2248 lines
		
	
	
		
			99 KiB
		
	
	
	
		
			HTML
		
	
			
		
		
	
	
			2248 lines
		
	
	
		
			99 KiB
		
	
	
	
		
			HTML
		
	
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| <meta name="generator" content="Docutils 0.9: http://docutils.sourceforge.net/" />
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| <title></title>
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| /*
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| :Author: David Goodger (goodger@python.org)
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| :Id: $Id: html4css1.css 7056 2011-06-17 10:50:48Z milde $
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| :Copyright: This stylesheet has been placed in the public domain.
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| </style>
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| </head>
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| <body>
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| <div class="document">
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| 
 | |
| 
 | |
| <div class="section" id="introduction">
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| <h1><a class="toc-backref" href="#id34">Introduction</a></h1>
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| <p>DFHack is a Dwarf Fortress memory access library and a set of basic
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| tools that use it. Tools come in the form of plugins or (not yet)
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| external tools. It is an attempt to unite the various ways tools
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| access DF memory and allow for easier development of new tools.</p>
 | |
| <div class="contents topic" id="contents">
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| <p class="topic-title first">Contents</p>
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| <ul class="simple">
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| <li><a class="reference internal" href="#introduction" id="id34">Introduction</a></li>
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| <li><a class="reference internal" href="#getting-dfhack" id="id35">Getting DFHack</a></li>
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| <li><a class="reference internal" href="#compatibility" id="id36">Compatibility</a></li>
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| <li><a class="reference internal" href="#installation-removal" id="id37">Installation/Removal</a></li>
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| <li><a class="reference internal" href="#using-dfhack" id="id38">Using DFHack</a></li>
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| <li><a class="reference internal" href="#something-doesn-t-work-help" id="id39">Something doesn't work, help!</a></li>
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| <li><a class="reference internal" href="#the-init-file" id="id40">The init file</a></li>
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| <li><a class="reference internal" href="#commands" id="id41">Commands</a><ul>
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| <li><a class="reference internal" href="#adv-bodyswap" id="id42">adv-bodyswap</a><ul>
 | |
| <li><a class="reference internal" href="#usage" id="id43">Usage</a></li>
 | |
| </ul>
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| </li>
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| <li><a class="reference internal" href="#advtools" id="id44">advtools</a><ul>
 | |
| <li><a class="reference internal" href="#id1" id="id45">Usage</a></li>
 | |
| </ul>
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| </li>
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| <li><a class="reference internal" href="#changelayer" id="id46">changelayer</a><ul>
 | |
| <li><a class="reference internal" href="#options" id="id47">Options</a></li>
 | |
| <li><a class="reference internal" href="#examples" id="id48">Examples:</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#changevein" id="id49">changevein</a><ul>
 | |
| <li><a class="reference internal" href="#example" id="id50">Example:</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#changeitem" id="id51">changeitem</a><ul>
 | |
| <li><a class="reference internal" href="#id2" id="id52">Options</a></li>
 | |
| <li><a class="reference internal" href="#id3" id="id53">Examples:</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#cursecheck" id="id54">cursecheck</a><ul>
 | |
| <li><a class="reference internal" href="#id4" id="id55">Options</a></li>
 | |
| <li><a class="reference internal" href="#id5" id="id56">Examples:</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#follow" id="id57">follow</a></li>
 | |
| <li><a class="reference internal" href="#forcepause" id="id58">forcepause</a></li>
 | |
| <li><a class="reference internal" href="#nopause" id="id59">nopause</a></li>
 | |
| <li><a class="reference internal" href="#die" id="id60">die</a></li>
 | |
| <li><a class="reference internal" href="#autodump" id="id61">autodump</a><ul>
 | |
| <li><a class="reference internal" href="#id6" id="id62">Options</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#autodump-destroy-here" id="id63">autodump-destroy-here</a></li>
 | |
| <li><a class="reference internal" href="#autodump-destroy-item" id="id64">autodump-destroy-item</a></li>
 | |
| <li><a class="reference internal" href="#burrow" id="id65">burrow</a><ul>
 | |
| <li><a class="reference internal" href="#id7" id="id66">Options</a></li>
 | |
| <li><a class="reference internal" href="#features" id="id67">Features</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#catsplosion" id="id68">catsplosion</a></li>
 | |
| <li><a class="reference internal" href="#clean" id="id69">clean</a><ul>
 | |
| <li><a class="reference internal" href="#id8" id="id70">Options</a></li>
 | |
| <li><a class="reference internal" href="#extra-options-for-map" id="id71">Extra options for 'map'</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#spotclean" id="id72">spotclean</a></li>
 | |
| <li><a class="reference internal" href="#cleanowned" id="id73">cleanowned</a><ul>
 | |
| <li><a class="reference internal" href="#id9" id="id74">Options</a></li>
 | |
| <li><a class="reference internal" href="#id10" id="id75">Example:</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#colonies" id="id76">colonies</a><ul>
 | |
| <li><a class="reference internal" href="#id11" id="id77">Options</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#deramp-by-zilpin" id="id78">deramp (by zilpin)</a></li>
 | |
| <li><a class="reference internal" href="#dfusion" id="id79">dfusion</a><ul>
 | |
| <li><a class="reference internal" href="#confirmed-working-dfusion-plugins" id="id80">Confirmed working DFusion plugins:</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#drybuckets" id="id81">drybuckets</a></li>
 | |
| <li><a class="reference internal" href="#fastdwarf" id="id82">fastdwarf</a></li>
 | |
| <li><a class="reference internal" href="#feature" id="id83">feature</a><ul>
 | |
| <li><a class="reference internal" href="#id12" id="id84">Options</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#filltraffic" id="id85">filltraffic</a><ul>
 | |
| <li><a class="reference internal" href="#traffic-type-codes" id="id86">Traffic Type Codes:</a></li>
 | |
| <li><a class="reference internal" href="#other-options" id="id87">Other Options:</a></li>
 | |
| <li><a class="reference internal" href="#id13" id="id88">Example:</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#alltraffic" id="id89">alltraffic</a><ul>
 | |
| <li><a class="reference internal" href="#id14" id="id90">Traffic Type Codes:</a></li>
 | |
| <li><a class="reference internal" href="#id15" id="id91">Example:</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#fixdiplomats" id="id92">fixdiplomats</a></li>
 | |
| <li><a class="reference internal" href="#fixmerchants" id="id93">fixmerchants</a></li>
 | |
| <li><a class="reference internal" href="#fixveins" id="id94">fixveins</a></li>
 | |
| <li><a class="reference internal" href="#fixwagons" id="id95">fixwagons</a></li>
 | |
| <li><a class="reference internal" href="#flows" id="id96">flows</a></li>
 | |
| <li><a class="reference internal" href="#getplants" id="id97">getplants</a><ul>
 | |
| <li><a class="reference internal" href="#id16" id="id98">Options</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#tidlers" id="id99">tidlers</a></li>
 | |
| <li><a class="reference internal" href="#twaterlvl" id="id100">twaterlvl</a></li>
 | |
| <li><a class="reference internal" href="#job" id="id101">job</a></li>
 | |
| <li><a class="reference internal" href="#job-material" id="id102">job-material</a></li>
 | |
| <li><a class="reference internal" href="#job-duplicate" id="id103">job-duplicate</a></li>
 | |
| <li><a class="reference internal" href="#keybinding" id="id104">keybinding</a><ul>
 | |
| <li><a class="reference internal" href="#id17" id="id105">Options</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#liquids" id="id106">liquids</a></li>
 | |
| <li><a class="reference internal" href="#liquids-here" id="id107">liquids-here</a></li>
 | |
| <li><a class="reference internal" href="#mode" id="id108">mode</a></li>
 | |
| <li><a class="reference internal" href="#extirpate" id="id109">extirpate</a><ul>
 | |
| <li><a class="reference internal" href="#id18" id="id110">Options</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#grow" id="id111">grow</a></li>
 | |
| <li><a class="reference internal" href="#immolate" id="id112">immolate</a></li>
 | |
| <li><a class="reference internal" href="#probe" id="id113">probe</a></li>
 | |
| <li><a class="reference internal" href="#prospect" id="id114">prospect</a><ul>
 | |
| <li><a class="reference internal" href="#id19" id="id115">Options</a></li>
 | |
| <li><a class="reference internal" href="#pre-embark-estimate" id="id116">Pre-embark estimate</a></li>
 | |
| <li><a class="reference internal" href="#id20" id="id117">Options</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#regrass" id="id118">regrass</a></li>
 | |
| <li><a class="reference internal" href="#rename" id="id119">rename</a><ul>
 | |
| <li><a class="reference internal" href="#id21" id="id120">Options</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#reveal" id="id121">reveal</a></li>
 | |
| <li><a class="reference internal" href="#unreveal" id="id122">unreveal</a></li>
 | |
| <li><a class="reference internal" href="#revtoggle" id="id123">revtoggle</a></li>
 | |
| <li><a class="reference internal" href="#revflood" id="id124">revflood</a></li>
 | |
| <li><a class="reference internal" href="#revforget" id="id125">revforget</a></li>
 | |
| <li><a class="reference internal" href="#lair" id="id126">lair</a><ul>
 | |
| <li><a class="reference internal" href="#id22" id="id127">Options</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#seedwatch" id="id128">seedwatch</a></li>
 | |
| <li><a class="reference internal" href="#showmood" id="id129">showmood</a></li>
 | |
| <li><a class="reference internal" href="#copystock" id="id130">copystock</a></li>
 | |
| <li><a class="reference internal" href="#ssense-stonesense" id="id131">ssense / stonesense</a></li>
 | |
| <li><a class="reference internal" href="#tiletypes" id="id132">tiletypes</a></li>
 | |
| <li><a class="reference internal" href="#tiletypes-commands" id="id133">tiletypes-commands</a></li>
