forked from DFHack/dfhack
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Readme.html
601 lines (522 loc) · 20.8 KB
/
Readme.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
<?xml version="1.0" encoding="utf-8" ?>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<meta name="generator" content="Docutils 0.8: http://docutils.sourceforge.net/" />
<title></title>
<style type="text/css">
/*
:Author: David Goodger ([email protected])
:Id: $Id: html4css1.css 7056 2011-06-17 10:50:48Z milde $
:Copyright: This stylesheet has been placed in the public domain.
Default cascading style sheet for the HTML output of Docutils.
See http://docutils.sf.net/docs/howto/html-stylesheets.html for how to
customize this style sheet.
*/
/* used to remove borders from tables and images */
.borderless, table.borderless td, table.borderless th {
border: 0 }
table.borderless td, table.borderless th {
/* Override padding for "table.docutils td" with "! important".
The right padding separates the table cells. */
padding: 0 0.5em 0 0 ! important }
.first {
/* Override more specific margin styles with "! important". */
margin-top: 0 ! important }
.last, .with-subtitle {
margin-bottom: 0 ! important }
.hidden {
display: none }
a.toc-backref {
text-decoration: none ;
color: black }
blockquote.epigraph {
margin: 2em 5em ; }
dl.docutils dd {
margin-bottom: 0.5em }
object[type="image/svg+xml"], object[type="application/x-shockwave-flash"] {
overflow: hidden;
}
/* Uncomment (and remove this text!) to get bold-faced definition list terms
dl.docutils dt {
font-weight: bold }
*/
div.abstract {
margin: 2em 5em }
div.abstract p.topic-title {
font-weight: bold ;
text-align: center }
div.admonition, div.attention, div.caution, div.danger, div.error,
div.hint, div.important, div.note, div.tip, div.warning {
margin: 2em ;
border: medium outset ;
padding: 1em }
div.admonition p.admonition-title, div.hint p.admonition-title,
div.important p.admonition-title, div.note p.admonition-title,
div.tip p.admonition-title {
font-weight: bold ;
font-family: sans-serif }
div.attention p.admonition-title, div.caution p.admonition-title,
div.danger p.admonition-title, div.error p.admonition-title,
div.warning p.admonition-title {
color: red ;
font-weight: bold ;
font-family: sans-serif }
/* Uncomment (and remove this text!) to get reduced vertical space in
compound paragraphs.
div.compound .compound-first, div.compound .compound-middle {
margin-bottom: 0.5em }
div.compound .compound-last, div.compound .compound-middle {
margin-top: 0.5em }
*/
div.dedication {
margin: 2em 5em ;
text-align: center ;
font-style: italic }
div.dedication p.topic-title {
font-weight: bold ;
font-style: normal }
div.figure {
margin-left: 2em ;
margin-right: 2em }
div.footer, div.header {
clear: both;
font-size: smaller }
div.line-block {
display: block ;
margin-top: 1em ;
margin-bottom: 1em }
div.line-block div.line-block {
margin-top: 0 ;
margin-bottom: 0 ;
margin-left: 1.5em }
div.sidebar {
margin: 0 0 0.5em 1em ;
border: medium outset ;
padding: 1em ;
background-color: #ffffee ;
width: 40% ;
float: right ;
clear: right }
div.sidebar p.rubric {
font-family: sans-serif ;
font-size: medium }
div.system-messages {
margin: 5em }
div.system-messages h1 {
color: red }
div.system-message {
border: medium outset ;
padding: 1em }
div.system-message p.system-message-title {
color: red ;
font-weight: bold }
div.topic {
margin: 2em }
h1.section-subtitle, h2.section-subtitle, h3.section-subtitle,
h4.section-subtitle, h5.section-subtitle, h6.section-subtitle {
margin-top: 0.4em }
h1.title {
text-align: center }
h2.subtitle {
text-align: center }
hr.docutils {
width: 75% }
img.align-left, .figure.align-left, object.align-left {
clear: left ;
float: left ;
margin-right: 1em }
img.align-right, .figure.align-right, object.align-right {
clear: right ;
float: right ;
margin-left: 1em }
img.align-center, .figure.align-center, object.align-center {
display: block;
margin-left: auto;
margin-right: auto;
}
.align-left {
text-align: left }
.align-center {
clear: both ;
text-align: center }
.align-right {
text-align: right }
/* reset inner alignment in figures */
div.align-right {
text-align: inherit }
/* div.align-center * { */
/* text-align: left } */
ol.simple, ul.simple {
margin-bottom: 1em }
ol.arabic {
list-style: decimal }
ol.loweralpha {
list-style: lower-alpha }
ol.upperalpha {
list-style: upper-alpha }
ol.lowerroman {
list-style: lower-roman }
ol.upperroman {
list-style: upper-roman }
p.attribution {
text-align: right ;
margin-left: 50% }
p.caption {
font-style: italic }
p.credits {
font-style: italic ;
font-size: smaller }
p.label {
white-space: nowrap }
p.rubric {
font-weight: bold ;
font-size: larger ;
color: maroon ;
text-align: center }
p.sidebar-title {
font-family: sans-serif ;
font-weight: bold ;
font-size: larger }
p.sidebar-subtitle {
font-family: sans-serif ;
font-weight: bold }
p.topic-title {
font-weight: bold }
pre.address {
margin-bottom: 0 ;
margin-top: 0 ;
font: inherit }
pre.literal-block, pre.doctest-block, pre.math {
margin-left: 2em ;
margin-right: 2em }
