2664 lines
98 KiB
ReStructuredText
2664 lines
98 KiB
ReStructuredText
##############
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DFHack Plugins
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##############
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DFHack plugins are the commands, that are compiled with a specific version.
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They can provide anything from a small keybinding, to a complete overhaul of
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game subsystems or the entire renderer.
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Most commands offered by plugins are listed here,
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hopefully organised in a way you will find useful.
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.. contents::
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:depth: 2
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===============================
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Data inspection and visualizers
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===============================
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.. contents::
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:local:
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.. _plugin-stonesense:
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stonesense
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==========
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An isometric visualizer that runs in a second window. Usage:
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:stonesense: Open the visualiser in a new window. Alias ``ssense``.
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:ssense overlay: Overlay DF window, replacing the map area.
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For more information, see `the full Stonesense README <stonesense>`.
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.. _blueprint:
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blueprint
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=========
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Exports a portion of your fortress into QuickFort style blueprint files.::
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blueprint <x> <y> <z> <name> [dig] [build] [place] [query]
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Options (If only region and name are given, export all):
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:x,y,z: Size of map area to export
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:name: Name of export files
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:dig: Export dig commands to "<name>-dig.csv"
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:build: Export build commands to "<name>-build.csv"
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:place: Export stockpile commands to "<name>-place.csv"
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:query: Export query commands to "<name>-query.csv"
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Goes very well with `fortplan`, for re-importing.
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.. _remotefortressreader:
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remotefortressreader
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====================
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An in-development plugin for realtime fortress visualisation.
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See :forums:`Armok Vision <146473>`.
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.. _cursecheck:
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cursecheck
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==========
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Checks a single map tile or the whole map/world for cursed creatures (ghosts,
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vampires, necromancers, werebeasts, zombies).
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With an active in-game cursor only the selected tile will be observed.
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Without a cursor the whole map will be checked.
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By default cursed creatures will be only counted in case you just want to find
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out if you have any of them running around in your fort. Dead and passive
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creatures (ghosts who were put to rest, killed vampires, ...) are ignored.
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Undead skeletons, corpses, bodyparts and the like are all thrown into the curse
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category "zombie". Anonymous zombies and resurrected body parts will show
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as "unnamed creature".
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Options:
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:detail: Print full name, date of birth, date of curse and some status
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info (some vampires might use fake identities in-game, though).
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:nick: Set the type of curse as nickname (does not always show up
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in-game, some vamps don't like nicknames).
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:all: Include dead and passive cursed creatures (can result in a quite
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long list after having FUN with necromancers).
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:verbose: Print all curse tags (if you really want to know it all).
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Examples:
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``cursecheck detail all``
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Give detailed info about all cursed creatures including deceased ones (no
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in-game cursor).
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``cursecheck nick``
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Give a nickname all living/active cursed creatures on the map(no in-game
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cursor).
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.. note::
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If you do a full search (with the option "all") former ghosts will show up
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with the cursetype "unknown" because their ghostly flag is not set.
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Please report any living/active creatures with cursetype "unknown" -
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this is most likely with mods which introduce new types of curses.
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flows
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=====
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A tool for checking how many tiles contain flowing liquids. If you suspect that
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your magma sea leaks into HFS, you can use this tool to be sure without
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revealing the map.
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probe
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=====
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Can be used to determine tile properties like temperature.
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.. _prospect:
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prospect
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========
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Prints a big list of all the present minerals and plants. By default, only
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the visible part of the map is scanned.
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Options:
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:all: Scan the whole map, as if it was revealed.
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:value: Show material value in the output. Most useful for gems.
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:hell: Show the Z range of HFS tubes. Implies 'all'.
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If prospect is called during the embark selection screen, it displays an estimate of
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layer stone availability.
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.. note::
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The results of pre-embark prospect are an *estimate*, and can at best be expected
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to be somewhere within +/- 30% of the true amount; sometimes it does a lot worse.
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Especially, it is not clear how to precisely compute how many soil layers there
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will be in a given embark tile, so it can report a whole extra layer, or omit one
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that is actually present.
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Options:
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:all: Also estimate vein mineral amounts.
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.. _reveal:
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.. _unreveal:
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.. _revtoggle:
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.. _revflood:
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.. _revforget:
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reveal
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======
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This reveals the map. By default, HFS will remain hidden so that the demons
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don't spawn. You can use ``reveal hell`` to reveal everything. With hell revealed,
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you won't be able to unpause until you hide the map again. If you really want
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to unpause with hell revealed, use ``reveal demons``.
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Reveal also works in adventure mode, but any of its effects are negated once
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you move. When you use it this way, you don't need to run ``unreveal``.
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Usage and related commands:
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:reveal: Reveal the whole map, except for HFS to avoid demons spawning
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:reveal hell: Also show hell, but requires ``unreveal`` before unpausing
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:reveal demon: Reveals everything and allows unpausing - good luck!
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:unreveal: Reverts the effects of ``reveal``
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:revtoggle: Switches between ``reveal`` and ``unreveal``
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:revflood: Hide everything, then reveal tiles with a path to the cursor
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(useful to make walled-off rooms vanish)
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:revforget: Discard info about what was visible before revealing the map.
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Only useful where (eg) you abandoned with the fort revealed
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and no longer want the data.
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.. _showmood:
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showmood
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========
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Shows all items needed for the currently active strange mood.
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========
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Bugfixes
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========
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.. contents::
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:local:
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.. _fix-unit-occupancy:
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fix-unit-occupancy
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==================
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This plugin fixes issues with unit occupancy, notably phantom
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"unit blocking tile" messages (:bug:`3499`). It can be run manually, or
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periodically when enabled with the built-in enable/disable commands:
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:(no argument): Run the plugin once immediately, for the whole map.
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:-h, here, cursor: Run immediately, only operate on the tile at the cursor
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:-n, dry, dry-run: Run immediately, do not write changes to map
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:interval <X>: Run the plugin every ``X`` ticks (when enabled).
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The default is 1200 ticks, or 1 day.
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Ticks are only counted when the game is unpaused.
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.. _fixveins:
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fixveins
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========
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Removes invalid references to mineral inclusions and restores missing ones.
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Use this if you broke your embark with tools like `tiletypes`, or if you
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accidentally placed a construction on top of a valuable mineral floor.
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.. _petcapRemover:
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petcapRemover
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=============
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Allows you to remove or raise the pet population cap. In vanilla
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DF, pets will not reproduce unless the population is below 50 and the number of
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children of that species is below a certain percentage. This plugin allows
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removing the second restriction and removing or raising the first. Pets still
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require PET or PET_EXOTIC tags in order to reproduce. Type ``help petcapRemover``
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for exact usage. In order to make population more stable and avoid sudden
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population booms as you go below the raised population cap, this plugin counts
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pregnancies toward the new population cap. It can still go over, but only in the
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case of multiple births.
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Usage:
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:petcapRemover: cause pregnancies now and schedule the next check
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:petcapRemover every n: set how often in ticks the plugin checks for possible pregnancies
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:petcapRemover cap n: set the new cap to n. if n = 0, no cap
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:petcapRemover pregtime n: sets the pregnancy duration to n ticks. natural pregnancies are
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300000 ticks for the current race and 200000 for everyone else
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.. _tweak:
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tweak
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=====
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Contains various tweaks for minor bugs.
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One-shot subcommands:
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:clear-missing: Remove the missing status from the selected unit.
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This allows engraving slabs for ghostly, but not yet
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found, creatures.
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:clear-ghostly: Remove the ghostly status from the selected unit and mark
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it as dead. This allows getting rid of bugged ghosts
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which do not show up in the engraving slab menu at all,
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even after using clear-missing. It works, but is
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potentially very dangerous - so use with care. Probably
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(almost certainly) it does not have the same effects like
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a proper burial. You've been warned.
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:fixmigrant: Remove the resident/merchant flag from the selected unit.
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Intended to fix bugged migrants/traders who stay at the
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map edge and don't enter your fort. Only works for
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dwarves (or generally the player's race in modded games).
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Do NOT abuse this for 'real' caravan merchants (if you
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really want to kidnap them, use 'tweak makeown' instead,
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otherwise they will have their clothes set to forbidden etc).
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:makeown: Force selected unit to become a member of your fort.
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Can be abused to grab caravan merchants and escorts, even if
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they don't belong to the player's race. Foreign sentients
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(humans, elves) can be put to work, but you can't assign rooms
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to them and they don't show up in DwarfTherapist because the
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game treats them like pets. Grabbing draft animals from
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a caravan can result in weirdness (animals go insane or berserk
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and are not flagged as tame), but you are allowed to mark them
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for slaughter. Grabbing wagons results in some funny spam, then
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they are scuttled.
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Subcommands that persist until disabled or DF quits:
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:adamantine-cloth-wear: Prevents adamantine clothing from wearing out while being worn (:bug:`6481`).
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:advmode-contained: Works around :bug:`6202`, custom reactions with container inputs
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in advmode. The issue is that the screen tries to force you to select
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the contents separately from the container. This forcefully skips child
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reagents.
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:block-labors: Prevents labors that can't be used from being toggled
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:civ-view-agreement: Fixes overlapping text on the "view agreement" screen
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:craft-age-wear: Fixes the behavior of crafted items wearing out over time (:bug:`6003`).
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With this tweak, items made from cloth and leather will gain a level of
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wear every 20 years.
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:embark-profile-name: Allows the use of lowercase letters when saving embark profiles
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:eggs-fertile: Displays a fertility indicator on nestboxes
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:farm-plot-select: Adds "Select all" and "Deselect all" options to farm plot menus
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:fast-heat: Further improves temperature update performance by ensuring that 1 degree
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of item temperature is crossed in no more than specified number of frames
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when updating from the environment temperature. This reduces the time it
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takes for stable-temp to stop updates again when equilibrium is disturbed.
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:fast-trade: Makes Shift-Down in the Move Goods to Depot and Trade screens select
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the current item (fully, in case of a stack), and scroll down one line.
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:fps-min: Fixes the in-game minimum FPS setting
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:hide-priority: Adds an option to hide designation priority indicators
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:import-priority-category:
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Allows changing the priority of all goods in a
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category when discussing an import agreement with the liaison
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:kitchen-keys: Fixes DF kitchen meal keybindings (:bug:`614`)
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:kitchen-prefs-color: Changes color of enabled items to green in kitchen preferences
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:kitchen-prefs-empty: Fixes a layout issue with empty kitchen tabs (:bug:`9000`)
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:max-wheelbarrow: Allows assigning more than 3 wheelbarrows to a stockpile
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:military-color-assigned:
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Color squad candidates already assigned to other squads in yellow/green
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to make them stand out more in the list.
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.. image:: images/tweak-mil-color.png
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:military-stable-assign:
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Preserve list order and cursor position when assigning to squad,
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i.e. stop the rightmost list of the Positions page of the military
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screen from constantly resetting to the top.
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:nestbox-color: Fixes the color of built nestboxes
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:shift-8-scroll: Gives Shift-8 (or :kbd:`*`) priority when scrolling menus, instead of scrolling the map
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:stable-cursor: Saves the exact cursor position between t/q/k/d/b/etc menus of fortress mode.
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:title-start-rename: Adds a safe rename option to the title screen "Start Playing" menu
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:tradereq-pet-gender: Displays pet genders on the trade request screen
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.. _fix-armory:
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fix-armory
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==========
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`This plugin requires a binpatch <binpatches/needs-patch>`, which has not
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been available since DF 0.34.11
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===========
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UI Upgrades
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===========
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.. note::
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In order to avoid user confusion, as a matter of policy all GUI tools
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display the word :guilabel:`DFHack` on the screen somewhere while active.
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When that is not appropriate because they merely add keybinding hints to
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existing DF screens, they deliberately use red instead of green for the key.
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.. contents::
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:local:
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.. _automelt:
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automelt
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========
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When automelt is enabled for a stockpile, any meltable items placed
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in it will be designated to be melted.
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This plugin adds an option to the :kbd:`q` menu when `enabled <enable>`.
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.. _autotrade:
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autotrade
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=========
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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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This plugin adds an option to the :kbd:`q` menu when `enabled <enable>`.
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.. _command-prompt:
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command-prompt
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==============
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An in-game DFHack terminal, where you can enter other commands.