 | |
| <li><a class="reference internal" href="#tiletypes-here" id="id134">tiletypes-here</a></li>
 | |
| <li><a class="reference internal" href="#tiletypes-here-point" id="id135">tiletypes-here-point</a></li>
 | |
| <li><a class="reference internal" href="#tweak" id="id136">tweak</a><ul>
 | |
| <li><a class="reference internal" href="#id23" id="id137">Options</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#tubefill" id="id138">tubefill</a></li>
 | |
| <li><a class="reference internal" href="#digv" id="id139">digv</a></li>
 | |
| <li><a class="reference internal" href="#digvx" id="id140">digvx</a></li>
 | |
| <li><a class="reference internal" href="#digl" id="id141">digl</a></li>
 | |
| <li><a class="reference internal" href="#diglx" id="id142">diglx</a></li>
 | |
| <li><a class="reference internal" href="#digexp" id="id143">digexp</a><ul>
 | |
| <li><a class="reference internal" href="#patterns" id="id144">Patterns:</a></li>
 | |
| <li><a class="reference internal" href="#filters" id="id145">Filters:</a></li>
 | |
| <li><a class="reference internal" href="#id24" id="id146">Examples:</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#digcircle" id="id147">digcircle</a><ul>
 | |
| <li><a class="reference internal" href="#shape" id="id148">Shape:</a></li>
 | |
| <li><a class="reference internal" href="#action" id="id149">Action:</a></li>
 | |
| <li><a class="reference internal" href="#designation-types" id="id150">Designation types:</a></li>
 | |
| <li><a class="reference internal" href="#id25" id="id151">Examples:</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#weather" id="id152">weather</a><ul>
 | |
| <li><a class="reference internal" href="#id26" id="id153">Options:</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#workflow" id="id154">workflow</a><ul>
 | |
| <li><a class="reference internal" href="#id27" id="id155">Usage</a></li>
 | |
| <li><a class="reference internal" href="#function" id="id156">Function</a></li>
 | |
| <li><a class="reference internal" href="#constraint-examples" id="id157">Constraint examples</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#mapexport" id="id158">mapexport</a></li>
 | |
| <li><a class="reference internal" href="#dwarfexport" id="id159">dwarfexport</a></li>
 | |
| <li><a class="reference internal" href="#zone" id="id160">zone</a><ul>
 | |
| <li><a class="reference internal" href="#id28" id="id161">Options:</a></li>
 | |
| <li><a class="reference internal" href="#id29" id="id162">Filters:</a></li>
 | |
| <li><a class="reference internal" href="#usage-with-single-units" id="id163">Usage with single units</a></li>
 | |
| <li><a class="reference internal" href="#usage-with-filters" id="id164">Usage with filters</a></li>
 | |
| <li><a class="reference internal" href="#mass-renaming" id="id165">Mass-renaming</a></li>
 | |
| <li><a class="reference internal" href="#cage-zones" id="id166">Cage zones</a></li>
 | |
| <li><a class="reference internal" href="#id30" id="id167">Examples</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#autonestbox" id="id168">autonestbox</a><ul>
 | |
| <li><a class="reference internal" href="#id31" id="id169">Options:</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#autobutcher" id="id170">autobutcher</a><ul>
 | |
| <li><a class="reference internal" href="#id32" id="id171">Options:</a></li>
 | |
| <li><a class="reference internal" href="#id33" id="id172">Examples:</a></li>
 | |
| <li><a class="reference internal" href="#note" id="id173">Note:</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| <li><a class="reference internal" href="#autolabor" id="id174">autolabor</a></li>
 | |
| </ul>
 | |
| </li>
 | |
| </ul>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="getting-dfhack">
 | |
| <h1><a class="toc-backref" href="#id35">Getting DFHack</a></h1>
 | |
| <p>The project is currently hosted on <a class="reference external" href="http://www.github.com/">github</a>, for both source and
 | |
| binaries at  <a class="reference external" href="http://github.com/peterix/dfhack">http://github.com/peterix/dfhack</a></p>
 | |
| <p>Releases can be downloaded from here: <a class="reference external" href="https://github.com/peterix/dfhack/downloads">https://github.com/peterix/dfhack/downloads</a></p>
 | |
| <p>All new releases are announced in the bay12 thread: <a class="reference external" href="http://tinyurl.com/dfhack-ng">http://tinyurl.com/dfhack-ng</a></p>
 | |
| </div>
 | |
| <div class="section" id="compatibility">
 | |
| <h1><a class="toc-backref" href="#id36">Compatibility</a></h1>
 | |
| <p>DFHack works on Windows XP, Vista, 7 or any modern Linux distribution.
 | |
| OSX is not supported due to lack of developers with a Mac.</p>
 | |
| <p>Currently, versions 0.34.08 - 0.34.11 are supported. If you need DFHack
 | |
| for older versions, look for older releases.</p>
 | |
| <p>On Windows, you have to use the SDL version of DF.</p>
 | |
| <p>It is possible to use the Windows DFHack under wine/OSX.</p>
 | |
| </div>
 | |
| <div class="section" id="installation-removal">
 | |
| <h1><a class="toc-backref" href="#id37">Installation/Removal</a></h1>
 | |
| <p>Installing DFhack involves copying files into your DF folder.
 | |
| Copy the files from a release archive so that:</p>
 | |
| <blockquote>
 | |
| <ul class="simple">
 | |
| <li>On Windows, SDL.dll is replaced</li>
 | |
| <li>On Linux, the 'dfhack' script is placed in the same folder as the 'df' script</li>
 | |
| </ul>
 | |
| </blockquote>
 | |
| <p>Uninstalling is basically the same, in reverse:</p>
 | |
| <blockquote>
 | |
| <ul class="simple">
 | |
| <li>On Windows, first delete SDL.dll and rename SDLreal.dll to SDL.dll. Then
 | |
| remove the other DFHack files</li>
 | |
| <li>On Linux, Remove the DFHack files.</li>
 | |
| </ul>
 | |
| </blockquote>
 | |
| <p>The stonesense plugin might require some additional libraries on Linux.</p>
 | |
| <p>If any of the plugins or dfhack itself refuses to load, check the stderr.log
 | |
| file created in your DF folder.</p>
 | |
| </div>
 | |
| <div class="section" id="using-dfhack">
 | |
| <h1><a class="toc-backref" href="#id38">Using DFHack</a></h1>
 | |
| <p>DFHack basically extends what DF can do with something similar to the drop-down
 | |
| console found in Quake engine games. On Windows, this is a separate command line
 | |
| window. On linux, the terminal used to launch the dfhack script is taken over
 | |
| (so, make sure you start from a terminal). Basic interaction with dfhack
 | |
| involves entering commands into the console. For some basic instroduction,
 | |
| use the 'help' command. To list all possible commands, use the 'ls' command.
 | |
| Many commands have their own help or detailed description. You can use
 | |
| 'command help' or 'command ?' to show that.</p>
 | |
| <p>The command line has some nice line editing capabilities, including history
 | |
| that's preserved between different runs of DF (use up/down keys to go through
 | |
| the history).</p>
 | |
| <p>The second way to interact with DFHack is to bind the available commands
 | |
| to in-game hotkeys. The old way to do this is via the hotkey/zoom menu (normally
 | |
| opened with the 'h' key). Binding the commands is done by assigning a command as
 | |
| a hotkey name (with 'n').</p>
 | |
| <p>A new and more flexible way is the keybinding command in the dfhack console.
 | |
| However, bindings created this way are not automatically remembered between runs
 | |
| of the game, so it becomes necessary to use the dfhack.init file to ensure that
 | |
| they are re-created every time it is loaded.</p>
 | |
| <p>Interactive commands like 'liquids' cannot be used as hotkeys.</p>
 | |
| <p>Most of the commands come from plugins. Those reside in 'hack/plugins/'.</p>
 | |
| </div>
 | |
| <div class="section" id="something-doesn-t-work-help">
 | |
| <h1><a class="toc-backref" href="#id39">Something doesn't work, help!</a></h1>
 | |
| <p>First, don't panic :) Second, dfhack keeps a few log files in DF's folder
 | |
| - stderr.log and stdout.log. You can look at those and possibly find out what's
 | |
| happening.
 | |
| If you found a bug, you can either report it in the bay12 DFHack thread,
 | |
| the issues tracker on github, contact me (<a class="reference external" href="mailto:peterix@gmail.com">peterix@gmail.com</a>) or visit the
 | |
| #dfhack IRC channel on freenode.</p>
 | |
| </div>
 | |
| <div class="section" id="the-init-file">
 | |
| <h1><a class="toc-backref" href="#id40">The init file</a></h1>
 | |
| <p>If your DF folder contains a file named dfhack.init, its contents will be run
 | |
| every time you start DF. This allows setting up keybindings. An example file
 | |
| is provided as dfhack.init-example - you can tweak it and rename to dfhack.init
 | |
| if you want to use this functionality.</p>
 | |
| </div>
 | |
| <div class="section" id="commands">
 | |
| <h1><a class="toc-backref" href="#id41">Commands</a></h1>
 | |
| <p>Almost all the commands support using the 'help <command-name>' built-in command
 | |
| to retrieve further help without having to look at this document. Alternatively,
 | |
| some accept a 'help'/'?' option on their command line.</p>
 | |
| <div class="section" id="adv-bodyswap">
 | |
| <h2><a class="toc-backref" href="#id42">adv-bodyswap</a></h2>
 | |
| <p>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.</p>
 | |
| <div class="section" id="usage">
 | |
| <h3><a class="toc-backref" href="#id43">Usage</a></h3>
 | |
| <blockquote>
 | |
| <ul class="simple">
 | |
| <li>When viewing unit details, body-swaps into that unit.</li>
 | |
| <li>In the main adventure mode screen, reverts transient swap.</li>
 | |
| </ul>
 | |
| </blockquote>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="advtools">
 | |
| <h2><a class="toc-backref" href="#id44">advtools</a></h2>
 | |
| <p>A package of different adventure mode tools (currently just one)</p>
 | |
| <div class="section" id="id1">
 | |
| <h3><a class="toc-backref" href="#id45">Usage</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name" colspan="2">list-equipped [all]:</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body">List armor and weapons equipped by your companions.
 | |
| If all is specified, also lists non-metal clothing.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name" colspan="2">metal-detector [all-types] [non-trader]:</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body">Reveal metal armor and weapons in
 | |
| shops. The options disable the checks
 | |
| on item type and being in shop.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="changelayer">
 | |
| <h2><a class="toc-backref" href="#id46">changelayer</a></h2>
 | |
| <p>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.</p>
 | |
| <p>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.</p>
 | |
| <div class="section" id="options">
 | |
| <h3><a class="toc-backref" href="#id47">Options</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">all_biomes:</th><td class="field-body">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.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">all_layers:</th><td class="field-body">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.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">force:</th><td class="field-body">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.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">verbose:</th><td class="field-body">Give some details about what is being changed.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">trouble:</th><td class="field-body">Give some advice about known problems.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| <div class="section" id="examples">
