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Readme.html
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<div class="document" id="dfhack-readme">
<h1 class="title">DFHack Readme</h1>
<div class="section" id="introduction">
<h1><a class="toc-backref" href="#id2">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="id2">Introduction</a></li>
<li><a class="reference internal" href="#getting-dfhack" id="id3">Getting DFHack</a></li>
<li><a class="reference internal" href="#compatibility" id="id4">Compatibility</a></li>
<li><a class="reference internal" href="#installation-removal" id="id5">Installation/Removal</a></li>
<li><a class="reference internal" href="#using-dfhack" id="id6">Using DFHack</a><ul>
<li><a class="reference internal" href="#patched-binaries" id="id7">Patched binaries</a></li>
</ul>
</li>
<li><a class="reference internal" href="#something-doesn-t-work-help" id="id8">Something doesn't work, help!</a></li>
<li><a class="reference internal" href="#the-init-file" id="id9">The init file</a><ul>
<li><a class="reference internal" href="#setting-keybindings" id="id10">Setting keybindings</a></li>
</ul>
</li>
<li><a class="reference internal" href="#commands" id="id11">Commands</a><ul>
<li><a class="reference internal" href="#game-progress" id="id12">Game progress</a><ul>
<li><a class="reference internal" href="#die" id="id13">die</a></li>
<li><a class="reference internal" href="#forcepause" id="id14">forcepause</a></li>
<li><a class="reference internal" href="#nopause" id="id15">nopause</a></li>
<li><a class="reference internal" href="#fastdwarf" id="id16">fastdwarf</a></li>
</ul>
</li>
<li><a class="reference internal" href="#game-interface" id="id17">Game interface</a><ul>
<li><a class="reference internal" href="#follow" id="id18">follow</a></li>
<li><a class="reference internal" href="#tidlers" id="id19">tidlers</a></li>
<li><a class="reference internal" href="#twaterlvl" id="id20">twaterlvl</a></li>
<li><a class="reference internal" href="#copystock" id="id21">copystock</a></li>
<li><a class="reference internal" href="#rename" id="id22">rename</a></li>
</ul>
</li>
<li><a class="reference internal" href="#adventure-mode" id="id23">Adventure mode</a><ul>
<li><a class="reference internal" href="#adv-bodyswap" id="id24">adv-bodyswap</a></li>
<li><a class="reference internal" href="#advtools" id="id25">advtools</a></li>
</ul>
</li>
<li><a class="reference internal" href="#map-modification" id="id26">Map modification</a><ul>
<li><a class="reference internal" href="#changelayer" id="id27">changelayer</a></li>
<li><a class="reference internal" href="#changevein" id="id28">changevein</a></li>
<li><a class="reference internal" href="#changeitem" id="id29">changeitem</a></li>
<li><a class="reference internal" href="#colonies" id="id30">colonies</a></li>
<li><a class="reference internal" href="#deramp-by-zilpin" id="id31">deramp (by zilpin)</a></li>
<li><a class="reference internal" href="#feature" id="id32">feature</a></li>
<li><a class="reference internal" href="#liquids" id="id33">liquids</a></li>
<li><a class="reference internal" href="#liquids-here" id="id34">liquids-here</a></li>
<li><a class="reference internal" href="#tiletypes" id="id35">tiletypes</a></li>
<li><a class="reference internal" href="#tiletypes-commands" id="id36">tiletypes-commands</a></li>
<li><a class="reference internal" href="#tiletypes-here" id="id37">tiletypes-here</a></li>
<li><a class="reference internal" href="#tiletypes-here-point" id="id38">tiletypes-here-point</a></li>
<li><a class="reference internal" href="#tubefill" id="id39">tubefill</a></li>
<li><a class="reference internal" href="#extirpate" id="id40">extirpate</a></li>
<li><a class="reference internal" href="#grow" id="id41">grow</a></li>
<li><a class="reference internal" href="#immolate" id="id42">immolate</a></li>
<li><a class="reference internal" href="#regrass" id="id43">regrass</a></li>