span.classifier {
font-family: sans-serif ;
font-style: oblique }
span.classifier-delimiter {
font-family: sans-serif ;
font-weight: bold }
span.interpreted {
font-family: sans-serif }
span.option {
white-space: nowrap }
span.pre {
white-space: pre }
span.problematic {
color: red }
span.section-subtitle {
/* font-size relative to parent (h1..h6 element) */
font-size: 80% }
table.citation {
border-left: solid 1px gray;
margin-left: 1px }
table.docinfo {
margin: 2em 4em }
table.docutils {
margin-top: 0.5em ;
margin-bottom: 0.5em }
table.footnote {
border-left: solid 1px black;
margin-left: 1px }
table.docutils td, table.docutils th,
table.docinfo td, table.docinfo th {
padding-left: 0.5em ;
padding-right: 0.5em ;
vertical-align: top }
table.docutils th.field-name, table.docinfo th.docinfo-name {
font-weight: bold ;
text-align: left ;
white-space: nowrap ;
padding-left: 0 }
h1 tt.docutils, h2 tt.docutils, h3 tt.docutils,
h4 tt.docutils, h5 tt.docutils, h6 tt.docutils {
font-size: 100% }
ul.auto-toc {
list-style-type: none }
</style>
</head>
<body>
<div class="document">
<div class="section" id="introduction">
<h1><a class="toc-backref" href="#id5">Introduction</a></h1>
<p>DFHack is a Dwarf Fortress memory access library and a set of basic
tools that use it. Tools come in the form of plugins or (not yet)
external tools. It is an attempt to unite the various ways tools
access DF memory and allow for easier development of new tools.</p>
<div class="contents topic" id="contents">
<p class="topic-title first">Contents</p>
<ul class="simple">
<li><a class="reference internal" href="#introduction" id="id5">Introduction</a></li>
<li><a class="reference internal" href="#getting-dfhack" id="id6">Getting DFHack</a></li>
<li><a class="reference internal" href="#compatibility" id="id7">Compatibility</a></li>
<li><a class="reference internal" href="#installation-removal" id="id8">Installation/Removal</a></li>
<li><a class="reference internal" href="#using-dfhack" id="id9">Using DFHack</a></li>
<li><a class="reference internal" href="#commands" id="id10">Commands</a><ul>
<li><a class="reference internal" href="#autodump" id="id11">autodump</a><ul>
<li><a class="reference internal" href="#options" id="id12">Options</a></li>
</ul>
</li>
<li><a class="reference internal" href="#cleanmap" id="id13">cleanmap</a></li>
<li><a class="reference internal" href="#cleanowned" id="id14">cleanowned</a><ul>
<li><a class="reference internal" href="#id1" id="id15">Options</a></li>
</ul>
</li>
<li><a class="reference internal" href="#colonies" id="id16">colonies</a><ul>
<li><a class="reference internal" href="#id2" id="id17">Options</a></li>
</ul>
</li>
<li><a class="reference internal" href="#deramp-by-zilpin" id="id18">deramp (by zilpin)</a></li>
<li><a class="reference internal" href="#flows" id="id19">flows</a></li>
<li><a class="reference internal" href="#grow" id="id20">grow</a></li>
<li><a class="reference internal" href="#extirpate" id="id21">extirpate</a><ul>
<li><a class="reference internal" href="#id3" id="id22">Options</a></li>
</ul>
</li>
<li><a class="reference internal" href="#immolate" id="id23">immolate</a></li>
<li><a class="reference internal" href="#liquids" id="id24">liquids</a></li>
<li><a class="reference internal" href="#mode" id="id25">mode</a></li>
<li><a class="reference internal" href="#forcepause" id="id26">forcepause</a></li>
<li><a class="reference internal" href="#die" id="id27">die</a></li>
<li><a class="reference internal" href="#probe" id="id28">probe</a></li>
<li><a class="reference internal" href="#prospector" id="id29">prospector</a><ul>
<li><a class="reference internal" href="#id4" id="id30">Options</a></li>
</ul>
</li>
<li><a class="reference internal" href="#reveal" id="id31">reveal</a></li>
<li><a class="reference internal" href="#unreveal" id="id32">unreveal</a></li>
<li><a class="reference internal" href="#revtoggle" id="id33">revtoggle</a></li>
<li><a class="reference internal" href="#revflood" id="id34">revflood</a></li>
<li><a class="reference internal" href="#tubefill" id="id35">tubefill</a></li>
<li><a class="reference internal" href="#vdig" id="id36">vdig</a></li>
<li><a class="reference internal" href="#weather" id="id37">weather</a></li>
</ul>
</li>
</ul>
</div>
</div>
<div class="section" id="getting-dfhack">
<h1><a class="toc-backref" href="#id6">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>
</div>
<div class="section" id="compatibility">
<h1><a class="toc-backref" href="#id7">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, only the 31.25 version is 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="#id8">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>
</div>
<div class="section" id="using-dfhack">
<h1><a class="toc-backref" href="#id9">Using DFHack</a></h1>
<p>DFHack basically extends what DF can do with something similar to a quake console. 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 second way to interact with DFHack is to bind the available commands to in-game hotkeys. This is done in 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').