 | |
| <h3><a class="toc-backref" href="#id48">Examples:</a></h3>
 | |
| <dl class="docutils">
 | |
| <dt><tt class="docutils literal">changelayer GRANITE</tt></dt>
 | |
| <dd>Convert layer at cursor position into granite.</dd>
 | |
| <dt><tt class="docutils literal">changelayer SILTY_CLAY force</tt></dt>
 | |
| <dd>Convert layer at cursor position into clay even if it's stone.</dd>
 | |
| <dt><tt class="docutils literal">changelayer MARBLE all_biomes all_layers</tt></dt>
 | |
| <dd>Convert all layers of all biomes which are not soil into marble.</dd>
 | |
| </dl>
 | |
| <div class="note">
 | |
| <p class="first admonition-title">Note</p>
 | |
| <ul class="last simple">
 | |
| <li>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.</li>
 | |
| <li>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.</li>
 | |
| <li>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?</li>
 | |
| </ul>
 | |
| </div>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="changevein">
 | |
| <h2><a class="toc-backref" href="#id49">changevein</a></h2>
 | |
| <p>Changes material of the vein under cursor to the specified inorganic RAW
 | |
| material.</p>
 | |
| <div class="section" id="example">
 | |
| <h3><a class="toc-backref" href="#id50">Example:</a></h3>
 | |
| <dl class="docutils">
 | |
| <dt><tt class="docutils literal">changevein NATIVE_PLATINUM</tt></dt>
 | |
| <dd>Convert vein at cursor position into platinum ore.</dd>
 | |
| </dl>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="changeitem">
 | |
| <h2><a class="toc-backref" href="#id51">changeitem</a></h2>
 | |
| <p>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.</p>
 | |
| <div class="section" id="id2">
 | |
| <h3><a class="toc-backref" href="#id52">Options</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">info:</th><td class="field-body">Don't change anything, print some info instead.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">here:</th><td class="field-body">Change all items at the cursor position. Requires in-game cursor.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">material, m:</th><td class="field-body">Change material. Must be followed by valid material RAW id.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">quality, q:</th><td class="field-body">Change base quality. Must be followed by number (0-5).</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">force:</th><td class="field-body">Ignore subtypes, force change to new material.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| <div class="section" id="id3">
 | |
| <h3><a class="toc-backref" href="#id53">Examples:</a></h3>
 | |
| <dl class="docutils">
 | |
| <dt><tt class="docutils literal">changeitem m INORGANIC:GRANITE here</tt></dt>
 | |
| <dd>Change material of all items under the cursor to granite.</dd>
 | |
| <dt><tt class="docutils literal">changeitem q 5</tt></dt>
 | |
| <dd>Change currently selected item to masterpiece quality.</dd>
 | |
| </dl>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="cursecheck">
 | |
| <h2><a class="toc-backref" href="#id54">cursecheck</a></h2>
 | |
| <p>Checks a single map tile or the whole map/world for cursed creatures (ghosts,
 | |
| vampires, necromancers, werebeasts, zombies).</p>
 | |
| <p>With an active in-game cursor only the selected tile will be observed.
 | |
| Without a cursor the whole map will be checked.</p>
 | |
| <p>By default cursed creatures will be only counted in case you just want to find
 | |
| out if you have any of them running around in your fort. Dead and passive
 | |
| creatures (ghosts who were put to rest, killed vampires, ...) are ignored.
 | |
| Undead skeletons, corpses, bodyparts and the like are all thrown into the curse
 | |
| category "zombie". Anonymous zombies and resurrected body parts will show
 | |
| as "unnamed creature".</p>
 | |
| <div class="section" id="id4">
 | |
| <h3><a class="toc-backref" href="#id55">Options</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">detail:</th><td class="field-body">Print full name, date of birth, date of curse and some status
 | |
| info (some vampires might use fake identities in-game, though).</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">nick:</th><td class="field-body">Set the type of curse as nickname (does not always show up
 | |
| in-game, some vamps don't like nicknames).</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">all:</th><td class="field-body">Include dead and passive cursed creatures (can result in a quite
 | |
| long list after having FUN with necromancers).</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">verbose:</th><td class="field-body">Print all curse tags (if you really want to know it all).</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| <div class="section" id="id5">
 | |
| <h3><a class="toc-backref" href="#id56">Examples:</a></h3>
 | |
| <dl class="docutils">
 | |
| <dt><tt class="docutils literal">cursecheck detail all</tt></dt>
 | |
| <dd>Give detailed info about all cursed creatures including deceased ones (no
 | |
| in-game cursor).</dd>
 | |
| <dt><tt class="docutils literal">cursecheck nick</tt></dt>
 | |
| <dd>Give a nickname all living/active cursed creatures on the map(no in-game
 | |
| cursor).</dd>
 | |
| </dl>
 | |
| <div class="note">
 | |
| <p class="first admonition-title">Note</p>
 | |
| <ul class="last simple">
 | |
| <li>If you do a full search (with the option "all") former ghosts will show up
 | |
| with the cursetype "unknown" because their ghostly flag is not set
 | |
| anymore. But if you happen to find a living/active creature with cursetype
 | |
| "unknown" please report that in the dfhack thread on the modding forum or
 | |
| per irc. This is likely to happen with mods which introduce new types
 | |
| of curses, for example.</li>
 | |
| </ul>
 | |
| </div>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="follow">
 | |
| <h2><a class="toc-backref" href="#id57">follow</a></h2>
 | |
| <p>Makes the game view follow the currently highlighted unit after you exit from
 | |
| current menu/cursor mode. Handy for watching dwarves running around. Deactivated
 | |
| by moving the view manually.</p>
 | |
| </div>
 | |
| <div class="section" id="forcepause">
 | |
| <h2><a class="toc-backref" href="#id58">forcepause</a></h2>
 | |
| <p>Forces DF to pause. This is useful when your FPS drops below 1 and you lose
 | |
| control of the game.</p>
 | |
| <blockquote>
 | |
| <ul class="simple">
 | |
| <li>Activate with 'forcepause 1'</li>
 | |
| <li>Deactivate with 'forcepause 0'</li>
 | |
| </ul>
 | |
| </blockquote>
 | |
| </div>
 | |
| <div class="section" id="nopause">
 | |
| <h2><a class="toc-backref" href="#id59">nopause</a></h2>
 | |
| <p>Disables pausing (both manual and automatic) with the exception of pause forced
 | |
| by 'reveal hell'. This is nice for digging under rivers.</p>
 | |
| </div>
 | |
| <div class="section" id="die">
 | |
| <h2><a class="toc-backref" href="#id60">die</a></h2>
 | |
| <p>Instantly kills DF without saving.</p>
 | |
| </div>
 | |
| <div class="section" id="autodump">
 | |
| <h2><a class="toc-backref" href="#id61">autodump</a></h2>
 | |
| <p>This utility lets you quickly move all items designated to be dumped.
 | |
| Items are instantly moved to the cursor position, the dump flag is unset,
 | |
| and the forbid flag is set, as if it had been dumped normally.
 | |
| Be aware that any active dump item tasks still point at the item.</p>
 | |
| <p>Cursor must be placed on a floor tile so the items can be dumped there.</p>
 | |
| <div class="section" id="id6">
 | |
| <h3><a class="toc-backref" href="#id62">Options</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">destroy:</th><td class="field-body">Destroy instead of dumping. Doesn't require a cursor.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">destroy-here:</th><td class="field-body">Destroy items only under the cursor.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">visible:</th><td class="field-body">Only process items that are not hidden.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">hidden:</th><td class="field-body">Only process hidden items.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">forbidden:</th><td class="field-body">Only process forbidden items (default: only unforbidden).</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="autodump-destroy-here">
 | |
| <h2><a class="toc-backref" href="#id63">autodump-destroy-here</a></h2>
 | |
| <p>Destroy items marked for dumping under cursor. Identical to autodump
 | |
| destroy-here, but intended for use as keybinding.</p>
 | |
| </div>
 | |
| <div class="section" id="autodump-destroy-item">
 | |
| <h2><a class="toc-backref" href="#id64">autodump-destroy-item</a></h2>
 | |
| <p>Destroy the selected item. The item may be selected in the 'k' list, or inside
 | |
| a container. If called again before the game is resumed, cancels destroy.</p>
 | |
| </div>
 | |
| <div class="section" id="burrow">
 | |
| <h2><a class="toc-backref" href="#id65">burrow</a></h2>
 | |
| <p>Miscellaneous burrow control. Allows manipulating burrows and automated burrow
 | |
| expansion while digging.</p>
 | |
| <div class="section" id="id7">
 | |
| <h3><a class="toc-backref" href="#id66">Options</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name" colspan="2">enable feature ...:</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body"></td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name" colspan="2">disable feature ...:</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body">Enable or Disable features of the plugin.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name" colspan="2">clear-unit burrow burrow ...:</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body"></td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name" colspan="2">clear-tiles burrow burrow ...:</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body">Removes all units or tiles from the burrows.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name" colspan="2">set-units target-burrow src-burrow ...:</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body"></td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name" colspan="2">add-units target-burrow src-burrow ...:</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body"></td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name" colspan="2">remove-units target-burrow src-burrow ...:</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body">Adds or removes units in source
 | |
| burrows to/from the target burrow. Set is equivalent to clear and add.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name" colspan="2">set-tiles target-burrow src-burrow ...:</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body"></td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name" colspan="2">add-tiles target-burrow src-burrow ...:</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body"></td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name" colspan="2">remove-tiles target-burrow src-burrow ...:</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body">Adds or removes tiles in source
