @@ You just lost a fortress and gained an adventurer.</p>
 
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "reveal" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id5 3 "> reveal< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id5 4 "> reveal< / a > < / h2 >  
		
	
		
			
				< p > This reveals the map. By default, HFS will remain hidden so that the demons don't spawn. You can use 'reveal hell' to reveal everything. With hell revealed, you won't be able to unpause until you hide the map again. If you really want to unpause with hell revealed, use 'reveal demons'.< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "unreveal" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id5 4 "> unreveal< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id5 5 "> unreveal< / a > < / h2 >  
		
	
		
			
				< p > Reverts the effects of 'reveal'.< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "revtoggle" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id5 5 "> revtoggle< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id5 6 "> revtoggle< / a > < / h2 >  
		
	
		
			
				< p > Switches between 'reveal' and 'unreveal'.< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "revflood" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id5 6 "> revflood< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id5 7 "> revflood< / a > < / h2 >  
		
	
		
			
				< p > This command will hide the whole map and then reveal all the tiles that have a path to the in-game cursor.< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "seedwatch" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id5 7 "> seedwatch< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id5 8 "> seedwatch< / a > < / h2 >  
		
	
		
			
				< p > Tool for turning cooking of seeds and plants on/off depending on how much you have of them.< / p >  
		
	
		
			
				< p > See 'seedwatch help' for detailed description.< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "ssense-stonesense" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id5 8 "> ssense / stonesense< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id5 9 "> ssense / stonesense< / a > < / h2 >  
		
	
		
			
				< p > An isometric visualizer that runs in a second window. This requires working graphics acceleration and at least a dual core CPU (otherwise it will slow down DF).< / p >  
		
	
		
			
				< p > Compatible with Windows >  XP SP3 and most modern Linux distributions.< / p >  
		
	
		
			
				< p > All the data resides in the 'stonesense' directory.< / p >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -813,24 +818,24 @@ You just lost a fortress and gained an adventurer.</p>
 
		
	
		
			
				< a  class = "reference external"  href = "http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository" > http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository< / a > < / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "tubefill" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id 59 "> tubefill< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id 60 "> tubefill< / a > < / h2 >  
		
	
		
			
				< p > Fills all the adamantine veins again. Veins that were empty will be filled in too, but might still trigger a demon invasion (this is a known bug).< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "vdig" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id6 0 "> vdig< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id6 1 "> vdig< / a > < / h2 >  
		
	
		
			
				< p > Designates a whole vein for digging. Requires an active in-game cursor placed over a vein tile. With the 'x' option, it will traverse z-levels (putting stairs between the same-material tiles).< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "vdigx" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id6 1 "> vdigx< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id6 2 "> vdigx< / a > < / h2 >  
		
	
		
			
				< p > A permanent alias for 'vdig x'.< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "expdig" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id6 2 "> expdig< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id6 3 "> expdig< / a > < / h2 >  
		
	
		
			
				< p > This command can be used for exploratory mining.< / p >  
		
	
		
			
				< p > See: < a  class = "reference external"  href = "http://df.magmawiki.com/index.php/DF2010:Exploratory_mining" > http://df.magmawiki.com/index.php/DF2010:Exploratory_mining< / a > < / p >  
		
	
		
			
				< p > There are two variables that can be set: pattern and filter.< / p >  
		
	
		
			
				< div  class = "section"  id = "patterns" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id6 3 "> Patterns:< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id6 4 "> Patterns:< / a > < / h3 >  
		
	
		
			
				< table  class = "docutils field-list"  frame = "void"  rules = "none" >  
		
	
		
			
				< col  class = "field-name"  / >  
		
	
		
			
				< col  class = "field-body"  / >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -847,7 +852,7 @@ You just lost a fortress and gained an adventurer.</p>
 
		
	
		
			
				< / table >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "filters" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id6 4 "> Filters:< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id6 5 "> Filters:< / a > < / h3 >  
		