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:dfhack-keybind:`command-prompt`
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Usage: ``command-prompt [entry]``
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If called with an entry, it starts with that text filled in.
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Most useful for developers, who can set a keybinding to open
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a laungage interpreter for lua or Ruby by starting with the
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`:lua <lua>` or `:rb <rb>` commands.
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Otherwise somewhat similar to `gui/quickcmd`.
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.. image:: images/command-prompt.png
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.. _hotkeys:
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hotkeys
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=======
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Opens an in-game screen showing which DFHack keybindings are
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active in the current context. See also `hotkey-notes`.
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.. image:: images/hotkeys.png
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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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===========
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An in-game equivalent to the popular program Dwarf Therapist.
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To activate, open the unit screen and press :kbd:`l`.
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.. image:: images/manipulator.png
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The far left column displays the unit's Happiness (color-coded based on its
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value), Name, Profession/Squad, and the right half of the screen displays each
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dwarf's labor settings and skill levels (0-9 for Dabbling through Professional,
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A-E for Great through Grand Master, and U-Z for Legendary through Legendary+5).
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Cells with teal backgrounds denote skills not controlled by labors, e.g.
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military and social skills.
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.. image:: images/manipulator2.png
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Press :kbd:`t` to toggle between Profession, Squad, and Job views.
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.. image:: images/manipulator3.png
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Use the arrow keys or number pad to move the cursor around, holding :kbd:`Shift` to
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move 10 tiles at a time.
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Press the Z-Up (:kbd:`<`) and Z-Down (:kbd:`>`) keys to move quickly between labor/skill
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categories. The numpad Z-Up and Z-Down keys seek to the first or last unit
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in the list. :kbd:`Backspace` seeks to the top left corner.
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Press Enter to toggle the selected labor for the selected unit, or Shift+Enter
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to toggle all labors within the selected category.
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Press the :kbd:`+`:kbd:`-` keys to sort the unit list according to the currently selected
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skill/labor, and press the :kbd:`*`:kbd:`/` keys to sort the unit list by Name, Profession/Squad,
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Happiness, or Arrival order (using :kbd:`Tab` to select which sort method to use here).
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With a unit selected, you can press the :kbd:`v` key to view its properties (and
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possibly set a custom nickname or profession) or the :kbd:`c` key to exit
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Manipulator and zoom to its position within your fortress.
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The following mouse shortcuts are also available:
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* Click on a column header to sort the unit list. Left-click to sort it in one
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direction (descending for happiness or labors/skills, ascending for name,
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profession or squad) and right-click to sort it in the opposite direction.
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* Left-click on a labor cell to toggle that labor. Right-click to move the
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cursor onto that cell instead of toggling it.
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* Left-click on a unit's name, profession or squad to view its properties.
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* Right-click on a unit's name, profession or squad to zoom to it.
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Pressing :kbd:`Esc` normally returns to the unit screen, but :kbd:`Shift`:kbd:`Esc` would exit
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directly to the main dwarf mode screen.
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Professions
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-----------
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The manipulator plugin supports saving Professions: a named set of Labors labors that can be
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quickly applied to one or multiple Dwarves.
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To save a Profession highlight a Dwarf and press :kbd:`P`. The Profession will be saved using
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the Custom Profession Name of the Dwarf, or the default for that Dwarf if no Custom Profession
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Name has been set.
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To apply a Profession either highlight a single Dwarf, or select multiple with :kbd:`x`, and press
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:kbd:`p` to select the Profession to apply. All labors for the selected Dwarves will be reset to
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the labors of the chosen Profession.
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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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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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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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In the stockpile screen the option only appears if the cursor is in the
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rightmost list:
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.. image:: images/search-stockpile.png
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Note that the 'Permit XXX'/'Forbid XXX' keys conveniently operate only
|
|
on items actually shown in the rightmost list, so it is possible to select
|
|
only fat or tallow by forbidding fats, then searching for fat/tallow, and
|
|
using Permit Fats again while the list is filtered.
|
|
|
|
|
|
.. _nopause:
|
|
|
|
nopause
|
|
=======
|
|
Disables pausing (both manual and automatic) with the exception of pause forced
|
|
by `reveal` ``hell``. This is nice for digging under rivers.
|
|
|
|
.. _embark-tools:
|
|
|
|
embark-tools
|
|
============
|
|
A collection of embark-related tools. Usage and available tools::
|
|
|
|
embark-tools enable/disable tool [tool]...
|
|
|
|
:anywhere: Allows embarking anywhere (including sites, mountain-only biomes,
|
|
and oceans). Use with caution.
|
|
:mouse: Implements mouse controls (currently in the local embark region only)
|
|
:sand: Displays an indicator when sand is present in the currently-selected
|
|
area, similar to the default clay/stone indicators.
|
|
:sticky: Maintains the selected local area while navigating the world map
|
|
|
|
.. _automaterial:
|
|
|
|
automaterial
|
|
============
|
|
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
|
|
you place one.
|
|
|
|
Firstly, it moves the last used material for a given construction type to the top of
|
|
the list, if there are any left. So if you build a wall with chalk blocks, the next
|
|
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.
|
|
|
|
.. 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.
|
|
|
|
When choosing the construction placement, you will see a couple of options:
|
|
|
|
.. 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
|
|
furniture placement. You can then place furniture and other buildings before
|
|
the required materials are available, and the job will be unsuspended when
|
|
the item is created.
|
|
|
|
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.
|
|
|
|
.. _confirm:
|
|
|
|
confirm
|
|
=======
|
|
Implements several confirmation dialogs for potentially destructive actions
|
|
(for example, seizing goods from traders or deleting hauling routes).
|
|
|
|
Usage:
|
|
|
|
:enable confirm: Enable all confirmations; alias ``confirm enable all``.
|
|
Replace with ``disable`` to disable.
|
|
:confirm help: List available confirmation dialogues.
|
|
:confirm enable option1 [option2...]:
|
|
Enable (or disable) specific confirmation dialogues.
|
|
|
|
follow
|
|
======
|
|
Makes the game view follow the currently highlighted unit after you exit from the
|
|
current menu or cursor mode. Handy for watching dwarves running around. Deactivated
|
|
by moving the view manually.
|
|
|
|
.. _mousequery:
|
|
|
|
mousequery
|
|
==========
|
|
Adds mouse controls to the DF interface, eg click-and-drag designations.
|
|
|
|
Options:
|
|
|
|
:plugin: enable/disable the entire plugin
|
|
:rbutton: enable/disable right mouse button
|
|
:track: enable/disable moving cursor in build and designation mode
|
|
:edge: enable/disable active edge scrolling (when on, will also enable tracking)
|
|
:live: enable/disable query view when unpaused
|
|
:delay: Set delay when edge scrolling in tracking mode. Omit amount to display current setting.
|
|
|
|
Usage::
|
|
|
|
mousequery [plugin] [rbutton] [track] [edge] [live] [enable|disable]
|
|
|
|
.. _resume:
|
|
|
|
resume
|
|
======
|
|
Allows automatic resumption of suspended constructions, along with colored
|
|
UI hints for construction status.
|
|
|
|
.. _title-folder:
|
|
|
|
title-folder
|
|
=============
|
|
Displays the DF folder name in the window title bar when enabled.
|
|
|
|
.. _title-version:
|
|
|
|
title-version
|
|
=============
|
|
Displays the DFHack version on DF's title screen when enabled.
|
|
|
|
.. _trackstop:
|
|
|
|
trackstop
|
|
=========
|
|
Adds a :kbd:`q` menu for track stops, which is completely blank by default.
|
|
This allows you to view and/or change the track stop's friction and dump
|
|
direction settings, using the keybindings from the track stop building interface.
|
|
|
|
.. _sort-items:
|
|
|
|
sort-items
|
|
==========
|
|
Sort the visible item list::
|
|
|
|
sort-items order [order...]
|
|
|
|
Sort the item list using the given sequence of comparisons.
|
|
The ``<`` prefix for an order makes undefined values sort first.
|
|
The ``>`` prefix reverses the sort order for defined values.
|
|
|
|
Item order examples::
|
|
|
|
description material wear type quality
|
|
|
|
The orderings are defined in ``hack/lua/plugins/sort/*.lua``
|
|
|
|
.. _sort-units:
|
|
|
|
sort-units
|
|
==========
|
|
Sort the visible unit list::
|
|
|
|
sort-units order [order...]
|
|
|
|
Sort the unit list using the given sequence of comparisons.
|
|
The ``<`` prefix for an order makes undefined values sort first.
|
|
The ``>`` prefix reverses the sort order for defined values.
|
|
|
|
Unit order examples::
|
|
|
|
name age arrival squad squad_position profession
|
|
|
|
The orderings are defined in ``hack/lua/plugins/sort/*.lua``
|
|
|
|
:dfhack-keybind:`sort-units`
|
|
|
|
.. _stocks:
|
|
|
|
stocks
|
|
======
|
|
Replaces the DF stocks screen with an improved version.
|
|
|
|
:dfhack-keybind:`stocks`
|
|
|
|
.. _stocksettings:
|
|
.. _stockpiles:
|
|
|
|
stocksettings
|
|
=============
|
|
Offers the following commands to save and load stockpile settings.
|
|
See `gui/stockpiles` for an in-game interface.
|
|
|
|
:copystock: Copies the parameters of the currently highlighted stockpile to the custom
|
|
stockpile settings and switches to custom stockpile placement mode, effectively
|
|
allowing you to copy/paste stockpiles easily.
|
|
:dfhack-keybind:`copystock`
|
|
|
|
:savestock: Saves the currently highlighted stockpile's settings to a file in your Dwarf
|
|
Fortress folder. This file can be used to copy settings between game saves or
|
|
players. eg: ``savestock food_settings.dfstock``
|
|
|
|
:loadstock: Loads a saved stockpile settings file and applies it to the currently selected
|
|
stockpile. eg: ``loadstock food_settings.dfstock``
|
|
|
|
To use savestock and loadstock, use the :kbd:`q` command to highlight a stockpile.
|
|
Then run savestock giving it a descriptive filename. Then, in a different (or
|
|
the same!) gameworld, you can highlight any stockpile with :kbd:`q` then execute the
|
|
``loadstock`` command passing it the name of that file. The settings will be
|
|
applied to that stockpile.
|
|
|
|
Note that files are relative to the DF folder, so put your files there or in a
|
|
subfolder for easy access. Filenames should not have spaces. Generated materials,
|
|
divine metals, etc are not saved as they are different in every world.
|
|
|
|
.. _rename:
|
|
|
|
rename
|
|
======
|
|
Allows renaming various things. Use `gui/rename` for an in-game interface.
|
|
|
|
Options:
|
|
|
|
``rename squad <index> "name"``
|
|
Rename squad by index to 'name'.
|
|
``rename hotkey <index> \"name\"``
|
|
Rename hotkey by index. This allows assigning
|
|
longer commands to the DF hotkeys.
|
|
``rename unit "nickname"``
|
|
Rename a unit/creature highlighted in the DF user interface.
|
|
``rename unit-profession "custom profession"``
|
|
Change proffession name of the highlighted unit/creature.
|
|
``rename building "name"``
|
|
Set a custom name for the selected building.
|
|
The building must be one of stockpile, workshop, furnace, trap,
|
|
siege engine or an activity zone.
|
|
|
|
.. _rendermax:
|
|
|
|
rendermax
|
|
=========
|
|
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.
|
|
|
|
Options:
|
|
|
|
:trippy: Randomizes the color of each tiles. Used for fun, or testing.
|
|
:light: Enable lighting engine.
|
|
:light reload: Reload the settings file.
|
|
: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.
|
|
|
|
An image showing lava and dragon breath. Not pictured here: sunlight, shining items/plants,
|
|
materials that color the light etc...
|
|
|
|
.. image:: images/rendermax.png
|
|
|
|
|
|
===========================
|
|
Job and Fortress management
|
|
===========================
|
|
|
|
.. contents::
|
|
:local:
|
|
|
|
.. _autolabor:
|
|
|
|
autolabor
|
|
=========
|
|
Automatically manage dwarf labors to efficiently complete jobs.