 | |
| burrows to/from the target burrow. 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</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| <div class="section" id="features">
 | |
| <h3><a class="toc-backref" href="#id67">Features</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">auto-grow:</th><td class="field-body">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.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="catsplosion">
 | |
| <h2><a class="toc-backref" href="#id68">catsplosion</a></h2>
 | |
| <p>Makes cats just <em>multiply</em>. It is not a good idea to run this more than once or
 | |
| twice.</p>
 | |
| </div>
 | |
| <div class="section" id="clean">
 | |
| <h2><a class="toc-backref" href="#id69">clean</a></h2>
 | |
| <p>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.</p>
 | |
| <div class="section" id="id8">
 | |
| <h3><a class="toc-backref" href="#id70">Options</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">map:</th><td class="field-body">Clean the map tiles. By default, it leaves mud and snow alone.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">units:</th><td class="field-body">Clean the creatures. Will also clean hostiles.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">items:</th><td class="field-body">Clean all the items. Even a poisoned blade.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| <div class="section" id="extra-options-for-map">
 | |
| <h3><a class="toc-backref" href="#id71">Extra options for 'map'</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">mud:</th><td class="field-body">Remove mud in addition to the normal stuff.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">snow:</th><td class="field-body">Also remove snow coverings.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="spotclean">
 | |
| <h2><a class="toc-backref" href="#id72">spotclean</a></h2>
 | |
| <p>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.</p>
 | |
| </div>
 | |
| <div class="section" id="cleanowned">
 | |
| <h2><a class="toc-backref" href="#id73">cleanowned</a></h2>
 | |
| <p>Confiscates items owned by dwarfs. By default, owned food on the floor
 | |
| and rotten items are confistacted and dumped.</p>
 | |
| <div class="section" id="id9">
 | |
| <h3><a class="toc-backref" href="#id74">Options</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">all:</th><td class="field-body">confiscate all owned items</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">scattered:</th><td class="field-body">confiscated and dump all items scattered on the floor</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">x:</th><td class="field-body">confiscate/dump items with wear level 'x' and more</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">X:</th><td class="field-body">confiscate/dump items with wear level 'X' and more</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">dryrun:</th><td class="field-body">a dry run. combine with other options to see what will happen
 | |
| without it actually happening.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| <div class="section" id="id10">
 | |
| <h3><a class="toc-backref" href="#id75">Example:</a></h3>
 | |
| <p><tt class="docutils literal">cleanowned scattered X</tt> : This will confiscate rotten and dropped food, garbage on the floors and any worn items with 'X' damage and above.</p>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="colonies">
 | |
| <h2><a class="toc-backref" href="#id76">colonies</a></h2>
 | |
| <p>Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.</p>
 | |
| <div class="section" id="id11">
 | |
| <h3><a class="toc-backref" href="#id77">Options</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">bees:</th><td class="field-body">turn colonies into honey bee colonies</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="deramp-by-zilpin">
 | |
| <h2><a class="toc-backref" href="#id78">deramp (by zilpin)</a></h2>
 | |
| <p>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).</p>
 | |
| </div>
 | |
| <div class="section" id="dfusion">
 | |
| <h2><a class="toc-backref" href="#id79">dfusion</a></h2>
 | |
| <p>This is the DFusion lua plugin system by warmist/darius, running as a DFHack plugin.</p>
 | |
| <p>See the bay12 thread for details: <a class="reference external" href="http://www.bay12forums.com/smf/index.php?topic=69682.15">http://www.bay12forums.com/smf/index.php?topic=69682.15</a></p>
 | |
| <div class="section" id="confirmed-working-dfusion-plugins">
 | |
| <h3><a class="toc-backref" href="#id80">Confirmed working DFusion plugins:</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">simple_embark:</th><td class="field-body">allows changing the number of dwarves available on embark.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| <div class="note">
 | |
| <p class="first admonition-title">Note</p>
 | |
| <ul class="last simple">
 | |
| <li>Some of the DFusion plugins aren't completely ported yet. This can lead to crashes.</li>
 | |
| <li>This is currently working only on Windows.</li>
 | |
| <li>The game will be suspended while you're using dfusion. Don't panic when it doen't respond.</li>
 | |
| </ul>
 | |
| </div>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="drybuckets">
 | |
| <h2><a class="toc-backref" href="#id81">drybuckets</a></h2>
 | |
| <p>This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.</p>
 | |
| </div>
 | |
| <div class="section" id="fastdwarf">
 | |
| <h2><a class="toc-backref" href="#id82">fastdwarf</a></h2>
 | |
| <p>Makes your minions move at ludicrous speeds.</p>
 | |
| <blockquote>
 | |
| <ul class="simple">
 | |
| <li>Activate with 'fastdwarf 1'</li>
 | |
| <li>Deactivate with 'fastdwarf 0'</li>
 | |
| </ul>
 | |
| </blockquote>
 | |
| </div>
 | |
| <div class="section" id="feature">
 | |
| <h2><a class="toc-backref" href="#id83">feature</a></h2>
 | |
| <p>Enables management of map features.</p>
 | |
| <ul class="simple">
 | |
| <li>Discovering a magma feature (magma pool, volcano, magma sea, or curious
 | |
| underground structure) permits magma workshops and furnaces to be built.</li>
 | |
| <li>Discovering a cavern layer causes plants (trees, shrubs, and grass) from
 | |
| that cavern to grow within your fortress.</li>
 | |
| </ul>
 | |
| <div class="section" id="id12">
 | |
| <h3><a class="toc-backref" href="#id84">Options</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">list:</th><td class="field-body">Lists all map features in your current embark by index.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">show X:</th><td class="field-body">Marks the selected map feature as discovered.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">hide X:</th><td class="field-body">Marks the selected map feature as undiscovered.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="filltraffic">
 | |
| <h2><a class="toc-backref" href="#id85">filltraffic</a></h2>
 | |
| <p>Set traffic designations using flood-fill starting at the cursor.</p>
 | |
| <div class="section" id="traffic-type-codes">
 | |
| <h3><a class="toc-backref" href="#id86">Traffic Type Codes:</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">H:</th><td class="field-body">High Traffic</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">N:</th><td class="field-body">Normal Traffic</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">L:</th><td class="field-body">Low Traffic</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">R:</th><td class="field-body">Restricted Traffic</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| <div class="section" id="other-options">
 | |
| <h3><a class="toc-backref" href="#id87">Other Options:</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">X:</th><td class="field-body">Fill accross z-levels.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">B:</th><td class="field-body">Include buildings and stockpiles.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">P:</th><td class="field-body">Include empty space.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| <div class="section" id="id13">
 | |
| <h3><a class="toc-backref" href="#id88">Example:</a></h3>
 | |
| <p>'filltraffic H' - When used in a room with doors, it will set traffic to HIGH in just that room.</p>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="alltraffic">
 | |
| <h2><a class="toc-backref" href="#id89">alltraffic</a></h2>
 | |
| <p>Set traffic designations for every single tile of the map (useful for resetting traffic designations).</p>
 | |
| <div class="section" id="id14">
 | |
| <h3><a class="toc-backref" href="#id90">Traffic Type Codes:</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">H:</th><td class="field-body">High Traffic</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">N:</th><td class="field-body">Normal Traffic</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">L:</th><td class="field-body">Low Traffic</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">R:</th><td class="field-body">Restricted Traffic</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| <div class="section" id="id15">
 | |
| <h3><a class="toc-backref" href="#id91">Example:</a></h3>
 | |
| <p>'alltraffic N' - Set traffic to 'normal' for all tiles.</p>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="fixdiplomats">
 | |
| <h2><a class="toc-backref" href="#id92">fixdiplomats</a></h2>
 | |
| <p>Up to version 0.31.12, Elves only sent Diplomats to your fortress to propose
 | |
| tree cutting quotas due to a bug; once that bug was fixed, Elves stopped caring
 | |
| about excess tree cutting. This command adds a Diplomat position to all Elven
 | |
| civilizations, allowing them to negotiate tree cutting quotas (and allowing you
 | |
| to violate them and potentially start wars) in case you haven't already modified
 | |
| your raws accordingly.</p>
 | |
| </div>
 | |
| <div class="section" id="fixmerchants">
 | |
| <h2><a class="toc-backref" href="#id93">fixmerchants</a></h2>
 | |
| <p>This command adds the Guild Representative position to all Human civilizations,
 | |
| allowing them to make trade agreements (just as they did back in 0.28.181.40d
 | |
| and earlier) in case you haven't already modified your raws accordingly.</p>
 | |
| </div>
 | |
| <div class="section" id="fixveins">
 | |
| <h2><a class="toc-backref" href="#id94">fixveins</a></h2>
 | |
| <p>Removes invalid references to mineral inclusions and restores missing ones.
 | |
| Use this if you broke your embark with tools like tiletypes, or if you
 | |
| accidentally placed a construction on top of a valuable mineral floor.</p>
 | |
| </div>
 | |
| <div class="section" id="fixwagons">
 | |
| <h2><a class="toc-backref" href="#id95">fixwagons</a></h2>
 | |
| <p>Due to a bug in all releases of version 0.31, merchants no longer bring wagons
 | |
| with their caravans. This command re-enables them for all appropriate
 | |
| civilizations.</p>
 | |
| </div>
 | |
| <div class="section" id="flows">
 | |
| <h2><a class="toc-backref" href="#id96">flows</a></h2>
 | |
| <p>A tool for checking how many tiles contain flowing liquids. If you suspect that
 | |
| your magma sea leaks into HFS, you can use this tool to be sure without
 | |
| revealing the map.</p>
 | |
| </div>
 | |
| <div class="section" id="getplants">
 | |