<li><a class="reference internal" href="#weather" id="id44">weather</a></li>
</ul>
</li>
<li><a class="reference internal" href="#map-inspection" id="id45">Map inspection</a><ul>
<li><a class="reference internal" href="#cursecheck" id="id46">cursecheck</a></li>
<li><a class="reference internal" href="#flows" id="id47">flows</a></li>
<li><a class="reference internal" href="#probe" id="id48">probe</a></li>
<li><a class="reference internal" href="#prospect" id="id49">prospect</a><ul>
<li><a class="reference internal" href="#pre-embark-estimate" id="id50">Pre-embark estimate</a></li>
</ul>
</li>
<li><a class="reference internal" href="#reveal" id="id51">reveal</a></li>
<li><a class="reference internal" href="#unreveal" id="id52">unreveal</a></li>
<li><a class="reference internal" href="#revtoggle" id="id53">revtoggle</a></li>
<li><a class="reference internal" href="#revflood" id="id54">revflood</a></li>
<li><a class="reference internal" href="#revforget" id="id55">revforget</a></li>
<li><a class="reference internal" href="#showmood" id="id56">showmood</a></li>
</ul>
</li>
<li><a class="reference internal" href="#designations" id="id57">Designations</a><ul>
<li><a class="reference internal" href="#burrow" id="id58">burrow</a></li>
<li><a class="reference internal" href="#digv" id="id59">digv</a></li>
<li><a class="reference internal" href="#digvx" id="id60">digvx</a></li>
<li><a class="reference internal" href="#digl" id="id61">digl</a></li>
<li><a class="reference internal" href="#diglx" id="id62">diglx</a></li>
<li><a class="reference internal" href="#digexp" id="id63">digexp</a></li>
<li><a class="reference internal" href="#digcircle" id="id64">digcircle</a></li>
<li><a class="reference internal" href="#digtype" id="id65">digtype</a></li>
<li><a class="reference internal" href="#filltraffic" id="id66">filltraffic</a></li>
<li><a class="reference internal" href="#alltraffic" id="id67">alltraffic</a></li>
<li><a class="reference internal" href="#getplants" id="id68">getplants</a></li>
</ul>
</li>
<li><a class="reference internal" href="#cleanup-and-garbage-disposal" id="id69">Cleanup and garbage disposal</a><ul>
<li><a class="reference internal" href="#clean" id="id70">clean</a></li>
<li><a class="reference internal" href="#spotclean" id="id71">spotclean</a></li>
<li><a class="reference internal" href="#autodump" id="id72">autodump</a></li>
<li><a class="reference internal" href="#autodump-destroy-here" id="id73">autodump-destroy-here</a></li>
<li><a class="reference internal" href="#autodump-destroy-item" id="id74">autodump-destroy-item</a></li>
<li><a class="reference internal" href="#cleanowned" id="id75">cleanowned</a></li>
</ul>
</li>
<li><a class="reference internal" href="#bugfixes" id="id76">Bugfixes</a><ul>
<li><a class="reference internal" href="#drybuckets" id="id77">drybuckets</a></li>
<li><a class="reference internal" href="#fixdiplomats" id="id78">fixdiplomats</a></li>
<li><a class="reference internal" href="#fixmerchants" id="id79">fixmerchants</a></li>
<li><a class="reference internal" href="#fixveins" id="id80">fixveins</a></li>
<li><a class="reference internal" href="#tweak" id="id81">tweak</a></li>
<li><a class="reference internal" href="#fix-armory" id="id82">fix-armory</a></li>
</ul>
</li>
<li><a class="reference internal" href="#mode-switch-and-reclaim" id="id83">Mode switch and reclaim</a><ul>
<li><a class="reference internal" href="#lair" id="id84">lair</a></li>
<li><a class="reference internal" href="#mode" id="id85">mode</a></li>
</ul>
</li>
<li><a class="reference internal" href="#visualizer-and-data-export" id="id86">Visualizer and data export</a><ul>
<li><a class="reference internal" href="#ssense-stonesense" id="id87">ssense / stonesense</a></li>
<li><a class="reference internal" href="#mapexport" id="id88">mapexport</a></li>
<li><a class="reference internal" href="#dwarfexport" id="id89">dwarfexport</a></li>