|
|
Autolabor tries to keep as many dwarves as possible busy but
|
|
also tries to have dwarves specialize in specific skills.
|
|
|
|
The key is that, for almost all labors, once a dwarf begins a job it will finish that
|
|
job even if the associated labor is removed. Autolabor therefore frequently checks
|
|
which dwarf or dwarves should take new jobs for that labor, and sets labors accordingly.
|
|
Labors with equiptment (mining, hunting, and woodcutting), which are abandoned
|
|
if labors change mid-job, are handled slightly differently to minimise churn.
|
|
|
|
.. warning::
|
|
|
|
*autolabor will override any manual changes you make to labors while
|
|
it is enabled, including through other tools such as Dwarf Therapist*
|
|
|
|
Simple usage:
|
|
|
|
:enable autolabor: Enables the plugin with default settings. (Persistent per fortress)
|
|
:disable autolabor: Disables the plugin.
|
|
|
|
Anything beyond this is optional - autolabor works well on the default settings.
|
|
|
|
By default, each labor is assigned to between 1 and 200 dwarves (2-200 for mining).
|
|
By default 33% of the workforce become haulers, who handle all hauling jobs as well
|
|
as cleaning, pulling levers, recovering wounded, removing constructions, and filling ponds.
|
|
Other jobs are automatically assigned as described above. Each of these settings can be adjusted.
|
|
|
|
Jobs are rarely assigned to nobles with responsibilities for meeting diplomats or merchants,
|
|
never to the chief medical dwarf, and less often to the bookeeper and manager.
|
|
|
|
Hunting is never assigned without a butchery, and fishing is never assigned without a fishery.
|
|
|
|
For each labor a preference order is calculated based on skill, biased against masters of other
|
|
trades and excluding those who can't do the job. The labor is then added to the best <minimum>
|
|
dwarves for that labor. We assign at least the minimum number of dwarfs, in order of preference,
|
|
and then assign additional dwarfs that meet any of these conditions:
|
|
|
|
* The dwarf is idle and there are no idle dwarves assigned to this labor
|
|
* The dwarf has non-zero skill associated with the labor
|
|
* The labor is mining, hunting, or woodcutting and the dwarf currently has it enabled.
|
|
|
|
We stop assigning dwarfs when we reach the maximum allowed.
|
|
|
|
Advanced usage:
|
|
|
|
:autolabor <labor> <minimum> [<maximum>]:
|
|
Set number of dwarves assigned to a labor.
|
|
:autolabor <labor> haulers: Set a labor to be handled by hauler dwarves.
|
|
:autolabor <labor> disable: Turn off autolabor for a specific labor.
|
|
:autolabor <labor> reset: Return a labor to the default handling.
|
|
:autolabor reset-all: Return all labors to the default handling.
|
|
:autolabor list: List current status of all labors.
|
|
:autolabor status: Show basic status information.
|
|
|
|
See `autolabor-artisans` for a differently-tuned setup.
|
|
|
|
Examples:
|
|
|
|
``autolabor MINE``
|
|
Keep at least 5 dwarves with mining enabled.
|
|
``autolabor CUT_GEM 1 1``
|
|
Keep exactly 1 dwarf with gemcutting enabled.
|
|
``autolabor COOK 1 1 3``
|
|
Keep 1 dwarf with cooking enabled, selected only from the top 3.
|
|
``autolabor FEED_WATER_CIVILIANS haulers``
|
|
Have haulers feed and water wounded dwarves.
|
|
``autolabor CUTWOOD disable``
|
|
Turn off autolabor for wood cutting.
|
|
|
|
.. _labormanager:
|
|
|
|
labormanager
|
|
============
|
|
Automatically manage dwarf labors to efficiently complete jobs.
|
|
Labormanager is derived from autolabor (above) but uses a completely
|
|
different approach to assigning jobs to dwarves. While autolabor tries
|
|
to keep as many dwarves busy as possible, labormanager instead strives
|
|
to get jobs done as quickly as possible.
|
|
|
|
Labormanager frequently scans the current job list, current list of
|
|
dwarfs, and the map to determine how many dwarves need to be assigned to
|
|
what labors in order to meet all current labor needs without starving
|
|
any particular type of job.
|
|
|
|
.. warning::
|
|
|
|
*As with autolabor, labormanager will override any manual changes you
|
|
make to labors while it is enabled, including through other tools such
|
|
as Dwarf Therapist*
|
|
|
|
Simple usage:
|
|
|
|
:enable labormanager: Enables the plugin with default settings.
|
|
(Persistent per fortress)
|
|
|
|
:disable labormanager: Disables the plugin.
|
|
|
|
Anything beyond this is optional - labormanager works fairly well on the
|
|
default settings.
|
|
|
|
The default priorities for each labor vary (some labors are higher
|
|
priority by default than others). The way the plugin works is that, once
|
|
it determines how many of each labor is needed, it then sorts them by
|
|
adjusted priority. (Labors other than hauling have a bias added to them
|
|
based on how long it's been since they were last used, to prevent job
|
|
starvation.) The labor with the highest priority is selected, the "best
|
|
fit" dwarf for that labor is assigned to that labor, and then its
|
|
priority is *halved*. This process is repeated until either dwarfs or
|
|
labors run out.
|
|
|
|
Because there is no easy way to detect how many haulers are actually
|
|
needed at any moment, the plugin always ensures that at least one dwarf
|
|
is assigned to each of the hauling labors, even if no hauling jobs are
|
|
detected. At least one dwarf is always assigned to construction removing
|
|
and cleaning because these jobs also cannot be easily detected. Lever
|
|
pulling is always assigned to everyone. Any dwarfs for which there are
|
|
no jobs will be assigned hauling, lever pulling, and cleaning labors. If
|
|
you use animal trainers, note that labormanager will misbehave if you
|
|
assign specific trainers to specific animals; results are only guaranteed
|
|
if you use "any trainer", and animal trainers will probably be
|
|
overallocated in any case.
|
|
|
|
Labormanager also sometimes assigns extra labors to currently busy
|
|
dwarfs so that when they finish their current job, they will go off and
|
|
do something useful instead of standing around waiting for a job.
|
|
|
|
There is special handling to ensure that at least one dwarf is assigned
|
|
to haul food whenever food is detected left in a place where it will rot
|
|
if not stored. This will cause a dwarf to go idle if you have no
|
|
storepiles to haul food to.
|
|
|
|
Dwarfs who are unable to work (child, in the military, wounded,
|
|
handless, asleep, in a meeting) are entirely excluded from labor
|
|
assignment. Any dwarf explicitly assigned to a burrow will also be
|
|
completely ignored by labormanager.
|
|
|
|
The fitness algorithm for assigning jobs to dwarfs generally attempts to
|
|
favor dwarfs who are more skilled over those who are less skilled. It
|
|
also tries to avoid assigning female dwarfs with children to jobs that
|
|
are "outside", favors assigning "outside" jobs to dwarfs who are
|
|
carrying a tool that could be used as a weapon, and tries to minimize
|
|
how often dwarfs have to reequip.
|
|
|
|
Labormanager automatically determines medical needs and reserves health
|
|
care providers as needed. Note that this may cause idling if you have
|
|
injured dwarfs but no or inadequate hospital facilities.
|
|
|
|
Hunting is never assigned without a butchery, and fishing is never
|
|
assigned without a fishery, and neither of these labors is assigned
|
|
unless specifically enabled.
|
|
|
|
The method by which labormanager determines what labor is needed for a
|
|
particular job is complicated and, in places, incomplete. In some
|
|
situations, labormanager will detect that it cannot determine what labor
|
|
is required. It will, by default, pause and print an error message on
|
|
the dfhack console, followed by the message "LABORMANAGER: Game paused
|
|
so you can investigate the above message.". If this happens, please open
|
|
an issue on github, reporting the lines that immediately preceded this
|
|
message. You can tell labormanager to ignore this error and carry on by
|
|
typing ``labormanager pause-on-error no``, but be warned that some job may go
|
|
undone in this situation.
|
|
|
|
Advanced usage:
|
|
|
|
:labormanager enable: Turn plugin on.
|
|
:labormanager disable: Turn plugin off.
|
|
:labormanager priority <labor> <value>: Set the priority value (see above) for labor <labor> to <value>.
|
|
:labormanager reset <labor>: Reset the priority value of labor <labor> to its default.
|
|
:labormanager reset-all: Reset all priority values to their defaults.
|
|
:labormanager allow-fishing: Allow dwarfs to fish. *Warning* This tends to result in most of the fort going fishing.
|
|
:labormanager forbid-fishing: Forbid dwarfs from fishing. Default behavior.
|
|
:labormanager allow-hunting: Allow dwarfs to hunt. *Warning* This tends to result in as many dwarfs going hunting as you have crossbows.
|
|
:labormanager forbid-hunting: Forbid dwarfs from hunting. Default behavior.
|
|
:labormanager list: Show current priorities and current allocation stats.
|
|
:labormanager pause-on-error yes: Make labormanager pause if the labor inference engine fails. See above.
|
|
:labormanager pause-on-error no: Allow labormanager to continue past a labor inference engine failure.
|
|
|
|
|
|
.. _autohauler:
|
|
|
|
autohauler
|
|
==========
|
|
Autohauler is an autolabor fork.
|
|
|
|
Rather than the all-of-the-above means of autolabor, autohauler will instead
|
|
only manage hauling labors and leave skilled labors entirely to the user, who
|
|
will probably use Dwarf Therapist to do so.
|
|
|
|
Idle dwarves will be assigned the hauling labors; everyone else (including
|
|
those currently hauling) will have the hauling labors removed. This is to
|
|
encourage every dwarf to do their assigned skilled labors whenever possible,
|
|
but resort to hauling when those jobs are not available. This also implies
|
|
that the user will have a very tight skill assignment, with most skilled
|
|
labors only being assigned to just one dwarf, no dwarf having more than two
|
|
active skilled labors, and almost every non-military dwarf having at least
|
|
one skilled labor assigned.
|
|
|
|
Autohauler allows skills to be flagged as to prevent hauling labors from
|
|
being assigned when the skill is present. By default this is the unused
|
|
ALCHEMIST labor but can be changed by the user.
|
|
|
|
|
|
.. _job:
|
|
|
|
job
|
|
===
|
|
Command for general job query and manipulation.
|
|
|
|
Options:
|
|
|
|
*no extra options*
|
|
Print details of the current job. The job can be selected
|
|
in a workshop, or the unit/jobs screen.
|
|
**list**
|
|
Print details of all jobs in the selected workshop.
|
|
**item-material <item-idx> <material[:subtoken]>**
|
|
Replace the exact material id in the job item.
|
|
**item-type <item-idx> <type[:subtype]>**
|
|
Replace the exact item type id in the job item.
|
|
|
|
job-material
|
|
============
|
|
Alter the material of the selected job. Similar to ``job item-material ...``
|
|
|
|
Invoked as::
|
|
|
|
job-material <inorganic-token>
|
|
|
|
:dfhack-keybind:`job-material`
|
|
|
|
* In :kbd:`q` mode, when a job is highlighted within a workshop or furnace,
|
|
changes the material of the job. Only inorganic materials can be used
|
|
in this mode.
|
|
* In :kbd:`b` mode, during selection of building components positions the cursor
|
|
over the first available choice with the matching material.
|
|
|
|
job-duplicate
|
|
=============
|
|
In :kbd:`q` mode, when a job is highlighted within a workshop or furnace
|
|
building, calling ``job-duplicate`` instantly duplicates the job.
|
|
|
|
:dfhack-keybind:`job-duplicate`
|
|
|
|
.. _autogems:
|
|
|
|
autogems
|
|
========
|
|
Creates a new Workshop Order setting, automatically cutting rough gems
|
|
when `enabled <enable>`.
|
|
|
|
.. _stockflow:
|
|
|
|
stockflow
|
|
=========
|
|
Allows the fortress bookkeeper to queue jobs through the manager,
|
|
based on space or items available in stockpiles.
|
|
|
|
Inspired by `workflow`.
|
|
|
|
Usage:
|
|
|
|
``stockflow enable``
|
|
Enable the plugin.
|
|
``stockflow disable``
|
|
Disable the plugin.
|
|
``stockflow fast``
|
|
Enable the plugin in fast mode.