| <h2><a class="toc-backref" href="#id97">getplants</a></h2>
 | |
| <p>This tool allows plant gathering and tree cutting by RAW ID. Specify the types
 | |
| of trees to cut down and/or shrubs to gather by their plant names, separated
 | |
| by spaces.</p>
 | |
| <div class="section" id="id16">
 | |
| <h3><a class="toc-backref" href="#id98">Options</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">-t:</th><td class="field-body">Select trees only (exclude shrubs)</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">-s:</th><td class="field-body">Select shrubs only (exclude trees)</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">-c:</th><td class="field-body">Clear designations instead of setting them</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">-x:</th><td class="field-body">Apply selected action to all plants except those specified (invert
 | |
| selection)</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| <p>Specifying both -t and -s will have no effect. If no plant IDs are specified,
 | |
| all valid plant IDs will be listed.</p>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="tidlers">
 | |
| <h2><a class="toc-backref" href="#id99">tidlers</a></h2>
 | |
| <p>Toggle between all possible positions where the idlers count can be placed.</p>
 | |
| </div>
 | |
| <div class="section" id="twaterlvl">
 | |
| <h2><a class="toc-backref" href="#id100">twaterlvl</a></h2>
 | |
| <p>Toggle between displaying/not displaying liquid depth as numbers.</p>
 | |
| </div>
 | |
| <div class="section" id="job">
 | |
| <h2><a class="toc-backref" href="#id101">job</a></h2>
 | |
| <p>Command for general job query and manipulation.</p>
 | |
| <dl class="docutils">
 | |
| <dt>Options:</dt>
 | |
| <dd><ul class="first last simple">
 | |
| <li>no extra options - Print details of the current job. The job can be selected
 | |
| in a workshop, or the unit/jobs screen.</li>
 | |
| <li>list - Print details of all jobs in the selected workshop.</li>
 | |
| <li>item-material <item-idx> <material[:subtoken]> - Replace the exact material
 | |
| id in the job item.</li>
 | |
| <li>item-type <item-idx> <type[:subtype]> - Replace the exact item type id in
 | |
| the job item.</li>
 | |
| </ul>
 | |
| </dd>
 | |
| </dl>
 | |
| </div>
 | |
| <div class="section" id="job-material">
 | |
| <h2><a class="toc-backref" href="#id102">job-material</a></h2>
 | |
| <p>Alter the material of the selected job.</p>
 | |
| <p>Invoked as: job-material <inorganic-token></p>
 | |
| <dl class="docutils">
 | |
| <dt>Intended to be used as a keybinding:</dt>
 | |
| <dd><ul class="first last simple">
 | |
| <li>In '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.</li>
 | |
| <li>In 'b' mode, during selection of building components positions the cursor
 | |
| over the first available choice with the matching material.</li>
 | |
| </ul>
 | |
| </dd>
 | |
| </dl>
 | |
| </div>
 | |
| <div class="section" id="job-duplicate">
 | |
| <h2><a class="toc-backref" href="#id103">job-duplicate</a></h2>
 | |
| <dl class="docutils">
 | |
| <dt>Duplicate the selected job in a workshop:</dt>
 | |
| <dd><ul class="first last simple">
 | |
| <li>In 'q' mode, when a job is highlighted within a workshop or furnace building,
 | |
| instantly duplicates the job.</li>
 | |
| </ul>
 | |
| </dd>
 | |
| </dl>
 | |
| </div>
 | |
| <div class="section" id="keybinding">
 | |
| <h2><a class="toc-backref" href="#id104">keybinding</a></h2>
 | |
| <p>Manages DFHack keybindings.</p>
 | |
| <p>Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z.</p>
 | |
| <div class="section" id="id17">
 | |
| <h3><a class="toc-backref" href="#id105">Options</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name" colspan="2">keybinding list <key>:</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body">List bindings active for the key combination.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name" colspan="2">keybinding clear <key> <key>...:</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body">Remove bindings for the specified keys.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name" colspan="2">keybinding add <key> "cmdline" "cmdline"...:</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body">Add bindings for the specified
 | |
| key.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name" colspan="2">keybinding set <key> "cmdline" "cmdline"...:</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body">Clear, and then add bindings for
 | |
| the specified key.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| <p>When multiple commands are bound to the same key combination, DFHack selects
 | |
| the first applicable one. Later 'add' commands, and earlier entries within one
 | |
| 'add' command have priority. Commands that are not specifically intended for use
 | |
| as a hotkey are always considered applicable.</p>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="liquids">
 | |
| <h2><a class="toc-backref" href="#id106">liquids</a></h2>
 | |
| <p>Allows adding magma, water and obsidian to the game. It replaces the normal
 | |
| dfhack command line and can't be used from a hotkey. 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).</p>
 | |
| <p>For more information, refer to the command's internal help.</p>
 | |
| <div class="note">
 | |
| <p class="first admonition-title">Note</p>
 | |
| <p class="last">Spawning and deleting liquids can F up pathing data and
 | |
| temperatures (creating heat traps). You've been warned.</p>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="liquids-here">
 | |
| <h2><a class="toc-backref" href="#id107">liquids-here</a></h2>
 | |
| <p>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).</p>
 | |
| <p>Intended to be used as keybinding. Requires an active in-game cursor.</p>
 | |
| </div>
 | |
| <div class="section" id="mode">
 | |
| <h2><a class="toc-backref" href="#id108">mode</a></h2>
 | |
| <p>This command lets you see and change the game mode directly.
 | |
| Not all combinations are good for every situation and most of them will
 | |
| produce undesirable results. There are a few good ones though.</p>
 | |
| <div class="admonition-example admonition">
 | |
| <p class="first admonition-title">Example</p>
 | |
| <p class="last">You are in fort game mode, managing your fortress and paused.
 | |
| You switch to the arena game mode, <em>assume control of a creature</em> and then
 | |
| switch to adventure game mode(1).
 | |
| You just lost a fortress and gained an adventurer.
 | |
| You could also do this.
 | |
| You are in fort game mode, managing your fortress and paused at the esc menu.
 | |
| You switch to the adventure game mode, then use Dfusion to <em>assume control of a creature</em> and then
 | |
| save or retire.
 | |
| You just created a returnable mountain home and gained an adventurer.</p>
 | |
| </div>
 | |
| <p>I take no responsibility of anything that happens as a result of using this tool</p>
 | |
| </div>
 | |
| <div class="section" id="extirpate">
 | |
| <h2><a class="toc-backref" href="#id109">extirpate</a></h2>
 | |
| <p>A tool for getting rid of trees and shrubs. By default, it only kills
 | |
| a tree/shrub under the cursor. The plants are turned into ashes instantly.</p>
 | |
| <div class="section" id="id18">
 | |
| <h3><a class="toc-backref" href="#id110">Options</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">shrubs:</th><td class="field-body">affect all shrubs on the map</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">trees:</th><td class="field-body">affect all trees on the map</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">all:</th><td class="field-body">affect every plant!</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="grow">
 | |
| <h2><a class="toc-backref" href="#id111">grow</a></h2>
 | |
| <p>Makes all saplings present on the map grow into trees (almost) instantly.</p>
 | |
| </div>
 | |
| <div class="section" id="immolate">
 | |
| <h2><a class="toc-backref" href="#id112">immolate</a></h2>
 | |
| <p>Very similar to extirpate, but additionally sets the plants on fire. The fires
 | |
| can and <em>will</em> spread ;)</p>
 | |
| </div>
 | |
| <div class="section" id="probe">
 | |
| <h2><a class="toc-backref" href="#id113">probe</a></h2>
 | |
| <p>Can be used to determine tile properties like temperature.</p>
 | |
| </div>
 | |
| <div class="section" id="prospect">
 | |
| <h2><a class="toc-backref" href="#id114">prospect</a></h2>
 | |
| <p>Prints a big list of all the present minerals and plants. By default, only
 | |
| the visible part of the map is scanned.</p>
 | |
| <div class="section" id="id19">
 | |
| <h3><a class="toc-backref" href="#id115">Options</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">all:</th><td class="field-body">Scan the whole map, as if it was revealed.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">value:</th><td class="field-body">Show material value in the output. Most useful for gems.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">hell:</th><td class="field-body">Show the Z range of HFS tubes. Implies 'all'.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| <div class="section" id="pre-embark-estimate">
 | |
| <h3><a class="toc-backref" href="#id116">Pre-embark estimate</a></h3>
 | |
| <p>If called during the embark selection screen, displays an estimate of layer
 | |
| stone availability. If the 'all' option is specified, also estimates veins.
 | |
| The estimate is computed either for 1 embark tile of the blinking biome, or
 | |
| for all tiles of the embark rectangle.</p>
 | |
| </div>
 | |
| <div class="section" id="id20">
 | |
| <h3><a class="toc-backref" href="#id117">Options</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">all:</th><td class="field-body">processes all tiles, even hidden ones.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="regrass">
 | |
| <h2><a class="toc-backref" href="#id118">regrass</a></h2>
 | |
| <p>Regrows grass. Not much to it ;)</p>
 | |
| </div>
 | |
| <div class="section" id="rename">
 | |
| <h2><a class="toc-backref" href="#id119">rename</a></h2>
 | |
| <p>Allows renaming various things.</p>
 | |
| <div class="section" id="id21">
 | |
| <h3><a class="toc-backref" href="#id120">Options</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name" colspan="2">rename squad <index> "name":</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body">Rename squad by index to 'name'.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name" colspan="2">rename hotkey <index> "name":</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body">Rename hotkey by index. This allows assigning
 | |
| longer commands to the DF hotkeys.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name" colspan="2">rename unit "nickname":</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body">Rename a unit/creature highlighted in the DF user
 | |
| interface.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name" colspan="2">rename unit-profession "custom profession":</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body">Change proffession name of the
 | |
| highlighted unit/creature.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="reveal">
 | |
| <h2><a class="toc-backref" href="#id121">reveal</a></h2>
 | |
| <p>This reveals the map. By default, HFS will remain hidden so that the demons
 | |
| don't spawn. You can use 'reveal hell' to reveal everything. With hell revealed,