</ul>
</li>
<li><a class="reference internal" href="#job-management" id="id90">Job management</a><ul>
<li><a class="reference internal" href="#job" id="id91">job</a></li>
<li><a class="reference internal" href="#job-material" id="id92">job-material</a></li>
<li><a class="reference internal" href="#job-duplicate" id="id93">job-duplicate</a></li>
<li><a class="reference internal" href="#workflow" id="id94">workflow</a><ul>
<li><a class="reference internal" href="#function" id="id95">Function</a></li>
<li><a class="reference internal" href="#constraint-examples" id="id96">Constraint examples</a></li>
</ul>
</li>
</ul>
</li>
<li><a class="reference internal" href="#fortress-activity-management" id="id97">Fortress activity management</a><ul>
<li><a class="reference internal" href="#seedwatch" id="id98">seedwatch</a></li>
<li><a class="reference internal" href="#zone" id="id99">zone</a><ul>
<li><a class="reference internal" href="#usage-with-single-units" id="id100">Usage with single units</a></li>
<li><a class="reference internal" href="#usage-with-filters" id="id101">Usage with filters</a></li>
<li><a class="reference internal" href="#mass-renaming" id="id102">Mass-renaming</a></li>
<li><a class="reference internal" href="#cage-zones" id="id103">Cage zones</a></li>
<li><a class="reference internal" href="#examples" id="id104">Examples</a></li>
</ul>
</li>
<li><a class="reference internal" href="#autonestbox" id="id105">autonestbox</a></li>
<li><a class="reference internal" href="#autobutcher" id="id106">autobutcher</a></li>
<li><a class="reference internal" href="#autolabor" id="id107">autolabor</a></li>
</ul>
</li>
<li><a class="reference internal" href="#other" id="id108">Other</a><ul>
<li><a class="reference internal" href="#catsplosion" id="id109">catsplosion</a></li>
<li><a class="reference internal" href="#dfusion" id="id110">dfusion</a></li>
<li><a class="reference internal" href="#misery" id="id111">misery</a></li>
</ul>
</li>
</ul>
</li>
<li><a class="reference internal" href="#scripts" id="id112">Scripts</a><ul>
<li><a class="reference internal" href="#fix" id="id113">fix/*</a></li>
<li><a class="reference internal" href="#gui" id="id114">gui/*</a></li>
<li><a class="reference internal" href="#quicksave" id="id115">quicksave</a></li>
<li><a class="reference internal" href="#setfps" id="id116">setfps</a></li>
<li><a class="reference internal" href="#siren" id="id117">siren</a></li>
<li><a class="reference internal" href="#growcrops" id="id118">growcrops</a></li>
<li><a class="reference internal" href="#removebadthoughts" id="id119">removebadthoughts</a></li>
<li><a class="reference internal" href="#slayrace" id="id120">slayrace</a></li>
<li><a class="reference internal" href="#magmasource" id="id121">magmasource</a></li>
<li><a class="reference internal" href="#digfort" id="id122">digfort</a></li>
<li><a class="reference internal" href="#superdwarf" id="id123">superdwarf</a></li>
<li><a class="reference internal" href="#drainaquifer" id="id124">drainaquifer</a></li>
<li><a class="reference internal" href="#deathcause" id="id125">deathcause</a></li>
</ul>
</li>
<li><a class="reference internal" href="#in-game-interface-tools" id="id126">In-game interface tools</a><ul>
<li><a class="reference internal" href="#dwarf-manipulator" id="id127">Dwarf Manipulator</a></li>
<li><a class="reference internal" href="#search" id="id128">Search</a></li>
<li><a class="reference internal" href="#gui-liquids" id="id129">gui/liquids</a></li>
<li><a class="reference internal" href="#gui-mechanisms" id="id130">gui/mechanisms</a></li>
<li><a class="reference internal" href="#gui-rename" id="id131">gui/rename</a></li>
<li><a class="reference internal" href="#gui-room-list" id="id132">gui/room-list</a></li>
<li><a class="reference internal" href="#gui-choose-weapons" id="id133">gui/choose-weapons</a></li>