|
|
``stockflow list``
|
|
List any work order settings for your stockpiles.
|
|
``stockflow status``
|
|
Display whether the plugin is enabled.
|
|
|
|
While enabled, the :kbd:`q` menu of each stockpile will have two new options:
|
|
|
|
* :kbd:`j`: Select a job to order, from an interface like the manager's screen.
|
|
* :kbd:`J`: Cycle between several options for how many such jobs to order.
|
|
|
|
Whenever the bookkeeper updates stockpile records, new work orders will
|
|
be placed on the manager's queue for each such selection, reduced by the
|
|
number of identical orders already in the queue.
|
|
|
|
In fast mode, new work orders will be enqueued once per day, instead of
|
|
waiting for the bookkeeper.
|
|
|
|
.. _workflow:
|
|
|
|
workflow
|
|
========
|
|
Manage control of repeat jobs. `gui/workflow` provides a simple
|
|
front-end integrated in the game UI.
|
|
|
|
Usage:
|
|
|
|
``workflow enable [option...], workflow disable [option...]``
|
|
If no options are specified, enables or disables the plugin.
|
|
Otherwise, enables or disables any of the following options:
|
|
|
|
- drybuckets: Automatically empty abandoned water buckets.
|
|
- auto-melt: Resume melt jobs when there are objects to melt.
|
|
``workflow jobs``
|
|
List workflow-controlled jobs (if in a workshop, filtered by it).
|
|
``workflow list``
|
|
List active constraints, and their job counts.
|
|
``workflow list-commands``
|
|
List active constraints as workflow commands that re-create them;
|
|
this list can be copied to a file, and then reloaded using the
|
|
``script`` built-in command.
|
|
``workflow count <constraint-spec> <cnt-limit> [cnt-gap]``
|
|
Set a constraint, counting every stack as 1 item.
|
|
``workflow amount <constraint-spec> <cnt-limit> [cnt-gap]``
|
|
Set a constraint, counting all items within stacks.
|
|
``workflow unlimit <constraint-spec>``
|
|
Delete a constraint.
|
|
``workflow unlimit-all``
|
|
Delete all constraints.
|
|
|
|
Function
|
|
--------
|
|
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.
|
|
|
|
In addition, when any constraints on item amounts are set, repeat jobs that
|
|
produce that kind of item are automatically suspended and resumed as the item
|
|
amount goes above or below the limit. The gap specifies how much below the limit
|
|
the amount has to drop before jobs are resumed; this is intended to reduce
|
|
the frequency of jobs being toggled.
|
|
|
|
Constraint format
|
|
-----------------
|
|
The constraint spec consists of 4 parts, separated with ``/`` characters::
|
|
|
|
ITEM[:SUBTYPE]/[GENERIC_MAT,...]/[SPECIFIC_MAT:...]/[LOCAL,<quality>]
|
|
|
|
The first part is mandatory and specifies the item type and subtype,
|
|
using the raw tokens for items (the same syntax used custom reaction inputs).
|
|
For more information, see :wiki:`this wiki page <Material_token>`.
|
|
|
|
The subsequent parts are optional:
|
|
|
|
- A generic material spec constrains the item material to one of
|
|
the hard-coded generic classes, which currently include::
|
|
|
|
PLANT WOOD CLOTH SILK LEATHER BONE SHELL SOAP TOOTH HORN PEARL YARN
|
|
METAL STONE SAND GLASS CLAY MILK
|
|
|
|
- A specific material spec chooses the material exactly, using the
|
|
raw syntax for reaction input materials, e.g. ``INORGANIC:IRON``,
|
|
although for convenience it also allows just ``IRON``, or ``ACACIA:WOOD`` etc.
|
|
See the link above for more details on the unabbreviated raw syntax.
|
|
|
|
- A comma-separated list of miscellaneous flags, which currently can
|
|
be used to ignore imported items or items below a certain quality.
|
|
|
|
Constraint examples
|
|
-------------------
|
|
Keep metal bolts within 900-1000, and wood/bone within 150-200::
|
|
|
|
workflow amount AMMO:ITEM_AMMO_BOLTS/METAL 1000 100
|
|
workflow amount AMMO:ITEM_AMMO_BOLTS/WOOD,BONE 200 50
|
|
|
|
Keep the number of prepared food & drink stacks between 90 and 120::
|
|
|
|
workflow count FOOD 120 30
|
|
workflow count DRINK 120 30
|
|
|
|
Make sure there are always 25-30 empty bins/barrels/bags::
|
|
|
|
workflow count BIN 30
|
|
workflow count BARREL 30
|
|
workflow count BOX/CLOTH,SILK,YARN 30
|
|
|
|
Make sure there are always 15-20 coal and 25-30 copper bars::
|
|
|
|
workflow count BAR//COAL 20
|
|
workflow count BAR//COPPER 30
|
|
|
|
Produce 15-20 gold crafts::
|
|
|
|
workflow count CRAFTS//GOLD 20
|
|
|
|
Collect 15-20 sand bags and clay boulders::
|
|
|
|
workflow count POWDER_MISC/SAND 20
|
|
workflow count BOULDER/CLAY 20
|
|
|
|
Make sure there are always 80-100 units of dimple dye::
|
|
|
|
workflow amount POWDER_MISC//MUSHROOM_CUP_DIMPLE:MILL 100 20
|
|
|
|
.. note::
|
|
|
|
In order for this to work, you have to set the material of the PLANT input
|
|
on the Mill Plants job to MUSHROOM_CUP_DIMPLE using the `job item-material <job>`
|
|
command. Otherwise the plugin won't be able to deduce the output material.
|
|
|
|
Maintain 10-100 locally-made crafts of exceptional quality::
|
|
|
|
workflow count CRAFTS///LOCAL,EXCEPTIONAL 100 90
|
|
|
|
.. _fix-job-postings:
|
|
|
|
fix-job-postings
|
|
----------------
|
|
This command fixes crashes caused by previous versions of workflow, mostly in
|
|
DFHack 0.40.24-r4, and should be run automatically when loading a world (but can
|
|
also be run manually if desired).
|
|
|
|
.. _clean:
|
|
|
|
clean
|
|
=====
|
|
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.
|
|
|
|
Options:
|
|
|
|
:map: Clean the map tiles. By default, it leaves mud and snow alone.
|
|
:units: Clean the creatures. Will also clean hostiles.
|
|
:items: Clean all the items. Even a poisoned blade.
|
|
|
|
Extra options for ``map``:
|
|
|
|
:mud: Remove mud in addition to the normal stuff.
|
|
:snow: Also remove snow coverings.
|
|
|
|
spotclean
|
|
=========
|
|
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.
|
|
|
|
:dfhack-keybind:`spotclean`
|
|
|
|
.. _autodump:
|
|
|
|
autodump
|
|
========
|
|
This plugin adds an option to the :kbd:`q` menu for stckpiles when `enabled <enable>`.
|
|
When autodump is enabled for a stockpile, any items placed in the stockpile will
|
|
automatically be designated to be dumped.
|
|
|
|
Alternatively, you can use it to 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.
|
|
Be aware that any active dump item tasks still point at the item.
|
|
|
|
Cursor must be placed on a floor tile so the items can be dumped there.
|
|
|
|
Options:
|
|
|
|
:destroy: Destroy instead of dumping. Doesn't require a cursor.
|
|
If called again before the game is resumed, cancels destroy.
|
|
:destroy-here: As ``destroy``, but only the selected item in the :kbd:`k` list,
|
|
or inside a container.
|
|
Alias ``autodump-destroy-here``, for keybindings.
|
|
:dfhack-keybind:`autodump-destroy-here`
|
|
:visible: Only process items that are not hidden.
|
|
:hidden: Only process hidden items.
|
|
:forbidden: Only process forbidden items (default: only unforbidden).
|
|
|
|
``autodump-destroy-item`` destroys the selected item, which may be selected
|
|
in the :kbd:`k` list, or inside a container. If called again before the game
|
|
is resumed, cancels destruction of the item.
|
|
:dfhack-keybind:`autodump-destroy-item`
|
|
|
|
|
|
cleanowned
|
|
==========
|
|
Confiscates items owned by dwarfs. By default, owned food on the floor
|
|
and rotten items are confistacted and dumped.
|
|
|
|
Options:
|
|
|
|
:all: confiscate all owned items
|
|
:scattered: confiscated and dump all items scattered on the floor
|
|
:x: confiscate/dump items with wear level 'x' and more
|
|
:X: confiscate/dump items with wear level 'X' and more
|
|
:dryrun: a dry run. combine with other options to see what will happen
|
|
without it actually happening.
|
|
|
|
Example:
|
|
|
|
``cleanowned scattered X``
|
|
This will confiscate rotten and dropped food, garbage on the floors and any
|
|
worn items with 'X' damage and above.
|
|
|
|
.. _dwarfmonitor:
|
|
|
|
dwarfmonitor
|
|
============
|
|
Records dwarf activity to measure fort efficiency.
|
|
|
|
Options:
|
|
|
|
:enable <mode>: Start monitoring ``mode``. ``mode`` can be "work", "misery",
|
|
"weather", or "all". This will enable all corresponding widgets,
|
|
if applicable.
|
|
:disable <mode>: Stop monitoring ``mode``, and disable corresponding widgets, if applicable.
|
|
:stats: Show statistics summary
|
|
:prefs: Show dwarf preferences summary
|
|
:reload: Reload configuration file (``dfhack-config/dwarfmonitor.json``)
|
|
|
|
:dfhack-keybind:`dwarfmonitor`
|
|
|
|
Widget configuration:
|
|
|
|
The following types of widgets (defined in :file:`hack/lua/plugins/dwarfmonitor.lua`)
|
|
can be displayed on the main fortress mode screen:
|
|
|
|
:date: Show the in-game date
|
|
:misery: Show overall happiness levels of all dwarves
|
|
:weather: Show current weather (rain/snow)
|
|
:cursor: Show the current mouse cursor position
|
|
|
|
The file :file:`dfhack-config/dwarfmonitor.json` can be edited to control the
|
|
positions and settings of all widgets displayed. This file should contain a
|
|
JSON object with the key ``widgets`` containing an array of objects - see the
|
|
included file in the ``dfhack-config`` folder for an example::
|
|
|
|
{
|
|
"widgets": [
|
|
{
|
|
"type": "widget type (weather, misery, etc.)",
|
|
"x": X coordinate,
|
|
"y": Y coordinate
|
|
<...additional options...>
|
|
}
|
|
]
|
|
}
|
|
|
|
X and Y coordinates begin at zero (in the upper left corner of the screen).
|
|
Negative coordinates will be treated as distances from the lower right corner,
|
|
beginning at 1 - e.g. an x coordinate of 0 is the leftmost column, while an x
|
|
coordinate of 1 is the rightmost column.
|
|
|
|
By default, the x and y coordinates given correspond to the leftmost tile of
|
|
the widget. Including an ``anchor`` option set to ``right`` will cause the
|
|
rightmost tile of the widget to be located at this position instead.
|
|
|
|
Some widgets support additional options:
|
|
|
|
* ``date`` widget:
|
|
|
|
* ``format``: specifies the format of the date. The following characters
|
|
are replaced (all others, such as punctuation, are not modified)
|
|
|
|
* ``Y`` or ``y``: The current year
|
|
* ``M``: The current month, zero-padded if necessary
|
|
* ``m``: The current month, *not* zero-padded
|
|
* ``D``: The current day, zero-padded if necessary
|
|
* ``d``: The current day, *not* zero-padded
|
|
|
|
The default date format is ``Y-M-D``, per the ISO8601_ standard.
|
|
|
|
.. _ISO8601: https://en.wikipedia.org/wiki/ISO_8601
|
|
|
|
* ``cursor`` widget:
|
|
|
|
* ``format``: Specifies the format. ``X``, ``x``, ``Y``, and ``y`` are
|
|
replaced with the corresponding cursor cordinates, while all other
|
|
characters are unmodified.
|
|
* ``show_invalid``: If set to ``true``, the mouse coordinates will both be
|
|
displayed as ``-1`` when the cursor is outside of the DF window; otherwise,
|
|
nothing will be displayed.