 | |
| you won't be able to unpause until you hide the map again. If you really want
 | |
| to unpause with hell revealed, use 'reveal demons'.</p>
 | |
| <p>Reveal also works in adventure mode, but any of its effects are negated once
 | |
| you move. When you use it this way, you don't need to run 'unreveal'.</p>
 | |
| </div>
 | |
| <div class="section" id="unreveal">
 | |
| <h2><a class="toc-backref" href="#id122">unreveal</a></h2>
 | |
| <p>Reverts the effects of 'reveal'.</p>
 | |
| </div>
 | |
| <div class="section" id="revtoggle">
 | |
| <h2><a class="toc-backref" href="#id123">revtoggle</a></h2>
 | |
| <p>Switches between 'reveal' and 'unreveal'.</p>
 | |
| </div>
 | |
| <div class="section" id="revflood">
 | |
| <h2><a class="toc-backref" href="#id124">revflood</a></h2>
 | |
| <p>This command will hide the whole map and then reveal all the tiles that have
 | |
| a path to the in-game cursor.</p>
 | |
| </div>
 | |
| <div class="section" id="revforget">
 | |
| <h2><a class="toc-backref" href="#id125">revforget</a></h2>
 | |
| <p>When you use reveal, it saves information about what was/wasn't visible before
 | |
| revealing everything. Unreveal uses this information to hide things again.
 | |
| This command throws away the information. For example, use in cases where
 | |
| you abandoned with the fort revealed and no longer want the data.</p>
 | |
| </div>
 | |
| <div class="section" id="lair">
 | |
| <h2><a class="toc-backref" href="#id126">lair</a></h2>
 | |
| <p>This command allows you to mark the map as 'monster lair', preventing item
 | |
| scatter on abandon. When invoked as 'lair reset', it does the opposite.</p>
 | |
| <p>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'.</p>
 | |
| <div class="section" id="id22">
 | |
| <h3><a class="toc-backref" href="#id127">Options</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">lair:</th><td class="field-body">Mark the map as monster lair</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">lair reset:</th><td class="field-body">Mark the map as ordinary (not lair)</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="seedwatch">
 | |
| <h2><a class="toc-backref" href="#id128">seedwatch</a></h2>
 | |
| <p>Tool for turning cooking of seeds and plants on/off depending on how much you
 | |
| have of them.</p>
 | |
| <p>See 'seedwatch help' for detailed description.</p>
 | |
| </div>
 | |
| <div class="section" id="showmood">
 | |
| <h2><a class="toc-backref" href="#id129">showmood</a></h2>
 | |
| <p>Shows all items needed for the currently active strange mood.</p>
 | |
| </div>
 | |
| <div class="section" id="copystock">
 | |
| <h2><a class="toc-backref" href="#id130">copystock</a></h2>
 | |
| <p>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.</p>
 | |
| </div>
 | |
| <div class="section" id="ssense-stonesense">
 | |
| <h2><a class="toc-backref" href="#id131">ssense / stonesense</a></h2>
 | |
| <p>An isometric visualizer that runs in a second window. This requires working
 | |
| graphics acceleration and at least a dual core CPU (otherwise it will slow
 | |
| down DF).</p>
 | |
| <p>All the data resides in the 'stonesense' directory. For detailed instructions,
 | |
| see stonesense/README.txt</p>
 | |
| <p>Compatible with Windows > XP SP3 and most modern Linux distributions.</p>
 | |
| <p>Older versions, support and extra graphics can be found in the bay12 forum
 | |
| thread: <a class="reference external" href="http://www.bay12forums.com/smf/index.php?topic=43260.0">http://www.bay12forums.com/smf/index.php?topic=43260.0</a></p>
 | |
| <p>Some additional resources:
 | |
| <a class="reference external" href="http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository">http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository</a></p>
 | |
| </div>
 | |
| <div class="section" id="tiletypes">
 | |
| <h2><a class="toc-backref" href="#id132">tiletypes</a></h2>
 | |
| <p>Can be used for painting map tiles and is an interactive command, much like
 | |
| liquids.</p>
 | |
| <p>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.</p>
 | |
| <p>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.</p>
 | |
| <p>The properties of filter and paint can be partially defined. This means that
 | |
| you can for example do something like this:</p>
 | |
| <pre class="literal-block">
 | |
| filter material STONE
 | |
| filter shape FORTIFICATION
 | |
| paint shape FLOOR
 | |
| </pre>
 | |
| <p>This will turn all stone fortifications into floors, preserving the material.</p>
 | |
| <p>Or this:</p>
 | |
| <pre class="literal-block">
 | |
| filter shape FLOOR
 | |
| filter material MINERAL
 | |
| paint shape WALL
 | |
| </pre>
 | |
| <p>Turning mineral vein floors back into walls.</p>
 | |
| <p>The tool also allows tweaking some tile flags:</p>
 | |
| <p>Or this:</p>
 | |
| <pre class="literal-block">
 | |
| paint hidden 1
 | |
| paint hidden 0
 | |
| </pre>
 | |
| <p>This will hide previously revealed tiles (or show hidden with the 0 option).</p>
 | |
| <p>Any paint or filter option (or the entire paint or filter) can be disabled entirely by using the ANY keyword:</p>
 | |
| <pre class="literal-block">
 | |
| paint hidden ANY
 | |
| paint shape ANY
 | |
| filter material any
 | |
| filter shape any
 | |
| filter any
 | |
| </pre>
 | |
| <dl class="docutils">
 | |
| <dt>You can use several different brushes for painting tiles:</dt>
 | |
| <dd><ul class="first last simple">
 | |
| <li>Point. (point)</li>
 | |
| <li>Rectangular range. (range)</li>
 | |
| <li>A column ranging from current cursor to the first solid tile above. (column)</li>
 | |
| <li>DF map block - 16x16 tiles, in a regular grid. (block)</li>
 | |
| </ul>
 | |
| </dd>
 | |
| </dl>
 | |
| <p>Example:</p>
 | |
| <pre class="literal-block">
 | |
| range 10 10 1
 | |
| </pre>
 | |
| <p>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.</p>
 | |
| <p>For more details, see the 'help' command while using this.</p>
 | |
| </div>
 | |
| <div class="section" id="tiletypes-commands">
 | |
| <h2><a class="toc-backref" href="#id133">tiletypes-commands</a></h2>
 | |
| <p>Runs tiletypes commands, separated by ;. This makes it possible to change
 | |
| tiletypes modes from a hotkey.</p>
 | |
| </div>
 | |
| <div class="section" id="tiletypes-here">
 | |
| <h2><a class="toc-backref" href="#id134">tiletypes-here</a></h2>
 | |
| <p>Apply the current tiletypes options at the in-game cursor position, including
 | |
| the brush. Can be used from a hotkey.</p>
 | |
| </div>
 | |
| <div class="section" id="tiletypes-here-point">
 | |
| <h2><a class="toc-backref" href="#id135">tiletypes-here-point</a></h2>
 | |
| <p>Apply the current tiletypes options at the in-game cursor position to a single
 | |
| tile. Can be used from a hotkey.</p>
 | |
| </div>
 | |
| <div class="section" id="tweak">
 | |
| <h2><a class="toc-backref" href="#id136">tweak</a></h2>
 | |
| <p>Contains various tweaks for minor bugs (currently just one).</p>
 | |
| <div class="section" id="id23">
 | |
| <h3><a class="toc-backref" href="#id137">Options</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">clear-missing:</th><td class="field-body">Remove the missing status from the selected unit.
 | |
| This allows engraving slabs for ghostly, but not yet
 | |
| found, creatures.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">clear-ghostly:</th><td class="field-body">Remove the ghostly status from the selected unit and mark
 | |
| it as dead. This allows getting rid of bugged ghosts
 | |
| which do not show up in the engraving slab menu at all,
 | |
| even after using clear-missing. It works, but is
 | |
| potentially very dangerous - so use with care. Probably
 | |
| (almost certainly) it does not have the same effects like
 | |
| a proper burial. You've been warned.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">fixmigrant:</th><td class="field-body">Remove the resident/merchant flag from the selected unit.
 | |
| Intended to fix bugged migrants/traders who stay at the
 | |
| map edge and don't enter your fort. Only works for
 | |
| dwarves (or generally the player's race in modded games).
 | |
| Do NOT abuse this for 'real' caravan merchants (if you
 | |
| really want to kidnap them, use 'tweak makeown' instead,
 | |
| otherwise they will have their clothes set to forbidden etc).</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">makeown:</th><td class="field-body">Force selected unit to become a member of your fort.
 | |
| Can be abused to grab caravan merchants and escorts, even if
 | |
| they don't belong to the player's race. Foreign sentients
 | |
| (humans, elves) can be put to work, but you can't assign rooms
 | |
| to them and they don't show up in DwarfTherapist because the
 | |
| game treats them like pets. Grabbing draft animals from
 | |
| a caravan can result in weirdness (animals go insane or berserk
 | |
| and are not flagged as tame), but you are allowed to mark them
 | |
| for slaughter. Grabbing wagons results in some funny spam, then
 | |
| they are scuttled.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="tubefill">
 | |
| <h2><a class="toc-backref" href="#id138">tubefill</a></h2>
 | |
| <p>Fills all the adamantine veins again. Veins that were empty will be filled in
 | |
| too, but might still trigger a demon invasion (this is a known bug).</p>
 | |
| </div>
 | |
| <div class="section" id="digv">
 | |
| <h2><a class="toc-backref" href="#id139">digv</a></h2>
 | |
| <p>Designates a whole vein for digging. Requires an active in-game cursor placed
 | |
| over a vein tile. With the 'x' option, it will traverse z-levels (putting stairs
 | |
| between the same-material tiles).</p>
 | |
| </div>
 | |
| <div class="section" id="digvx">
 | |
| <h2><a class="toc-backref" href="#id140">digvx</a></h2>
 | |
| <p>A permanent alias for 'digv x'.</p>
 | |
| </div>
 | |
| <div class="section" id="digl">
 | |
| <h2><a class="toc-backref" href="#id141">digl</a></h2>
 | |
| <p>Designates layer stone for digging. Requires an active in-game cursor placed
 | |
| over a layer stone tile. With the 'x' option, it will traverse z-levels
 | |
| (putting stairs between the same-material tiles). With the 'undo' option it
 | |
| will remove the dig designation instead (if you realize that digging out a 50
 | |
| z-level deep layer was not such a good idea after all).</p>
 | |
| </div>
 | |
| <div class="section" id="diglx">
 | |
| <h2><a class="toc-backref" href="#id142">diglx</a></h2>
 | |
| <p>A permanent alias for 'digl x'.</p>
 | |
| </div>
 | |
| <div class="section" id="digexp">
 | |
| <h2><a class="toc-backref" href="#id143">digexp</a></h2>
 | |
| <p>This command can be used for exploratory mining.</p>
 | |
| <p>See: <a class="reference external" href="http://df.magmawiki.com/index.php/DF2010:Exploratory_mining">http://df.magmawiki.com/index.php/DF2010:Exploratory_mining</a></p>
 | |
| <p>There are two variables that can be set: pattern and filter.</p>
 | |
| <div class="section" id="patterns">
 | |