<li><a class="reference internal" href="#gui-guide-path" id="id134">gui/guide-path</a></li>
<li><a class="reference internal" href="#gui-workshop-job" id="id135">gui/workshop-job</a></li>
<li><a class="reference internal" href="#gui-workflow" id="id136">gui/workflow</a></li>
<li><a class="reference internal" href="#gui-assign-rack" id="id137">gui/assign-rack</a></li>
</ul>
</li>
<li><a class="reference internal" href="#behavior-mods" id="id138">Behavior Mods</a><ul>
<li><a class="reference internal" href="#siege-engine" id="id139">Siege Engine</a><ul>
<li><a class="reference internal" href="#rationale" id="id140">Rationale</a></li>
<li><a class="reference internal" href="#configuration-ui" id="id141">Configuration UI</a></li>
</ul>
</li>
<li><a class="reference internal" href="#power-meter" id="id142">Power Meter</a></li>
<li><a class="reference internal" href="#steam-engine" id="id143">Steam Engine</a><ul>
<li><a class="reference internal" href="#id1" id="id144">Rationale</a></li>
<li><a class="reference internal" href="#construction" id="id145">Construction</a></li>
<li><a class="reference internal" href="#operation" id="id146">Operation</a></li>
<li><a class="reference internal" href="#explosions" id="id147">Explosions</a></li>
<li><a class="reference internal" href="#save-files" id="id148">Save files</a></li>
</ul>
</li>
<li><a class="reference internal" href="#add-spatter" id="id149">Add Spatter</a></li>
</ul>
</li>
</ul>
</div>
</div>
<div class="section" id="getting-dfhack">
<h1><a class="toc-backref" href="#id3">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="#id4">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, version 0.34.11 is supported (and tested). 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="#id5">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="#id6">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 class="section" id="patched-binaries">
<h2><a class="toc-backref" href="#id7">Patched binaries</a></h2>
<p>On linux and OSX, users of patched binaries may have to find the relevant
section in symbols.xml, and add a new line with the checksum of their
executable:</p>
<pre class="literal-block">
<md5-hash value='????????????????????????????????'/>
</pre>
<p>In order to find the correct value of the hash, look into stderr.log;
DFHack prints an error there if it does not recognize the hash.</p>
<p>DFHack includes a small stand-alone utility for applying and removing
binary patches from the game executable. Use it from the regular operating
system console:</p>
<blockquote>
<ul>
<li><p class="first"><tt class="docutils literal">binpatch check "Dwarf Fortress.exe" patch.dif</tt></p>
<p>Checks and prints if the patch is currently applied.</p>
</li>
<li><p class="first"><tt class="docutils literal">binpatch apply "Dwarf Fortress.exe" patch.dif</tt></p>
<p>Applies the patch, unless it is already applied or in conflict.</p>
</li>
<li><p class="first"><tt class="docutils literal">binpatch remove "Dwarf Fortress.exe" patch.dif</tt></p>
<p>Removes the patch, unless it is already removed.</p>
</li>
</ul>
</blockquote>
<p>The patches are expected to be encoded in text format used by IDA.</p>
</div>
</div>
<div class="section" id="something-doesn-t-work-help">
<h1><a class="toc-backref" href="#id8">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="#id9">The init file</a></h1>
<p>If your DF folder contains a file named <tt class="docutils literal">dfhack.init</tt>, its contents will be run
every time you start DF. This allows setting up keybindings. An example file
is provided as <tt class="docutils literal"><span class="pre">dfhack.init-example</span></tt> - you can tweak it and rename to dfhack.init
if you want to use this functionality.</p>
<div class="section" id="setting-keybindings">
<h2><a class="toc-backref" href="#id10">Setting keybindings</a></h2>