|
|
|
|
.. _dwarfvet:
|
|
|
|
dwarfvet
|
|
============
|
|
Enables Animal Caretaker functionality
|
|
|
|
Always annoyed your dragons become useless after a minor injury? Well, with
|
|
dwarfvet, your animals become first rate members of your fort. It can also
|
|
be used to train medical skills.
|
|
|
|
Animals need to be treated in an animal hospital, which is simply a hospital
|
|
that is also an animal training zone. The console will print out a list on game
|
|
load, and whenever one is added or removed. Dwarfs must have the Animal Caretaker
|
|
labor to treat animals. Normal medical skills are used (and no experience is given
|
|
to the Animal Caretaker skill).
|
|
|
|
Options:
|
|
|
|
:enable: Enables Animal Caretakers to treat and manage animals
|
|
:disable: Turns off the plguin
|
|
:report: Reports all zones that the game considers animal hospitals
|
|
|
|
.. _workNow:
|
|
|
|
workNow
|
|
=======
|
|
Don't allow dwarves to idle if any jobs are available.
|
|
|
|
When workNow is active, every time the game pauses, DF will make dwarves
|
|
perform any appropriate available jobs. This includes when you one step
|
|
through the game using the pause menu. Usage:
|
|
|
|
:workNow: print workNow status
|
|
:workNow 0: deactivate workNow
|
|
:workNow 1: activate workNow (look for jobs on pause, and only then)
|
|
:workNow 2: make dwarves look for jobs whenever a job completes
|
|
|
|
.. _seedwatch:
|
|
|
|
seedwatch
|
|
=========
|
|
Watches the numbers of seeds available and enables/disables seed and plant cooking.
|
|
|
|
Each plant type can be assigned a limit. If their number falls below that limit,
|
|
the plants and seeds of that type will be excluded from cookery.
|
|
If the number rises above the limit + 20, then cooking will be allowed.
|
|
|
|
The plugin needs a fortress to be loaded and will deactivate automatically otherwise.
|
|
You have to reactivate with 'seedwatch start' after you load the game.
|
|
|
|
Options:
|
|
|
|
:all: Adds all plants from the abbreviation list to the watch list.
|
|
:start: Start watching.
|
|
:stop: Stop watching.
|
|
:info: Display whether seedwatch is watching, and the watch list.
|
|
:clear: Clears the watch list.
|
|
|
|
Examples:
|
|
|
|
``seedwatch MUSHROOM_HELMET_PLUMP 30``
|
|
add ``MUSHROOM_HELMET_PLUMP`` to the watch list, limit = 30
|
|
``seedwatch MUSHROOM_HELMET_PLUMP``
|
|
removes ``MUSHROOM_HELMET_PLUMP`` from the watch list.
|
|
``seedwatch all 30``
|
|
adds all plants from the abbreviation list to the watch list, the limit being 30.
|
|
|
|
.. _zone:
|
|
|
|
zone
|
|
====
|
|
Helps a bit with managing activity zones (pens, pastures and pits) and cages.
|
|
|
|
:dfhack-keybind:`zone`
|
|
|
|
Options:
|
|
|
|
:set: Set zone or cage under cursor as default for future assigns.
|
|
:assign: Assign unit(s) to the pen or pit marked with the 'set' command.
|
|
If no filters are set a unit must be selected in the in-game ui.
|
|
Can also be followed by a valid zone id which will be set
|
|
instead.
|
|
:unassign: Unassign selected creature from it's zone.
|
|
:nick: Mass-assign nicknames, must be followed by the name you want
|
|
to set.
|
|
:remnick: Mass-remove nicknames.
|
|
:tocages: Assign unit(s) to cages inside a pasture.
|
|
:uinfo: Print info about unit(s). If no filters are set a unit must
|
|
be selected in the in-game ui.
|
|
:zinfo: Print info about zone(s). If no filters are set zones under
|
|
the cursor are listed.
|
|
:verbose: Print some more info.
|
|
:filters: Print list of valid filter options.
|
|
:examples: Print some usage examples.
|
|
:not: Negates the next filter keyword.
|
|
|
|
Filters:
|
|
|
|
:all: Process all units (to be used with additional filters).
|
|
:count: Must be followed by a number. Process only n units (to be used
|
|
with additional filters).
|
|
:unassigned: Not assigned to zone, chain or built cage.
|
|
:minage: Minimum age. Must be followed by number.
|
|
:maxage: Maximum age. Must be followed by number.
|
|
:race: Must be followed by a race RAW ID (e.g. BIRD_TURKEY, ALPACA,
|
|
etc). Negatable.
|
|
:caged: In a built cage. Negatable.
|
|
:own: From own civilization. Negatable.
|
|
:merchant: Is a merchant / belongs to a merchant. Should only be used for
|
|
pitting, not for stealing animals (slaughter should work).
|
|
:war: Trained war creature. Negatable.
|
|
:hunting: Trained hunting creature. Negatable.
|
|
:tamed: Creature is tame. Negatable.
|
|
:trained: Creature is trained. Finds war/hunting creatures as well as
|
|
creatures who have a training level greater than 'domesticated'.
|
|
If you want to specifically search for war/hunting creatures use
|
|
'war' or 'hunting' Negatable.
|
|
:trainablewar: Creature can be trained for war (and is not already trained for
|
|
war/hunt). Negatable.
|
|
:trainablehunt: Creature can be trained for hunting (and is not already trained
|
|
for war/hunt). Negatable.
|
|
:male: Creature is male. Negatable.
|
|
:female: Creature is female. Negatable.
|
|
:egglayer: Race lays eggs. Negatable.
|
|
:grazer: Race is a grazer. Negatable.
|
|
:milkable: Race is milkable. Negatable.
|
|
|
|
Usage with single units
|
|
-----------------------
|
|
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
|
|
on the map (in 'v' or 'k' mode), in the unit list or from inside cages
|
|
and use 'zone assign' to assign them to their new home. Allows pitting your
|
|
own dwarves, by the way.
|
|
|
|
Usage with filters
|
|
------------------
|
|
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.
|
|
It's not possible to cage owned pets because in that case the owner
|
|
uncages them after a while which results in infinite hauling back and forth.
|
|
|
|
Usually you should always use the filter 'own' (which implies tame) unless you
|
|
want to use the zone tool for pitting hostiles. 'own' ignores own dwarves unless
|
|
you specify 'race DWARF' (so it's safe to use 'assign all own' to one big
|
|
pasture if you want to have all your animals at the same place). 'egglayer' and
|
|
'milkable' should be used together with 'female' unless you have a mod with
|
|
egg-laying male elves who give milk or whatever. Merchants and their animals are
|
|
ignored unless you specify 'merchant' (pitting them should be no problem,
|
|
but stealing and pasturing their animals is not a good idea since currently they
|
|
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).
|
|
|
|
Mass-renaming
|
|
-------------
|
|
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.
|
|
|
|
Cage zones
|
|
----------
|
|
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
|
|
to build cages and then place one pen/pasture activity zone above them, covering
|
|
all cages you want to use. Then use 'zone set' (like with 'assign') and use
|
|
'zone tocages filter1 filter2 ...'. 'tocages' overwrites 'assign' because it
|
|
would make no sense, but can be used together with 'nick' or 'remnick' and all
|
|
the usual filters.
|
|
|
|
Examples
|
|
--------
|
|
``zone assign all own ALPACA minage 3 maxage 10``
|
|
Assign all own alpacas who are between 3 and 10 years old to the selected
|
|
pasture.
|
|
``zone assign all own caged grazer nick ineedgrass``
|
|
Assign all own grazers who are sitting in cages on stockpiles (e.g. after
|
|
buying them from merchants) to the selected pasture and give them
|
|
the nickname 'ineedgrass'.
|
|
``zone assign all own not grazer not race CAT``
|
|
Assign all own animals who are not grazers, excluding cats.
|
|
``zone assign count 5 own female milkable``
|
|
Assign up to 5 own female milkable creatures to the selected pasture.
|
|
``zone assign all own race DWARF maxage 2``
|
|
Throw all useless kids into a pit :)
|
|
``zone nick donttouchme``
|
|
Nicknames all units in the current default zone or cage to 'donttouchme'.
|
|
Mostly intended to be used for special pastures or cages which are not marked
|
|
as rooms you want to protect from autobutcher.
|
|
``zone tocages count 50 own tame male not grazer``
|
|
Stuff up to 50 owned tame male animals who are not grazers into cages built
|
|
on the current default zone.
|
|
|
|
autonestbox
|
|
===========
|
|
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
|
|
of the size. The age of the units is currently not checked, most birds grow up
|
|
quite fast. Egglayers who are also grazers will be ignored, since confining them
|
|
to a 1x1 pasture is not a good idea. Only tame and domesticated own units are
|
|
processed since pasturing half-trained wild egglayers could destroy your neat
|
|
nestbox zones when they revert to wild. When called without options autonestbox
|
|
will instantly run once.
|
|
|
|
Options:
|
|
|
|
:start: Start running every X frames (df simulation ticks).
|
|
Default: X=6000, which would be every 60 seconds at 100fps.
|
|
:stop: Stop running automatically.
|
|
:sleep: Must be followed by number X. Changes the timer to sleep X
|
|
frames between runs.
|
|
|
|
.. _autobutcher:
|
|
|
|
autobutcher
|
|
===========
|
|
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.
|
|
|
|
Units will be ignored if they are:
|
|
|
|
* Nicknamed (for custom protection; you can use the `rename` ``unit`` tool
|
|
individually, or `zone` ``nick`` for groups)
|
|
* Caged, if and only if the cage is defined as a room (to protect zoos)
|
|
* Trained for war or hunting
|
|
|
|
Creatures who will not reproduce (because they're not interested in the
|
|
opposite sex or have been gelded) will be butchered before those who will.
|
|
Older adults and younger children will be butchered first if the population
|
|
is above the target (default 1 male, 5 female kids and adults). Note that
|
|
you may need to set a target above 1 to have a reliable breeding population
|
|
due to asexuality etc. See `fix-ster` if this is a problem.
|
|
|
|
Options:
|
|
|
|
:example: Print some usage examples.
|
|
:start: Start running every X frames (df simulation ticks).
|
|
Default: X=6000, which would be every 60 seconds at 100fps.
|
|
:stop: Stop running automatically.
|
|
:sleep <x>: Changes the timer to sleep X frames between runs.
|
|
:watch R: Start watching a race. R can be a valid race RAW id (ALPACA,
|
|
BIRD_TURKEY, etc) or a list of ids seperated by spaces or
|
|
the keyword 'all' which affects all races on your current
|
|
watchlist.
|
|
:unwatch R: Stop watching race(s). The current target settings will be
|
|
remembered. R can be a list of ids or the keyword 'all'.
|
|
:forget R: Stop watching race(s) and forget it's/their target settings.
|
|
R can be a list of ids or the keyword 'all'.
|
|
:autowatch: Automatically adds all new races (animals you buy from merchants,
|
|
tame yourself or get from migrants) to the watch list using
|
|
default target count.
|
|
:noautowatch: Stop auto-adding new races to the watchlist.
|
|
:list: Print the current status and watchlist.
|
|
:list_export: Print the commands needed to set up status and watchlist,
|
|
which can be used to import them to another save (see notes).
|
|
:target <fk> <mk> <fa> <ma> <R>:
|
|
Set target count for specified race(s). The first four arguments
|
|
are the number of female and male kids, and female and male adults.
|
|
R can be a list of spceies ids, or the keyword ``all`` or ``new``.
|
|
``R = 'all'``: change target count for all races on watchlist
|
|
and set the new default for the future. ``R = 'new'``: don't touch
|
|
current settings on the watchlist, only set the new default
|
|
for future entries.
|
|
:list_export: Print the commands required to rebuild your current settings.
|
|
|
|
.. note::
|
|
|
|
Settings and watchlist are stored in the savegame, so that you can have
|
|
different settings for each save. If you want to copy your watchlist to
|
|
another savegame you must export the commands required to recreate your settings.
|
|
|
|
To export, open an external terminal in the DF directory, and run
|
|
``dfhack-run autobutcher list_export > filename.txt``. To import, load your
|
|
new save and run ``script filename.txt`` in the DFHack terminal.