Some commands can't be used from hotkeys - this includes interactive commands like 'liquids' and commands that have names longer than 9 characters.</p>
<p>Most of the commands come from plugins (those reside in DF/plugins/).</p>
</div>
<div class="section" id="commands">
<h1><a class="toc-backref" href="#id10">Commands</a></h1>
<div class="section" id="autodump">
<h2><a class="toc-backref" href="#id11">autodump</a></h2>
<p>Automated item dumping tool. All loose items on the floor marked
for dumping are insta-dumped to the position of the in-game cursor.</p>
<p>Cursor must be placed on a floor tile. Instadumped items may not
show up in the cursor description list until you save/reload.</p>
<div class="section" id="options">
<h3><a class="toc-backref" href="#id12">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>
</tbody>
</table>
</div>
</div>
<div class="section" id="cleanmap">
<h2><a class="toc-backref" href="#id13">cleanmap</a></h2>
<p>Cleans all the splatter that get scattered all over the map.
By default, it leaves mud and snow alone.</p>
</div>
<div class="section" id="cleanowned">
<h2><a class="toc-backref" href="#id14">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="id1">
<h3><a class="toc-backref" href="#id15">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>
<div class="section" id="colonies">
<h2><a class="toc-backref" href="#id16">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="id2">
<h3><a class="toc-backref" href="#id17">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="#id18">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="flows">
<h2><a class="toc-backref" href="#id19">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="grow">
<h2><a class="toc-backref" href="#id20">grow</a></h2>
<p>Makes all saplings present on the map grow into trees (almost) instantly.</p>
</div>
<div class="section" id="extirpate">
<h2><a class="toc-backref" href="#id21">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="id3">
<h3><a class="toc-backref" href="#id22">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="immolate">
<h2><a class="toc-backref" href="#id23">immolate</a></h2>
<p>Very similar to extirpate, but additionally sets the plants on fire. The fires can and <em>will</em> spread ;)</p>
</div>
<div class="section" id="liquids">
<h2><a class="toc-backref" href="#id24">liquids</a></h2>
<p>Allows adding magma, water and obsidian to the game. It replaces the normal dfhack command line and can't be used from a hotkey.
For more information, refer to the command's internal help.</p>
<div class="note">
<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="mode">
<h2><a class="toc-backref" href="#id25">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.</p>
</div>
<p>I take no responsibility of anything that happens as a result of using this tool :P</p>
</div>
<div class="section" id="forcepause">
<h2><a class="toc-backref" href="#id26">forcepause</a></h2>
<p>Forces DF to pause. This is useful when your FPS drops below 1 and you lose control of the game.</p>
</div>
<div class="section" id="die">
<h2><a class="toc-backref" href="#id27">die</a></h2>
<p>Instantly kills DF without saving.</p>
</div>
<div class="section" id="probe">
<h2><a class="toc-backref" href="#id28">probe</a></h2>
<p>Can be used to determine tile properties like temperature.</p>
</div>
<div class="section" id="prospector">
<h2><a class="toc-backref" href="#id29">prospector</a></h2>
<p>Lists all available minerals on the map and how much of them there is. By default, only processes the already discovered part of the map.</p>
<div class="section" id="id4">
<h3><a class="toc-backref" href="#id30">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="reveal">
<h2><a class="toc-backref" href="#id31">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.</p>
</div>
<div class="section" id="unreveal">
<h2><a class="toc-backref" href="#id32">unreveal</a></h2>
<p>Reverts the effects of 'reveal'.</p>
</div>
<div class="section" id="revtoggle">
<h2><a class="toc-backref" href="#id33">revtoggle</a></h2>
<p>Switches between 'reveal' and 'unreveal'.</p>
</div>
<div class="section" id="revflood">
<h2><a class="toc-backref" href="#id34">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="tubefill">
<h2><a class="toc-backref" href="#id35">tubefill</a></h2>
<p>Fills all the adamantine veins again. Veins that were empty will be filled in too, but might still trigger a demon invasion (this is a known bug).</p>
</div>
<div class="section" id="vdig">
<h2><a class="toc-backref" href="#id36">vdig</a></h2>
<p>Designates a whole vein for digging. Requires an active in-game cursor placed over a vein tile. With the 'x' option, it will traverse z-levels (putting stairs between the same-material tiles).</p>
</div>
<div class="section" id="weather">
<h2><a class="toc-backref" href="#id37">weather</a></h2>
<p>Lets you change the current weather to 'clear sky', 'rainy' or 'snowing'.
Fill those ponds without mucking around with dfliquids :D Rain can also stop brush fires.</p>
</div>
</div>
</div>
</body>
</html>