<p>To set keybindings, use the built-in <tt class="docutils literal">keybinding</tt> command. Like any other
command it can be used at any time from the console, but it is also meaningful
in the DFHack init file.</p>
<p>Currently it supports any combination of Ctrl/Alt/Shift with F1-F9, or A-Z.</p>
<p>Possible ways to call the command:</p>
<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>The <em><key></em> parameter above has the following <em>case-sensitive</em> syntax:</p>
<pre class="literal-block">
[Ctrl-][Alt-][Shift-]KEY[@context]
</pre>
<p>where the <em>KEY</em> part can be F1-F9 or A-Z, and [] denote optional parts.</p>
<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>
<p>The <em>context</em> part in the key specifier above can be used to explicitly restrict
the UI state where the binding would be applicable. If called without parameters,
the <tt class="docutils literal">keybinding</tt> command among other things prints the current context string.
Only bindings with a <em>context</em> tag that either matches the current context fully,
or is a prefix ending at a '/' boundary would be considered for execution, i.e.
for context <tt class="docutils literal">foo/bar/baz</tt>, possible matches are any of <tt class="docutils literal">@foo/bar/baz</tt>, <tt class="docutils literal">@foo/bar</tt>,
<tt class="docutils literal">@foo</tt> or none.</p>
</div>
</div>
<div class="section" id="commands">
<h1><a class="toc-backref" href="#id11">Commands</a></h1>
<p>DFHack command syntax consists of a command name, followed by arguments separated
by whitespace. To include whitespace in an argument, quote it in double quotes.
To include a double quote character, use <tt class="docutils literal">\"</tt> inside double quotes.</p>
<p>If the first non-whitespace character of a line is <tt class="docutils literal">#</tt>, the line is treated
as a comment, i.e. a silent no-op command.</p>
<p>If the first non-whitespace character is <tt class="docutils literal">:</tt>, the command is parsed in a special
alternative mode: first, non-whitespace characters immediately following the <tt class="docutils literal">:</tt>
are used as the command name; the remaining part of the line, starting with the first
non-whitespace character <em>after</em> the command name, is used verbatim as the first argument.
The following two command lines are exactly equivalent:</p>
<blockquote>
<ul class="simple">
<li><tt class="docutils literal">:foo a b "c d" e f</tt></li>
<li><tt class="docutils literal">foo "a b \"c d\" e f"</tt></li>
</ul>
</blockquote>
<p>This is intended for commands like <tt class="docutils literal">rb_eval</tt> that evaluate script language statements.</p>
<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="game-progress">
<h2><a class="toc-backref" href="#id12">Game progress</a></h2>
<div class="section" id="die">
<h3><a class="toc-backref" href="#id13">die</a></h3>
<p>Instantly kills DF without saving.</p>
</div>
<div class="section" id="forcepause">
<h3><a class="toc-backref" href="#id14">forcepause</a></h3>
<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">
<h3><a class="toc-backref" href="#id15">nopause</a></h3>
<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="fastdwarf">
<h3><a class="toc-backref" href="#id16">fastdwarf</a></h3>
<p>Controls speedydwarf and teledwarf. Speedydwarf makes dwarves move quickly and perform tasks quickly. Teledwarf makes dwarves move instantaneously, but do jobs at the same speed.</p>
<blockquote>
<ul class="simple">
<li>'fastdwarf 0 0' disables both</li>
<li>'fastdwarf 0 1' disables speedydwarf and enables teledwarf</li>
<li>'fastdwarf 1 0' enables speedydwarf and disables teledwarf</li>
<li>'fastdwarf 1 1' enables both</li>
<li>'fastdwarf 0' disables both</li>
<li>'fastdwarf 1' enables speedydwarf and disables teledwarf</li>
<li>'fastdwarf 2 ...' sets a native debug flag in the game memory
that implements an even more aggressive version of speedydwarf.</li>