|
|
|
|
|
|
Examples:
|
|
|
|
You want to keep max 7 kids (4 female, 3 male) and max 3 adults (2 female,
|
|
1 male) of the race alpaca. Once the kids grow up the oldest adults will get
|
|
slaughtered. Excess kids will get slaughtered starting with the youngest
|
|
to allow that the older ones grow into adults. Any unnamed cats will
|
|
be slaughtered as soon as possible. ::
|
|
|
|
autobutcher target 4 3 2 1 ALPACA BIRD_TURKEY
|
|
autobutcher target 0 0 0 0 CAT
|
|
autobutcher watch ALPACA BIRD_TURKEY CAT
|
|
autobutcher start
|
|
|
|
Automatically put all new races onto the watchlist and mark unnamed tame units
|
|
for slaughter as soon as they arrive in your fort. Settings already made
|
|
for specific races will be left untouched. ::
|
|
|
|
autobutcher target 0 0 0 0 new
|
|
autobutcher autowatch
|
|
autobutcher start
|
|
|
|
Stop watching the races alpaca and cat, but remember the target count
|
|
settings so that you can use 'unwatch' without the need to enter the
|
|
values again. Note: 'autobutcher unwatch all' works, but only makes sense
|
|
if you want to keep the plugin running with the 'autowatch' feature or manually
|
|
add some new races with 'watch'. If you simply want to stop it completely use
|
|
'autobutcher stop' instead. ::
|
|
|
|
autobutcher unwatch ALPACA CAT
|
|
|
|
.. _autochop:
|
|
|
|
autochop
|
|
========
|
|
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 ``c``) 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.
|
|
|
|
|
|
================
|
|
Map modification
|
|
================
|
|
|
|
.. contents::
|
|
:local:
|
|
|
|
.. _3dveins:
|
|
|
|
3dveins
|
|
=======
|
|
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
|
|
the command for the second time should produce no change. It is best to
|
|
run it just once immediately after embark.
|
|
|
|
This command is intended as only a cosmetic change, so it takes
|
|
care to exactly preserve the mineral counts reported by `prospect` ``all``.
|
|
The amounts of different layer stones may slightly change in some cases
|
|
if vein mass shifts between Z layers.
|
|
|
|
The only undo option is to restore your save from backup.
|
|
|
|
.. _alltraffic:
|
|
|
|
alltraffic
|
|
==========
|
|
Set traffic designations for every single tile of the map - useful for resetting
|
|
traffic designations. See also `filltraffic`, `restrictice`, and `restrictliquids`.
|
|
|
|
Options:
|
|
|
|
:H: High Traffic
|
|
:N: Normal Traffic
|
|
:L: Low Traffic
|
|
:R: Restricted Traffic
|
|
|
|
.. _burrow:
|
|
|
|
burrow
|
|
======
|
|
Miscellaneous burrow control. Allows manipulating burrows and automated burrow
|
|
expansion while digging.
|
|
|
|
Options:
|
|
|
|
:enable feature ...:
|
|
Enable features of the plugin.
|
|
:disable feature ...:
|
|
Disable features of the plugin.
|
|
:clear-unit burrow burrow ...:
|
|
Remove all units from the burrows.
|
|
:clear-tiles burrow burrow ...:
|
|
Remove all tiles from the burrows.
|
|
:set-units target-burrow src-burrow ...:
|
|
Clear target, and adds units from source burrows.
|
|
:add-units target-burrow src-burrow ...:
|
|
Add units from the source burrows to the target.
|
|
:remove-units target-burrow src-burrow ...:
|
|
Remove units in source burrows from the target.
|
|
:set-tiles target-burrow src-burrow ...:
|
|
Clear target and adds tiles from the source burrows.
|
|
:add-tiles target-burrow src-burrow ...:
|
|
Add tiles from the source burrows to the target.
|
|
:remove-tiles target-burrow src-burrow ...:
|
|
Remove tiles in source burrows from the target.
|
|
|
|
For these three options, in place of a source burrow it is
|
|
possible to use one of the following keywords: ABOVE_GROUND,
|
|
SUBTERRANEAN, INSIDE, OUTSIDE, LIGHT, DARK, HIDDEN, REVEALED
|
|
|
|
Features:
|
|
|
|
:auto-grow: When a wall inside a burrow with a name ending in '+' is dug
|
|
out, the burrow is extended to newly-revealed adjacent walls.
|
|
This final '+' may be omitted in burrow name args of commands above.
|
|
Digging 1-wide corridors with the miner inside the burrow is SLOW.
|
|
|
|
|
|
.. _changelayer:
|
|
|
|
changelayer
|
|
===========
|
|
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
|
|
changes only the layer at the cursor position. Note that one layer can stretch
|
|
across lots of z levels. By default changes only the geology which is linked
|
|
to the biome under the cursor. That geology might be linked to other biomes
|
|
as well, though. Mineral veins and gem clusters will stay on the map. Use
|
|
`changevein` for them.
|
|
|
|
tl;dr: You will end up with changing quite big areas in one go, especially if
|
|
you use it in lower z levels. Use with care.
|
|
|
|
Options:
|
|
|
|
:all_biomes: Change selected layer for all biomes on your map.
|
|
Result may be undesirable since the same layer can AND WILL
|
|
be on different z-levels for different biomes. Use the tool
|
|
'probe' to get an idea how layers and biomes are distributed
|
|
on your map.
|
|
:all_layers: Change all layers on your map (only for the selected biome
|
|
unless 'all_biomes' is added).
|
|
Candy mountain, anyone? Will make your map quite boring,
|
|
but tidy.
|
|
:force: Allow changing stone to soil and vice versa. !!THIS CAN HAVE
|
|
WEIRD EFFECTS, USE WITH CARE!!
|
|
Note that soil will not be magically replaced with stone.
|
|
You will, however, get a stone floor after digging so it
|
|
will allow the floor to be engraved.
|
|
Note that stone will not be magically replaced with soil.
|
|
You will, however, get a soil floor after digging so it
|
|
could be helpful for creating farm plots on maps with no
|
|
soil.
|
|
:verbose: Give some details about what is being changed.
|
|
:trouble: Give some advice about known problems.
|
|
|
|
Examples:
|
|
|
|
``changelayer GRANITE``
|
|
Convert layer at cursor position into granite.
|
|
``changelayer SILTY_CLAY force``
|
|
Convert layer at cursor position into clay even if it's stone.
|
|
``changelayer MARBLE all_biomes all_layers``
|
|
Convert all layers of all biomes which are not soil into marble.
|
|
|
|
.. note::
|
|
|
|
* If you use changelayer and nothing happens, try to pause/unpause the game
|
|
for a while and try to move the cursor to another tile. Then try again.
|
|
If that doesn't help try temporarily changing some other layer, undo your
|
|
changes and try again for the layer you want to change. Saving
|
|
and reloading your map might also help.
|
|
* You should be fine if you only change single layers without the use
|
|
of 'force'. Still it's advisable to save your game before messing with
|
|
the map.
|
|
* When you force changelayer to convert soil to stone you might experience
|
|
weird stuff (flashing tiles, tiles changed all over place etc).
|
|
Try reverting the changes manually or even better use an older savegame.
|
|
You did save your game, right?
|
|
|
|
.. _changevein:
|
|
|
|
changevein
|
|
==========
|
|
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.
|
|
|
|
Example:
|
|
|
|
``changevein NATIVE_PLATINUM``
|
|
Convert vein at cursor position into platinum ore.
|
|
|
|
.. _changeitem:
|
|
|
|
changeitem
|
|
==========
|
|
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
|
|
is of the same subtype (for example wood<->wood, stone<->stone etc). But since
|
|
some transformations work pretty well and may be desired you can override this
|
|
with 'force'. Note that some attributes will not be touched, possibly resulting
|
|
in weirdness. To get an idea how the RAW id should look like, check some items
|
|
with 'info'. Using 'force' might create items which are not touched by
|
|
crafters/haulers.
|
|
|
|
Options:
|
|
|
|
:info: Don't change anything, print some info instead.
|
|
:here: Change all items at the cursor position. Requires in-game cursor.
|
|
:material, m: Change material. Must be followed by valid material RAW id.
|
|
:quality, q: Change base quality. Must be followed by number (0-5).
|
|
:force: Ignore subtypes, force change to new material.
|
|
|
|
Examples:
|
|
|
|
``changeitem m INORGANIC:GRANITE here``
|
|
Change material of all items under the cursor to granite.
|
|
``changeitem q 5``
|
|
Change currently selected item to masterpiece quality.
|
|
|
|
.. _cleanconst:
|
|
|
|
cleanconst
|
|
==========
|
|
Cleans up construction materials.
|
|
|
|
This utility alters all constructions on the map so that they spawn their
|
|
building component when they are disassembled, allowing their actual
|
|
build items to be safely deleted. This can improve FPS in extreme situations.
|
|
|
|
.. _deramp:
|
|
|
|
deramp
|
|
======
|
|
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).
|
|
|
|
.. _dig:
|
|
|
|
dig
|
|
===
|
|
This plugin makes many automated or complicated dig patterns easy.
|
|
|
|
Basic commands:
|
|
|
|
:digv: Designate all of the selected vein for digging.
|
|
:digvx: Also cross z-levels, digging stairs as needed. Alias for ``digv x``.
|
|
:digl: Like ``digv``, for layer stone. Also supports an ``undo`` option
|
|
to remove designations, for if you accidentally set 50 levels at once.
|
|
:diglx: Also cross z-levels, digging stairs as needed. Alias for ``digl x``.
|
|
|
|
:dfhack-keybind:`digv`
|
|
|
|
.. _digexp:
|
|
|
|
digexp
|
|
======
|
|
This command is for :wiki:`exploratory mining <Exploratory_mining>`.
|
|
|
|
There are two variables that can be set: pattern and filter.
|
|
|
|
Patterns:
|
|
|
|
:diag5: diagonals separated by 5 tiles
|
|
:diag5r: diag5 rotated 90 degrees
|
|
:ladder: A 'ladder' pattern
|
|
:ladderr: ladder rotated 90 degrees
|
|
:clear: Just remove all dig designations
|
|
:cross: A cross, exactly in the middle of the map.
|
|
|
|
Filters:
|
|
|
|
:all: designate whole z-level
|
|
:hidden: designate only hidden tiles of z-level (default)
|
|
:designated: Take current designation and apply pattern to it.
|
|
|
|
After you have a pattern set, you can use ``expdig`` to apply it again.
|
|
|
|
Examples:
|
|
|
|
``expdig diag5 hidden``
|
|
Designate the diagonal 5 patter over all hidden tiles
|
|
``expdig``
|
|
Apply last used pattern and filter
|
|
``expdig ladder designated``
|
|
Take current designations and replace them with the ladder pattern
|
|
|
|
.. _digcircle:
|
|
|
|
digcircle
|
|
=========
|
|
A command for easy designation of filled and hollow circles.
|
|
It has several types of options.
|
|
|
|
Shape:
|
|
|
|
:hollow: Set the circle to hollow (default)
|
|
:filled: Set the circle to filled
|
|
:#: Diameter in tiles (default = 0, does nothing)
|
|
|
|
Action:
|
|
|
|
:set: Set designation (default)
|
|
:unset: Unset current designation
|
|
:invert: Invert designations already present
|
|
|
|
Designation types:
|
|
|
|
:dig: Normal digging designation (default)
|
|
:ramp: Ramp digging
|
|
:ustair: Staircase up
|
|
:dstair: Staircase down
|
|
:xstair: Staircase up/down
|
|
:chan: Dig channel
|
|
|
|
After you have set the options, the command called with no options
|
|
repeats with the last selected parameters.
|
|
|
|
Examples:
|
|
|
|
``digcircle filled 3``
|
|
Dig a filled circle with diameter = 3.
|
|
``digcircle``
|
|
Do it again.
|
|
|
|
.. _digtype:
|
|
|
|
digtype
|
|
=======
|
|
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:
|
|
|
|
:dig:
|
|
:channel:
|
|
:ramp:
|
|
:updown: up/down stairs
|
|
:up: up stairs
|
|
:down: down stairs
|
|
:clear: clear designation
|
|
|
|
.. _digFlood:
|
|
|
|
digFlood
|
|
========
|
|
Automatically 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.