| <h3><a class="toc-backref" href="#id144">Patterns:</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">diag5:</th><td class="field-body">diagonals separated by 5 tiles</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">diag5r:</th><td class="field-body">diag5 rotated 90 degrees</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">ladder:</th><td class="field-body">A 'ladder' pattern</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">ladderr:</th><td class="field-body">ladder rotated 90 degrees</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">clear:</th><td class="field-body">Just remove all dig designations</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">cross:</th><td class="field-body">A cross, exactly in the middle of the map.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| <div class="section" id="filters">
 | |
| <h3><a class="toc-backref" href="#id145">Filters:</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">all:</th><td class="field-body">designate whole z-level</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">hidden:</th><td class="field-body">designate only hidden tiles of z-level (default)</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">designated:</th><td class="field-body">Take current designation and apply pattern to it.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| <p>After you have a pattern set, you can use 'expdig' to apply it again.</p>
 | |
| </div>
 | |
| <div class="section" id="id24">
 | |
| <h3><a class="toc-backref" href="#id146">Examples:</a></h3>
 | |
| <dl class="docutils">
 | |
| <dt>designate the diagonal 5 patter over all hidden tiles:</dt>
 | |
| <dd><ul class="first last simple">
 | |
| <li>expdig diag5 hidden</li>
 | |
| </ul>
 | |
| </dd>
 | |
| <dt>apply last used pattern and filter:</dt>
 | |
| <dd><ul class="first last simple">
 | |
| <li>expdig</li>
 | |
| </ul>
 | |
| </dd>
 | |
| <dt>Take current designations and replace them with the ladder pattern:</dt>
 | |
| <dd><ul class="first last simple">
 | |
| <li>expdig ladder designated</li>
 | |
| </ul>
 | |
| </dd>
 | |
| </dl>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="digcircle">
 | |
| <h2><a class="toc-backref" href="#id147">digcircle</a></h2>
 | |
| <p>A command for easy designation of filled and hollow circles.
 | |
| It has several types of options.</p>
 | |
| <div class="section" id="shape">
 | |
| <h3><a class="toc-backref" href="#id148">Shape:</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">hollow:</th><td class="field-body">Set the circle to hollow (default)</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">filled:</th><td class="field-body">Set the circle to filled</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">#:</th><td class="field-body">Diameter in tiles (default = 0, does nothing)</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| <div class="section" id="action">
 | |
| <h3><a class="toc-backref" href="#id149">Action:</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">set:</th><td class="field-body">Set designation (default)</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">unset:</th><td class="field-body">Unset current designation</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">invert:</th><td class="field-body">Invert designations already present</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| <div class="section" id="designation-types">
 | |
| <h3><a class="toc-backref" href="#id150">Designation types:</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">dig:</th><td class="field-body">Normal digging designation (default)</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">ramp:</th><td class="field-body">Ramp digging</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">ustair:</th><td class="field-body">Staircase up</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">dstair:</th><td class="field-body">Staircase down</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">xstair:</th><td class="field-body">Staircase up/down</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">chan:</th><td class="field-body">Dig channel</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| <p>After you have set the options, the command called with no options
 | |
| repeats with the last selected parameters.</p>
 | |
| </div>
 | |
| <div class="section" id="id25">
 | |
| <h3><a class="toc-backref" href="#id151">Examples:</a></h3>
 | |
| <ul class="simple">
 | |
| <li>'digcircle filled 3' = Dig a filled circle with radius = 3.</li>
 | |
| <li>'digcircle' = Do it again.</li>
 | |
| </ul>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="weather">
 | |
| <h2><a class="toc-backref" href="#id152">weather</a></h2>
 | |
| <p>Prints the current weather map by default.</p>
 | |
| <p>Also lets you change the current weather to 'clear sky', 'rainy' or 'snowing'.</p>
 | |
| <div class="section" id="id26">
 | |
| <h3><a class="toc-backref" href="#id153">Options:</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">snow:</th><td class="field-body">make it snow everywhere.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">rain:</th><td class="field-body">make it rain.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">clear:</th><td class="field-body">clear the sky.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="workflow">
 | |
| <h2><a class="toc-backref" href="#id154">workflow</a></h2>
 | |
| <p>Manage control of repeat jobs.</p>
 | |
| <div class="section" id="id27">
 | |
| <h3><a class="toc-backref" href="#id155">Usage</a></h3>
 | |
| <dl class="docutils">
 | |
| <dt><tt class="docutils literal">workflow enable <span class="pre">[option...],</span> workflow disable <span class="pre">[option...]</span></tt></dt>
 | |
| <dd><p class="first">If no options are specified, enables or disables the plugin.
 | |
| Otherwise, enables or disables any of the following options:</p>
 | |
| <ul class="last simple">
 | |
| <li>drybuckets: Automatically empty abandoned water buckets.</li>
 | |
| <li>auto-melt: Resume melt jobs when there are objects to melt.</li>
 | |
| </ul>
 | |
| </dd>
 | |
| <dt><tt class="docutils literal">workflow jobs</tt></dt>
 | |
| <dd>List workflow-controlled jobs (if in a workshop, filtered by it).</dd>
 | |
| <dt><tt class="docutils literal">workflow list</tt></dt>
 | |
| <dd>List active constraints, and their job counts.</dd>
 | |
| <dt><tt class="docutils literal">workflow count <span class="pre"><constraint-spec></span> <span class="pre"><cnt-limit></span> <span class="pre">[cnt-gap],</span> workflow amount <span class="pre"><constraint-spec></span> <span class="pre"><cnt-limit></span> <span class="pre">[cnt-gap]</span></tt></dt>
 | |
| <dd>Set a constraint. The first form counts each stack as only 1 item.</dd>
 | |
| <dt><tt class="docutils literal">workflow unlimit <span class="pre"><constraint-spec></span></tt></dt>
 | |
| <dd>Delete a constraint.</dd>
 | |
| </dl>
 | |
| </div>
 | |
| <div class="section" id="function">
 | |
| <h3><a class="toc-backref" href="#id156">Function</a></h3>
 | |
| <p>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.</p>
 | |
| <p>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.</p>
 | |
| </div>
 | |
| <div class="section" id="constraint-examples">
 | |
| <h3><a class="toc-backref" href="#id157">Constraint examples</a></h3>
 | |
| <p>Keep metal bolts within 900-1000, and wood/bone within 150-200.</p>
 | |
| <pre class="literal-block">
 | |
| workflow amount AMMO:ITEM_AMMO_BOLTS/METAL 1000 100
 | |
| workflow amount AMMO:ITEM_AMMO_BOLTS/WOOD,BONE 200 50
 | |
| </pre>
 | |
| <p>Keep the number of prepared food & drink stacks between 90 and 120</p>
 | |
| <pre class="literal-block">
 | |
| workflow count FOOD 120 30
 | |
| workflow count DRINK 120 30
 | |
| </pre>
 | |
| <p>Make sure there are always 25-30 empty bins/barrels/bags.</p>
 | |
| <pre class="literal-block">
 | |
| workflow count BIN 30
 | |
| workflow count BARREL 30
 | |
| workflow count BOX/CLOTH,SILK,YARN 30
 | |
| </pre>
 | |
| <p>Make sure there are always 15-20 coal and 25-30 copper bars.</p>
 | |
| <pre class="literal-block">
 | |
| workflow count BAR//COAL 20
 | |
| workflow count BAR//COPPER 30
 | |
| </pre>
 | |
| <p>Collect 15-20 sand bags and clay boulders.</p>
 | |
| <pre class="literal-block">
 | |
| workflow count POWDER_MISC/SAND 20
 | |
| workflow count BOULDER/CLAY 20
 | |
| </pre>
 | |
| <p>Make sure there are always 80-100 units of dimple dye.</p>
 | |
| <pre class="literal-block">
 | |
|   workflow amount POWDER_MISC//MUSHROOM_CUP_DIMPLE:MILL 100 20
 | |
| 
 | |
| 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'
 | |
| command.
 | |
| </pre>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="mapexport">
 | |
| <h2><a class="toc-backref" href="#id158">mapexport</a></h2>
 | |
| <p>Export the current loaded map as a file. This will be eventually usable
 | |
| with visualizers.</p>
 | |
| </div>
 | |
| <div class="section" id="dwarfexport">
 | |
| <h2><a class="toc-backref" href="#id159">dwarfexport</a></h2>
 | |
| <p>Export dwarves to RuneSmith-compatible XML.</p>
 | |
| </div>
 | |
| <div class="section" id="zone">
 | |
| <h2><a class="toc-backref" href="#id160">zone</a></h2>
 | |
| <p>Helps a bit with managing activity zones (pens, pastures and pits) and cages.</p>
 | |
| <div class="section" id="id28">
 | |
| <h3><a class="toc-backref" href="#id161">Options:</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">set:</th><td class="field-body">Set zone or cage under cursor as default for future assigns.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">assign:</th><td class="field-body">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.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">unassign:</th><td class="field-body">Unassign selected creature from it's zone.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">nick:</th><td class="field-body">Mass-assign nicknames, must be followed by the name you want
 | |
| to set.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">remnick:</th><td class="field-body">Mass-remove nicknames.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">tocages:</th><td class="field-body">Assign unit(s) to cages inside a pasture.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">uinfo:</th><td class="field-body">Print info about unit(s). If no filters are set a unit must
 | |
| be selected in the in-game ui.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">zinfo:</th><td class="field-body">Print info about zone(s). If no filters are set zones under
 | |
| the cursor are listed.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">verbose:</th><td class="field-body">Print some more info.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">filters:</th><td class="field-body">Print list of valid filter options.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">examples:</th><td class="field-body">Print some usage examples.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">not:</th><td class="field-body">Negates the next filter keyword.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| <div class="section" id="id29">
 | |
| <h3><a class="toc-backref" href="#id162">Filters:</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">all:</th><td class="field-body">Process all units (to be used with additional filters).</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">count:</th><td class="field-body">Must be followed by a number. Process only n units (to be used
 | |