</ul>
</blockquote>
</div>
</div>
<div class="section" id="game-interface">
<h2><a class="toc-backref" href="#id17">Game interface</a></h2>
<div class="section" id="follow">
<h3><a class="toc-backref" href="#id18">follow</a></h3>
<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="tidlers">
<h3><a class="toc-backref" href="#id19">tidlers</a></h3>
<p>Toggle between all possible positions where the idlers count can be placed.</p>
</div>
<div class="section" id="twaterlvl">
<h3><a class="toc-backref" href="#id20">twaterlvl</a></h3>
<p>Toggle between displaying/not displaying liquid depth as numbers.</p>
</div>
<div class="section" id="copystock">
<h3><a class="toc-backref" href="#id21">copystock</a></h3>
<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="rename">
<h3><a class="toc-backref" href="#id22">rename</a></h3>
<p>Allows renaming various things.</p>
<p>Options:</p>
<blockquote>
<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>
<tr class="field"><th class="field-name" colspan="2">rename building "name":</th></tr>
<tr class="field"><td> </td><td class="field-body">Set a custom name for the selected building.
The building must be one of stockpile, workshop, furnace, trap,
siege engine or an activity zone.</td>
</tr>
</tbody>
</table>
</blockquote>
</div>
</div>
<div class="section" id="adventure-mode">
<h2><a class="toc-backref" href="#id23">Adventure mode</a></h2>
<div class="section" id="adv-bodyswap">
<h3><a class="toc-backref" href="#id24">adv-bodyswap</a></h3>
<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>
<p>Usage:</p>
<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 class="section" id="advtools">
<h3><a class="toc-backref" href="#id25">advtools</a></h3>
<p>A package of different adventure mode tools (currently just one)</p>
<p>Usage:</p>
<blockquote>
<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>
</blockquote>
</div>
</div>
<div class="section" id="map-modification">
<h2><a class="toc-backref" href="#id26">Map modification</a></h2>
<div class="section" id="changelayer">
<h3><a class="toc-backref" href="#id27">changelayer</a></h3>
<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>
<p>Options:</p>
<blockquote>
<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>
</blockquote>
<p>Examples:</p>
<blockquote>
<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>
</blockquote>
<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 class="section" id="changevein">
<h3><a class="toc-backref" href="#id28">changevein</a></h3>
<p>Changes material of the vein under cursor to the specified inorganic RAW
material. Only affects tiles within the current 16x16 block - for veins and
large clusters, you will need to use this command multiple times.</p>
<p>Example:</p>
<blockquote>
<dl class="docutils">
<dt><tt class="docutils literal">changevein NATIVE_PLATINUM</tt></dt>
<dd>Convert vein at cursor position into platinum ore.</dd>
</dl>
</blockquote>
</div>
<div class="section" id="changeitem">
<h3><a class="toc-backref" href="#id29">changeitem</a></h3>
<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>
<p>Options:</p>
<blockquote>
<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>
</blockquote>
<p>Examples:</p>
<blockquote>
<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>
</blockquote>
</div>
<div class="section" id="colonies">
<h3><a class="toc-backref" href="#id30">colonies</a></h3>
<p>Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.</p>
<p>Options:</p>
<blockquote>
<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>
</blockquote>
</div>
<div class="section" id="deramp-by-zilpin">
<h3><a class="toc-backref" href="#id31">deramp (by zilpin)</a></h3>
<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="feature">
<h3><a class="toc-backref" href="#id32">feature</a></h3>
<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>
<p>Options:</p>