|
|
|
|
Usage:
|
|
|
|
:help digflood: detailed help message
|
|
:digFlood 0: disable the plugin
|
|
:digFlood 1: enable the plugin
|
|
:digFlood 0 MICROCLINE COAL_BITUMINOUS 1:
|
|
disable plugin, remove microcline and bituminous coal from monitoring, then re-enable the plugin
|
|
:digFlood CLEAR: remove all inorganics from monitoring
|
|
:digFlood digAll1: ignore the monitor list and dig any vein
|
|
:digFlood digAll0: disable digAll mode
|
|
|
|
.. _filltraffic:
|
|
|
|
filltraffic
|
|
===========
|
|
Set traffic designations using flood-fill starting at the cursor.
|
|
See also `alltraffic`, `restrictice`, and `restrictliquids`. Options:
|
|
|
|
:H: High Traffic
|
|
:N: Normal Traffic
|
|
:L: Low Traffic
|
|
:R: Restricted Traffic
|
|
:X: Fill across z-levels.
|
|
:B: Include buildings and stockpiles.
|
|
:P: Include empty space.
|
|
|
|
Example:
|
|
|
|
``filltraffic H``
|
|
When used in a room with doors, it will set traffic to HIGH in just that room.
|
|
|
|
.. _fortplan:
|
|
|
|
fortplan
|
|
========
|
|
Usage: ``fortplan [filename]``
|
|
|
|
Designates furniture for building according to a ``.csv`` file with
|
|
quickfort-style syntax. Companion to `digfort`.
|
|
|
|
The first line of the file must contain the following::
|
|
|
|
#build start(X; Y; <start location description>)
|
|
|
|
...where X and Y are the offset from the top-left corner of the file's area
|
|
where the in-game cursor should be located, and ``<start location description>``
|
|
is an optional description of where that is. You may also leave a description
|
|
of the contents of the file itself following the closing parenthesis on the
|
|
same line.
|
|
|
|
The syntax of the file itself is similar to `digfort` or :forums:`quickfort <35931>`.
|
|
At present, only buildings constructed of an item with the same name as the building
|
|
are supported. All other characters are ignored. For example::
|
|
|
|
`,`,d,`,`
|
|
`,f,`,t,`
|
|
`,s,b,c,`
|
|
|
|
This section of a file would designate for construction a door and some
|
|
furniture inside a bedroom: specifically, clockwise from top left, a cabinet,
|
|
a table, a chair, a bed, and a statue.
|
|
|
|
All of the building designation uses `buildingplan`, so you do not need to
|
|
have the items available to construct all the buildings when you run
|
|
fortplan with the .csv file.
|
|
|
|
.. _getplants:
|
|
|
|
getplants
|
|
=========
|
|
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.
|
|
|
|
Options:
|
|
|
|
:-t: Select trees only (exclude shrubs)
|
|
:-s: Select shrubs only (exclude trees)
|
|
:-c: Clear designations instead of setting them
|
|
:-x: Apply selected action to all plants except those specified (invert
|
|
selection)
|
|
:-a: Select every type of plant (obeys ``-t``/``-s``)
|
|
|
|
Specifying both ``-t`` and ``-s`` will have no effect. If no plant IDs are specified,
|
|
all valid plant IDs will be listed.
|
|
|
|
.. _infiniteSky:
|
|
|
|
infiniteSky
|
|
===========
|
|
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.
|
|
|
|
Usage:
|
|
|
|
``infiniteSky n``
|
|
Raise the sky by n z-levels.
|
|
``infiniteSky enable/disable``
|
|
Enables/disables monitoring of constructions. If you build anything in the second to highest z-level, it will allocate one more sky level. This is so you can continue to build stairs upward.
|
|
|
|
:issue:`Sometimes <254>` new z-levels disappear and cause cave-ins.
|
|
Saving and loading after creating new z-levels should fix the problem.
|
|
|
|
.. _liquids:
|
|
|
|
liquids
|
|
=======
|
|
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
|
|
``liquids-here`` (which can be bound to a hotkey). See also :issue:`80`.
|
|
|
|
.. note::
|
|
|
|
Spawning and deleting liquids can mess up pathing data and
|
|
temperatures (creating heat traps). You've been warned.
|
|
|
|
Settings will be remembered until you quit DF. You can call `liquids-here` to execute
|
|
the last configured action, which is useful in combination with keybindings.
|
|
|
|
Usage: point the DF cursor at a tile you want to modify and use the commands.
|
|
|
|
If you only want to add or remove water or magma from one tile,
|
|
`source` may be easier to use.
|
|
|
|
Commands
|
|
--------
|
|
Misc commands:
|
|
|
|
:q: quit
|
|
:help, ?: print this list of commands
|
|
:<empty line>: put liquid
|
|
|
|
Modes:
|
|
|
|
:m: switch to magma
|
|
:w: switch to water
|
|
:o: make obsidian wall instead
|
|
:of: make obsidian floors
|
|
:rs: make a river source
|
|
:f: flow bits only
|
|
:wclean: remove salt and stagnant flags from tiles
|
|
|
|
Set-Modes and flow properties (only for magma/water):
|
|
|
|
:s+: only add mode
|
|
:s.: set mode
|
|
:s-: only remove mode
|
|
:f+: make the spawned liquid flow
|
|
:f.: don't change flow state (read state in flow mode)
|
|
:f-: make the spawned liquid static
|
|
|
|
Permaflow (only for water):
|
|
|
|
:pf.: don't change permaflow state
|
|
:pf-: make the spawned liquid static
|
|
:pf[NS][EW]: make the spawned liquid permanently flow
|
|
:0-7: set liquid amount
|
|
|
|
Brush size and shape:
|
|
|
|
:p, point: Single tile
|
|
:r, range: Block with cursor at bottom north-west (any place, any size)
|
|
:block: DF map block with cursor in it (regular spaced 16x16x1 blocks)
|
|
:column: Column from cursor, up through free space
|
|
:flood: Flood-fill water tiles from cursor (only makes sense with wclean)
|
|
|
|
.. _liquids-here:
|
|
|
|
liquids-here
|
|
------------
|
|
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.
|
|
|
|
.. _plant:
|
|
|
|
plant
|
|
=====
|
|
A tool for creating shrubs, growing, or getting rid of them.
|
|
|
|
Subcommands:
|
|
|
|
:create: Creates a new sapling under the cursor. Takes a raw ID as argument
|
|
(e.g. TOWER_CAP). The cursor must be located on a dirt or grass floor tile.
|
|
:grow: Turns saplings into trees; under the cursor if a sapling is selected,
|
|
or every sapling on the map if the cursor is hidden.
|
|
:extirpate: Kills the tree or shrub under the cursor, instantly turning them to ashes.
|
|
:immolate: Sets the plants on fire instead. The fires can and *will* spread ;)
|
|
|
|
For mass effects, use one of the additional options:
|
|
|
|
:shrubs: affect all shrubs on the map
|
|
:trees: affect all trees on the map
|
|
:all: affect every plant!
|
|
|
|
.. _regrass:
|
|
|
|
regrass
|
|
=======
|
|
Regrows all the grass. Not much to it ;)
|
|
|
|
.. _restrictice:
|
|
|
|
restrictice
|
|
===========
|
|
Restrict traffic on all tiles on top of visible ice.
|
|
See also `alltraffic`, `filltraffic`, and `restrictliquids`.
|
|
|
|
.. _restrictliquids:
|
|
|
|
restrictliquids
|
|
===============
|
|
Restrict traffic on all visible tiles with liquid.
|
|
See also `alltraffic`, `filltraffic`, and `restrictice`.
|
|
|
|
.. _tiletypes:
|
|
|
|
tiletypes
|
|
=========
|
|
Can be used for painting map tiles and is an interactive command, much like
|
|
`liquids`. If something goes wrong, `fixveins` may help.
|
|
|
|
The tool works with two set of options and a brush. The brush determines which
|
|
tiles will be processed. First set of options is the filter, which can exclude
|
|
some of the tiles from the brush by looking at the tile properties. The second
|
|
set of options is the paint - this determines how the selected tiles are
|
|
changed.
|
|
|
|
Both paint and filter can have many different properties including things like
|
|
general shape (WALL, FLOOR, etc.), general material (SOIL, STONE, MINERAL,
|
|
etc.), state of 'designated', 'hidden' and 'light' flags.
|
|
|
|
The properties of filter and paint can be partially defined. This means that
|
|
you can for example turn all stone fortifications into floors, preserving the
|
|
material::
|
|
|
|
filter material STONE
|
|
filter shape FORTIFICATION
|
|
paint shape FLOOR
|
|
|
|
Or turn mineral vein floors back into walls::
|
|
|
|
filter shape FLOOR
|
|
filter material MINERAL
|
|
paint shape WALL
|
|
|
|
The tool also allows tweaking some tile flags::
|
|
|
|
paint hidden 1
|
|
paint hidden 0
|
|
|
|
This will hide previously revealed tiles (or show hidden with the 0 option).
|
|
|
|
More recently, the tool supports changing the base material of the tile to
|
|
an arbitrary stone from the raws, by creating new veins as required. Note
|
|
that this mode paints under ice and constructions, instead of overwriting
|
|
them. To enable, use::
|
|
|
|
paint stone MICROCLINE
|
|
|
|
This mode is incompatible with the regular ``material`` setting, so changing
|
|
it cancels the specific stone selection::
|
|
|
|
paint material ANY
|
|
|
|
Since different vein types have different drop rates, it is possible to choose
|
|
which one to use in painting::
|
|
|
|
paint veintype CLUSTER_SMALL
|
|
|
|
When the chosen type is ``CLUSTER`` (the default), the tool may automatically
|
|
choose to use layer stone or lava stone instead of veins if its material matches
|
|
the desired one.
|
|
|
|
Any paint or filter option (or the entire paint or filter) can be disabled entirely by using the ANY keyword::
|
|
|
|
paint hidden ANY
|
|
paint shape ANY
|
|
filter material any
|
|
filter shape any
|
|
filter any
|
|
|
|
You can use several different brushes for painting tiles:
|
|
|
|
:point: a single tile
|
|
:range: a rectangular range
|
|
:column: a column ranging from current cursor to the first solid tile above
|
|
:block: a DF map block - 16x16 tiles, in a regular grid
|
|
|
|
Example::
|
|
|
|
range 10 10 1
|
|
|
|
This will change the brush to a rectangle spanning 10x10 tiles on one z-level.
|
|
The range starts at the position of the cursor and goes to the east, south and
|
|
up.
|
|
|
|
For more details, use ``tiletypes help``.
|
|
|
|
.. _tiletypes-command:
|
|
|
|
tiletypes-command
|
|
-----------------
|
|
Runs tiletypes commands, separated by ;. This makes it possible to change
|
|
tiletypes modes from a hotkey or via dfhack-run.
|
|
|
|
.. _tiletypes-here:
|
|
|
|
tiletypes-here
|
|
--------------
|
|
Apply the current tiletypes options at the in-game cursor position, including
|
|
the brush. Can be used from a hotkey.
|
|
|
|
.. _tiletypes-here-point:
|
|
|
|
tiletypes-here-point
|
|
--------------------
|
|
Apply the current tiletypes options at the in-game cursor position to a single
|
|
tile. Can be used from a hotkey.
|
|
|
|
.. _tubefill:
|
|
|
|
tubefill
|
|
========
|
|
Fills all the adamantine veins again. Veins that were hollow will be left
|
|
alone.
|
|
|
|
Options:
|
|
|
|
:hollow: fill in naturally hollow veins too
|
|
|
|
Beware that filling in hollow veins will trigger a demon invasion on top of
|
|
your miner when you dig into the region that used to be hollow.
|
|
|
|
|
|
|
|
=================
|
|
Mods and Cheating
|
|
=================
|
|
|
|
.. contents::
|
|
:local:
|
|
|
|
.. _add-spatter:
|
|
|
|
add-spatter
|
|
===========
|
|
This plugin makes reactions with names starting with ``SPATTER_ADD_``
|
|
produce contaminants on the items instead of improvements. The plugin is
|
|
intended to give some use to all those poisons that can be bought from caravans,
|
|
so they're immune to being washed away by water or destroyed by `clean`.
