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Readme.html
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<div class="document">
<div class="section" id="introduction">
<h1><a class="toc-backref" href="#id34">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="id34">Introduction</a></li>
<li><a class="reference internal" href="#getting-dfhack" id="id35">Getting DFHack</a></li>
<li><a class="reference internal" href="#compatibility" id="id36">Compatibility</a></li>
<li><a class="reference internal" href="#installation-removal" id="id37">Installation/Removal</a></li>
<li><a class="reference internal" href="#using-dfhack" id="id38">Using DFHack</a></li>
<li><a class="reference internal" href="#something-doesn-t-work-help" id="id39">Something doesn't work, help!</a></li>
<li><a class="reference internal" href="#the-init-file" id="id40">The init file</a></li>
<li><a class="reference internal" href="#commands" id="id41">Commands</a><ul>
<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>
</li>
<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>
</li>
<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>