	
		
			
				< table  class = "docutils field-list"  frame = "void"  rules = "none" >  
		
	
		
			
				< col  class = "field-name"  / >  
		
	
		
			
				< col  class = "field-body"  / >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -863,7 +868,7 @@ You just lost a fortress and gained an adventurer.</p>
 
		
	
		
			
				< p > After you have a pattern set, you can use 'expdig' to apply it again.< / p >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "examples" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id6 5 "> Examples:< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id6 6 "> Examples:< / a > < / h3 >  
		
	
		
			
				< ul  class = "simple" >  
		
	
		
			
				< li > 'expdig diag5 hidden' = designate the diagonal 5 patter over all hidden tiles.< / li >  
		
	
		
			
				< li > 'expdig' = apply last used pattern and filter.< / li >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -872,11 +877,11 @@ You just lost a fortress and gained an adventurer.</p>
 
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "digcircle" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id6 6 "> digcircle< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id6 7 "> digcircle< / a > < / h2 >  
		
	
		
			
				< p > A command for easy designation of filled and hollow circles. 
		
	
		
			
				It has several types of options.< / p > 
 
		
	
		
			
				< div  class = "section"  id = "shape" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id6 7 "> Shape:< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id6 8 "> Shape:< / a > < / h3 >  
		
	
		
			
				< table  class = "docutils field-list"  frame = "void"  rules = "none" >  
		
	
		
			
				< col  class = "field-name"  / >  
		
	
		
			
				< col  class = "field-body"  / >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -891,7 +896,7 @@ It has several types of options.</p>
 
		
	
		
			
				< / table >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "action" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id6 8 "> Action:< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id6 9 "> Action:< / a > < / h3 >  
		
	
		
			
				< table  class = "docutils field-list"  frame = "void"  rules = "none" >  
		
	
		
			
				< col  class = "field-name"  / >  
		
	
		
			
				< col  class = "field-body"  / >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -906,7 +911,7 @@ It has several types of options.</p>
 
		
	
		
			
				< / table >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "designation-types" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id 69 "> Designation types:< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id 70 "> Designation types:< / a > < / h3 >  
		
	
		
			
				< table  class = "docutils field-list"  frame = "void"  rules = "none" >  
		
	
		
			
				< col  class = "field-name"  / >  
		
	
		
			
				< col  class = "field-body"  / >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -929,7 +934,7 @@ It has several types of options.</p>
 
		
	
		
			
				repeats with the last selected parameters.< / p > 
 
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "id9" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id7 0 "> Examples:< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id7 1 "> Examples:< / a > < / h3 >  
		
	
		
			
				< ul  class = "simple" >  
		
	
		
			
				< li > 'digcircle filled 3' = Dig a filled circle with radius = 3.< / li >  
		
	
		
			
				< li > 'digcircle' = Do it again.< / li >  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -937,11 +942,11 @@ repeats with the last selected parameters.</p>
 
		
	
		
			
				< / div >  
		
	
		
			
				< / div >  
		
	
		
			
				< div  class = "section"  id = "weather" >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id7 1 "> weather< / a > < / h2 >  
		
	
		
			
				< h2 > < a  class = "toc-backref"  href = "#id7 2 "> weather< / a > < / h2 >  
		
	
		
			
				< p > Prints the current weather map by default.< / p >  
		
	
		
			
				< p > Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'.< / p >  
		
	
		
			
				< div  class = "section"  id = "id10" >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id7 2 "> Options:< / a > < / h3 >  
		
	
		
			
				< h3 > < a  class = "toc-backref"  href = "#id7 3 "> Options:< / a > < / h3 >  
		
	
		
			
				< table  class = "docutils field-list"  frame = "void"  rules = "none" >  
		
	
		
			
				< col  class = "field-name"  / >  
		
	
		
			
				< col  class = "field-body"  / >