|
|
|
|
.. _adv-bodyswap:
|
|
|
|
adv-bodyswap
|
|
============
|
|
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.
|
|
|
|
Usage:
|
|
|
|
* When viewing unit details, body-swaps into that unit.
|
|
* In the main adventure mode screen, reverts transient swap.
|
|
|
|
:dfhack-keybind:`adv-bodyswap`
|
|
|
|
.. _createitem:
|
|
|
|
createitem
|
|
==========
|
|
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:
|
|
|
|
* Separate the item and material with a space rather than a colon
|
|
* If the item has no subtype, omit the :NONE
|
|
* If the item is REMAINS, FISH, FISH_RAW, VERMIN, PET, or EGG,
|
|
specify a CREATURE:CASTE pair instead of a material token.
|
|
|
|
Corpses, body parts, and prepared meals cannot be created using this tool.
|
|
|
|
Examples::
|
|
|
|
createitem GLOVES:ITEM_GLOVES_GAUNTLETS INORGANIC:STEEL 2
|
|
Create 2 pairs of steel gauntlets.
|
|
createitem WOOD PLANT_MAT:TOWER_CAP:WOOD
|
|
Create tower-cap logs.
|
|
|
|
For more examples, :wiki:`see this wiki page <Utility:DFHack/createitem>`.
|
|
|
|
To change where new items are placed, first run the command with a
|
|
destination type while an appropriate destination is selected.
|
|
|
|
Options:
|
|
|
|
:floor: Subsequent items will be placed on the floor beneath the selected unit's feet.
|
|
:item: Subsequent items will be stored inside the currently selected item.
|
|
:building: Subsequent items will become part of the currently selected building.
|
|
Good for loading traps; do not use with workshops (or deconstruct to use the item).
|
|
|
|
.. _diggingInvaders:
|
|
|
|
diggingInvaders
|
|
===============
|
|
Makes invaders dig or destroy constructions to get to your dwarves.
|
|
|
|
To enable/disable the pluging, use: ``diggingInvaders (1|enable)|(0|disable)``
|
|
|
|
Basic usage:
|
|
|
|
:add GOBLIN: registers the race GOBLIN as a digging invader. Case-sensitive.
|
|
:remove GOBLIN: unregisters the race GOBLIN as a digging invader. Case-sensitive.
|
|
:now: makes invaders try to dig now, if plugin is enabled
|
|
:clear: clears all digging invader races
|
|
:edgesPerTick n: makes the pathfinding algorithm work on at most n edges per tick.
|
|
Set to 0 or lower to make it unlimited.
|
|
|
|
You can also use ``diggingInvaders setCost (race) (action) n`` to set the
|
|
pathing cost of particular action, or ``setDelay`` to set how long it takes.
|
|
Costs and delays are per-tile, and the table shows default values.
|
|
|
|
============================== ======= ====== =================================
|
|
Action Cost Delay Notes
|
|
============================== ======= ====== =================================
|
|
``walk`` 1 0 base cost in the path algorithm
|
|
``destroyBuilding`` 2 1,000 delay adds to the job_completion_timer of destroy building jobs that are assigned to invaders
|
|
``dig`` 10,000 1,000 digging soil or natural stone
|
|
``destroyRoughConstruction`` 1,000 1,000 constructions made from boulders
|
|
``destroySmoothConstruction`` 100 100 constructions made from blocks or bars
|
|
============================== ======= ====== =================================
|
|
|
|
|
|
.. _fastdwarf:
|
|
|
|
fastdwarf
|
|
=========
|
|
Controls speedydwarf and teledwarf. Speedydwarf makes dwarves move quickly
|
|
and perform tasks quickly. Teledwarf makes dwarves move instantaneously,
|
|
but do jobs at the same speed.
|
|
|
|
:fastdwarf 0: disables both (also ``0 0``)
|
|
:fastdwarf 1: enables speedydwarf and disables teledwarf (also ``1 0``)
|
|
:fastdwarf 2: sets a native debug flag in the game memory that implements an
|
|
even more aggressive version of speedydwarf.
|
|
:fastdwarf 0 1: disables speedydwarf and enables teledwarf
|
|
:fastdwarf 1 1: enables both
|
|
|
|
See `superdwarf` for a per-creature version.
|
|
|
|
.. _forceequip:
|
|
|
|
forceequip
|
|
==========
|
|
Forceequip moves local items into a unit's inventory. It is typically used to
|
|
equip specific clothing/armor items onto a dwarf, but can also be used to put
|
|
armor onto a war animal or to add unusual items (such as crowns) to any unit.
|
|
|
|
For more information run ``forceequip help``. See also `modtools/equip-item`.
|
|
|
|
.. _generated-creature-renamer:
|
|
|
|
generated-creature-renamer
|
|
==========================
|
|
Automatically renames generated creatures, such as forgotten beasts, titans,
|
|
etc, to have raw token names that match the description given in-game.
|
|
|
|
The ``list-generated`` command can be used to list the token names of all
|
|
generated creatures in a given save, with an optional ``detailed`` argument
|
|
to show the accompanying description.
|
|
|
|
The ``save-generated-raws`` command will save a sample creature graphics file in
|
|
the Dwarf Fortress root directory, to use as a start for making a graphics set
|
|
for generated creatures using the new names that they get with this plugin.
|
|
|
|
The new names are saved with the save, and the plugin, when enabled, only runs once
|
|
per save, unless there's an update.
|
|
|
|
.. _lair:
|
|
|
|
lair
|
|
====
|
|
This command allows you to mark the map as a 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
|
|
won't be able to restore state of real monster lairs using ``lair reset``.
|
|
|
|
Options:
|
|
|
|
:lair: Mark the map as monster lair
|
|
:lair reset: Mark the map as ordinary (not lair)
|
|
|
|
.. _misery:
|
|
|
|
misery
|
|
======
|
|
When enabled, fake bad thoughts will be added to all dwarves.
|
|
|
|
Usage:
|
|
|
|
:misery enable n: enable misery with optional magnitude n. If specified, n must
|
|
be positive.
|
|
:misery n: same as "misery enable n"
|
|
:misery enable: same as "misery enable 1"
|
|
:misery disable: stop adding new negative thoughts. This will not remove
|
|
existing negative thoughts. Equivalent to "misery 0".
|
|
:misery clear: remove fake thoughts, even after saving and reloading. Does
|
|
not change factor.
|
|
|
|
.. _mode:
|
|
|
|
mode
|
|
====
|
|
This command lets you see and change the game mode directly.
|
|
|
|
.. warning::
|
|
|
|
Only use ``mode`` after making a backup of your save!
|
|
|
|
Not all combinations are good for every situation and most of them will
|
|
produce undesirable results. There are a few good ones though.
|
|
|
|
Examples:
|
|
|
|
* You are in fort game mode, managing your fortress and paused.
|
|
* You switch to the arena game mode, *assume control of a creature* and then
|
|
* switch to adventure game mode(1).
|
|
You just lost a fortress and gained an adventurer. Alternatively:
|
|
|
|
* You are in fort game mode, managing your fortress and paused at the esc menu.
|
|
* You switch to the adventure game mode, assume control of a creature, then save or retire.
|
|
* You just created a returnable mountain home and gained an adventurer.
|
|
|
|
.. _strangemood:
|
|
|
|
strangemood
|
|
===========
|
|
Creates a strange mood job the same way the game itself normally does it.
|
|
|
|
Options:
|
|
|
|
:-force: Ignore normal strange mood preconditions (no recent mood, minimum
|
|
moodable population, artifact limit not reached).
|
|
:-unit: Make the strange mood strike the selected unit instead of picking
|
|
one randomly. Unit eligibility is still enforced.
|
|
:-type <T>: Force the mood to be of a particular type instead of choosing randomly based on happiness.
|
|
Valid values for T are "fey", "secretive", "possessed", "fell", and "macabre".
|
|
:-skill S: Force the mood to use a specific skill instead of choosing the highest moodable skill.
|
|
Valid values are "miner", "carpenter", "engraver", "mason", "tanner", "weaver",
|
|
"clothier", "weaponsmith", "armorsmith", "metalsmith", "gemcutter", "gemsetter",
|
|
"woodcrafter", "stonecrafter", "metalcrafter", "glassmaker", "leatherworker",
|
|
"bonecarver", "bowyer", and "mechanic".
|
|
|
|
Known limitations: if the selected unit is currently performing a job, the mood will not be started.
|
|
|
|
|
|
.. _siege-engine:
|
|
|
|
siege-engine
|
|
============
|
|
Siege engines in DF haven't been updated since the game was 2D, and can
|
|
only aim in four directions. To make them useful above-ground,
|
|
this plugin allows you to:
|
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* link siege engines to stockpiles
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* restrict operator skill levels (like workshops)
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* load any object into a catapult, not just stones
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* aim at a rectangular area in any direction, and across Z-levels
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The front-end is implemented by `gui/siege-engine`.
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.. _power-meter:
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power-meter
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===========
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The power-meter plugin implements a modified pressure plate that detects power being
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supplied to gear boxes built in the four adjacent N/S/W/E tiles.
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The configuration front-end is implemented by `gui/power-meter`.
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.. _steam-engine:
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steam-engine
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============
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The steam-engine plugin detects custom workshops with STEAM_ENGINE in
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their token, and turns them into real steam engines.
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The vanilla game contains only water wheels and windmills as sources of
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power, but windmills give relatively little power, and water wheels require
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flowing water, which must either be a real river and thus immovable and
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limited in supply, or actually flowing and thus laggy.
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Compared to the :wiki:`water reactor <Water_wheel#Dwarven_Water_Reactor>`
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exploit, steam engines make a lot of sense!
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Construction
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------------
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The workshop needs water as its input, which it takes via a
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passable floor tile below it, like usual magma workshops do.
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The magma version also needs magma.
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Due to DFHack limits, the workshop will collapse over true open space.
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However down stairs are passable but support machines, so you can use them.
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After constructing the building itself, machines can be connected
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to the edge tiles that look like gear boxes. Their exact position
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is extracted from the workshop raws.
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Like with collapse above, due to DFHack limits the workshop
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can only immediately connect to machine components built AFTER it.
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This also means that engines cannot be chained without intermediate
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axles built after both engines.
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Operation
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---------
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In order to operate the engine, queue the Stoke Boiler job (optionally
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on repeat). A furnace operator will come, possibly bringing a bar of fuel,
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and perform it. As a result, a "boiling water" item will appear
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in the :kbd:`t` view of the workshop.
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.. note::
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The completion of the job will actually consume one unit
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of the appropriate liquids from below the workshop. This means
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that you cannot just raise 7 units of magma with a piston and
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have infinite power. However, liquid consumption should be slow
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enough that water can be supplied by a pond zone bucket chain.
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Every such item gives 100 power, up to a limit of 300 for coal,
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and 500 for a magma engine. The building can host twice that
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amount of items to provide longer autonomous running. When the
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boiler gets filled to capacity, all queued jobs are suspended;
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once it drops back to 3+1 or 5+1 items, they are re-enabled.
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While the engine is providing power, steam is being consumed.
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The consumption speed includes a fixed 10% waste rate, and
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the remaining 90% are applied proportionally to the actual
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load in the machine. With the engine at nominal 300 power with
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150 load in the system, it will consume steam for actual
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300*(10% + 90%*150/300) = 165 power.
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Masterpiece mechanism and chain will decrease the mechanical
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power drawn by the engine itself from 10 to 5. Masterpiece
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barrel decreases waste rate by 4%. Masterpiece piston and pipe
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decrease it by further 4%, and also decrease the whole steam
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use rate by 10%.
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Explosions
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----------
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The engine must be constructed using barrel, pipe and piston
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from fire-safe, or in the magma version magma-safe metals.
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During operation weak parts get gradually worn out, and
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eventually the engine explodes. It should also explode if
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toppled during operation by a building destroyer, or a
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tantruming dwarf.
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Save files
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----------
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It should be safe to load and view engine-using fortresses
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from a DF version without DFHack installed, except that in such
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case the engines won't work. However actually making modifications
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to them, or machines they connect to (including by pulling levers),
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can easily result in inconsistent state once this plugin is
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available again. The effects may be as weird as negative power
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being generated.
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