| with additional filters).</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">unassigned:</th><td class="field-body">Not assigned to zone, chain or built cage.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">minage:</th><td class="field-body">Minimum age. Must be followed by number.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">maxage:</th><td class="field-body">Maximum age. Must be followed by number.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">race:</th><td class="field-body">Must be followed by a race RAW ID (e.g. BIRD_TURKEY, ALPACA,
 | |
| etc). Negatable.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">caged:</th><td class="field-body">In a built cage. Negatable.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">own:</th><td class="field-body">From own civilization. Negatable.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">merchant:</th><td class="field-body">Is a merchant / belongs to a merchant. Should only be used for
 | |
| pitting, not for stealing animals (slaughter should work).</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">war:</th><td class="field-body">Trained war creature. Negatable.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">hunting:</th><td class="field-body">Trained hunting creature. Negatable.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">tamed:</th><td class="field-body">Creature is tame. Negatable.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">trained:</th><td class="field-body">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.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">trainablewar:</th><td class="field-body">Creature can be trained for war (and is not already trained for
 | |
| war/hunt). Negatable.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">trainablehunt:</th><td class="field-body">Creature can be trained for hunting (and is not already trained
 | |
| for war/hunt). Negatable.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">male:</th><td class="field-body">Creature is male. Negatable.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">female:</th><td class="field-body">Creature is female. Negatable.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">egglayer:</th><td class="field-body">Race lays eggs. Negatable.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">grazer:</th><td class="field-body">Race is a grazer. Negatable.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">milkable:</th><td class="field-body">Race is milkable. Negatable.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| <div class="section" id="usage-with-single-units">
 | |
| <h3><a class="toc-backref" href="#id163">Usage with single units</a></h3>
 | |
| <p>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.</p>
 | |
| </div>
 | |
| <div class="section" id="usage-with-filters">
 | |
| <h3><a class="toc-backref" href="#id164">Usage with filters</a></h3>
 | |
| <p>All filters can be used together with the 'assign' command.</p>
 | |
| <p>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.</p>
 | |
| <p>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).</p>
 | |
| <p>Most filters can be negated (e.g. 'not grazer' -> race is not a grazer).</p>
 | |
| </div>
 | |
| <div class="section" id="mass-renaming">
 | |
| <h3><a class="toc-backref" href="#id165">Mass-renaming</a></h3>
 | |
| <p>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.</p>
 | |
| </div>
 | |
| <div class="section" id="cage-zones">
 | |
| <h3><a class="toc-backref" href="#id166">Cage zones</a></h3>
 | |
| <p>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.</p>
 | |
| </div>
 | |
| <div class="section" id="id30">
 | |
| <h3><a class="toc-backref" href="#id167">Examples</a></h3>
 | |
| <dl class="docutils">
 | |
| <dt><tt class="docutils literal">zone assign all own ALPACA minage 3 maxage 10</tt></dt>
 | |
| <dd>Assign all own alpacas who are between 3 and 10 years old to the selected
 | |
| pasture.</dd>
 | |
| <dt><tt class="docutils literal">zone assign all own caged grazer nick ineedgrass</tt></dt>
 | |
| <dd>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'.</dd>
 | |
| <dt><tt class="docutils literal">zone assign all own not grazer not race CAT</tt></dt>
 | |
| <dd>Assign all own animals who are not grazers, excluding cats.</dd>
 | |
| <dt><tt class="docutils literal">zone assign count 5 own female milkable</tt></dt>
 | |
| <dd>Assign up to 5 own female milkable creatures to the selected pasture.</dd>
 | |
| <dt><tt class="docutils literal">zone assign all own race DWARF maxage 2</tt></dt>
 | |
| <dd>Throw all useless kids into a pit :)</dd>
 | |
| <dt><tt class="docutils literal">zone nick donttouchme</tt></dt>
 | |
| <dd>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.</dd>
 | |
| <dt><tt class="docutils literal">zone tocages count 50 own tame male not grazer</tt></dt>
 | |
| <dd>Stuff up to 50 owned tame male animals who are not grazers into cages built
 | |
| on the current default zone.</dd>
 | |
| </dl>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="autonestbox">
 | |
| <h2><a class="toc-backref" href="#id168">autonestbox</a></h2>
 | |
| <p>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.</p>
 | |
| <div class="section" id="id31">
 | |
| <h3><a class="toc-backref" href="#id169">Options:</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">start:</th><td class="field-body">Start running every X frames (df simulation ticks).
 | |
| Default: X=6000, which would be every 60 seconds at 100fps.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">stop:</th><td class="field-body">Stop running automatically.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">sleep:</th><td class="field-body">Must be followed by number X. Changes the timer to sleep X
 | |
| frames between runs.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="autobutcher">
 | |
| <h2><a class="toc-backref" href="#id170">autobutcher</a></h2>
 | |
| <p>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.</p>
 | |
| <p>Named units will be completely ignored (to protect specific animals from
 | |
| autobutcher you can give them nicknames with the tool 'rename unit' for single
 | |
| units or with 'zone nick' to mass-rename units in pastures and cages).</p>
 | |
| <p>Creatures trained for war or hunting will be ignored as well.</p>
 | |
| <p>Creatures assigned to cages will be ignored if the cage is defined as a room
 | |
| (to avoid butchering unnamed zoo animals).</p>
 | |
| <p>Once you have too much adults, the oldest will be butchered first.
 | |
| Once you have too much kids, the youngest will be butchered first.
 | |
| If you don't set any target count the following default will be used:
 | |
| 1 male kid, 5 female kids, 1 male adult, 5 female adults.</p>
 | |
| <div class="section" id="id32">
 | |
| <h3><a class="toc-backref" href="#id171">Options:</a></h3>
 | |
| <table class="docutils field-list" frame="void" rules="none">
 | |
| <col class="field-name" />
 | |
| <col class="field-body" />
 | |
| <tbody valign="top">
 | |
| <tr class="field"><th class="field-name">start:</th><td class="field-body">Start running every X frames (df simulation ticks).
 | |
| Default: X=6000, which would be every 60 seconds at 100fps.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">stop:</th><td class="field-body">Stop running automatically.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">sleep:</th><td class="field-body">Must be followed by number X. Changes the timer to sleep
 | |
| X frames between runs.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">watch R:</th><td class="field-body">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.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">unwatch R:</th><td class="field-body">Stop watching race(s). The current target settings will be
 | |
| remembered. R can be a list of ids or the keyword 'all'.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">forget R:</th><td class="field-body">Stop watching race(s) and forget it's/their target settings.
 | |
| R can be a list of ids or the keyword 'all'.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">autowatch:</th><td class="field-body">Automatically adds all new races (animals you buy from merchants,
 | |
| tame yourself or get from migrants) to the watch list using
 | |
| default target count.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">noautowatch:</th><td class="field-body">Stop auto-adding new races to the watchlist.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">list:</th><td class="field-body">Print the current status and watchlist.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">list_export:</th><td class="field-body">Print status and watchlist in a format which can be used
 | |
| to import them to another savegame (see notes).</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name" colspan="2">target fk mk fa ma R:</th></tr>
 | |
| <tr class="field"><td> </td><td class="field-body">Set target count for specified race(s).
 | |
| fk = number of female kids,
 | |
| mk = number of male kids,
 | |
| fa = number of female adults,
 | |
| ma = number of female adults.
 | |
| R can be a list of 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.</td>
 | |
| </tr>
 | |
| <tr class="field"><th class="field-name">example:</th><td class="field-body">Print some usage examples.</td>
 | |
| </tr>
 | |
| </tbody>
 | |
| </table>
 | |
| </div>
 | |
| <div class="section" id="id33">
 | |
| <h3><a class="toc-backref" href="#id172">Examples:</a></h3>
 | |
| <p>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.</p>
 | |
| <pre class="literal-block">
 | |
| autobutcher target 4 3 2 1 ALPACA BIRD_TURKEY
 | |
| autobutcher target 0 0 0 0 CAT
 | |
| autobutcher watch ALPACA BIRD_TURKEY CAT
 | |
| autobutcher start
 | |
| </pre>
 | |
| <p>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.</p>
 | |
| <pre class="literal-block">
 | |
| autobutcher target 0 0 0 0 new
 | |
| autobutcher autowatch
 | |
| autobutcher start
 | |
| </pre>
 | |
| <p>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.</p>
 | |
| <pre class="literal-block">
 | |
| autobutcher unwatch ALPACA CAT
 | |
| </pre>
 | |
| </div>
 | |
| <div class="section" id="note">
 | |
| <h3><a class="toc-backref" href="#id173">Note:</a></h3>
 | |
| <p>Settings and watchlist are stored in the savegame, so that you can have
 | |
| different settings for each world. If you want to copy your watchlist to
 | |
| another savegame you can use the command list_export:</p>
 | |
| <pre class="literal-block">
 | |
| Load savegame where you made the settings.
 | |
| Start a CMD shell and navigate to the df directory. Type the following into the shell:
 | |
| dfhack-run autobutcher list_export > autobutcher.bat
 | |
| Load the savegame where you want to copy the settings to, run the batch file (from the shell):
 | |
| autobutcher.bat
 | |
| </pre>
 | |
| </div>
 | |
| </div>
 | |
| <div class="section" id="autolabor">
 | |
| <h2><a class="toc-backref" href="#id174">autolabor</a></h2>
 | |
| <p>Automatically manage dwarf labors.</p>
 | |
| <p>When enabled, autolabor periodically checks your dwarves and enables or
 | |
| disables labors. It tries to keep as many dwarves as possible busy but
 | |
| also tries to have dwarves specialize in specific skills.</p>
 | |
| <div class="note">
 | |
| <p class="first admonition-title">Note</p>
 | |
| <p class="last">Warning: autolabor will override any manual changes you make to labors
 | |
| while it is enabled.</p>
 | |
| </div>
 | |
| <p>For detailed usage information, see 'help autolabor'.</p>
 | |
| </div>
 | |
| </div>
 | |
| </div>
 | |
| </body>
 | |
| </html>
 |