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To use hack/scripts/



[DFHack]# populate

Usage: populate -s CREATURE ( [-r #] [-l #] [-e] [-n] [-b #] [-i #] [-x #] [-f] ) ( [-t #] [-c #] [-o CREATURE] [-a] [-m #] [-p #] [-k] [-z] [-u #] ) [-d] [-v]

Mandatory arguments:

-s, --species CREATURE Raw creature name to [re]populate.

Population Filters:

-r, --regions # Maximum number of regions to limit creature to.

- Regions are collections of orthogonally connected locations (x,y coordinates)

on the world map that share their major Biome type.

-l, --locations # Maximum number of locations to limit creature to.

- Locations are x,y coordinates on the world map.

-e, --existing Add populations only to regions where a regional population already exists.

-n, --need-site [TYPE] Restrict habitable locations to those with sites.

Valid TYPEs: PlayerFortress, DarkFortress, Cave, MountainHalls,

ForestRetreat, Town, ImportantLocation, LairShrine, Fortress, Camp, Monument

Population Modifiers:

-b, --boost # Increment region populations by the specified amount.

-i, --increment # Increment local populations by the specified amount.

Site Filters:

-t, --site-id # The ID of the site in memory.

-c, --civilization-id # The ID of the target civilization in memory.

-o, --civilization-race CREATURE The raw creature name of the founder of the civilization.

Site Modifiers:

-a, --add-creature The creature [-s] will be added to the filtered site(s) that do not already have any.

-m, --set-amount # The creature [-s] will have their population(s) at the filtered site(s) set to # amount.

-p, --add-amount # The creature [-s] will have their population(s) at the filtered site(s) increased by # amount.

-k, --all-vermin All vermin creatures will be matched on operations for the target civilization's pet list/trading goods and site populations.

-z, --remove-animal The creature [-s] will be removed from the target civilization's pet list/trading goods and site populations.

-y, --trade-priority # The creature [-s] that was added [-a] will have all of their trade goods set to this priority.

Special options:

-x, --extinct # Remove the extinct flag from populations of this species,

and set the population amount to the specified number.

-f, --fortress Force adding a population to the current fortress location.

- Will show a warning if the surroundings/biome don't match the creature's raws.

-d, --display Display only. Do not do any additions.

-v, --verbose Print extra information to the console.

Examples:

Add Kea birds to 3 regions and 10 locations:

populate -s BIRD_KEA -r 3 -l 10

Now only add to 10 locations in up to 3 regions where Keas already live:

populate -s BIRD_KEA -r 3 -l 10 -e

Or drop some wild populations on the Elves by requiring sites with ForestRetreat:

populate -s BIRD_KEA -r 3 -l 10 -n ForestRetreat

Or maybe just increase already existing populations:

populate -s BIRD_KEA -b 1000 -i 100

Or maybe you want (tame) ones in Elven trade caravans:

populate -s BIRD_KEA -o ELF -a

Or maybe you don't want (tame) ones in Elven trade caravans:

populate -s BIRD_KEA -o ELF -z

And you don't want (tame) vermin either:

populate -s BIRD_KEA -o ELF -z -k

Or you think the Elves need MORE (TAME) KEAS:

populate -s BIRD_KEA -o ELF -p 1000

Maybe you just want to see what a command WILL do:

populate -s BIRD_KEA -o ELF -p 1000 -d

You really want lots of text printed to your screen:

populate -s BIRD_KEA -o ELF -p 1000 -d -v Populate.rb allows you to modify the populations of world regions, world locations, sites, and civilizations.To use hack/scripts/ populate.rb extract it into Dwarf Fortress/hack/scripts, and hack/ruby/ optparse.rb into Dwarf Fortress/hack/ruby.[DFHack]# populateUsage: populate -s CREATURE ( [-r #] [-l #] [-e] [-n] [-b #] [-i #] [-x #] [-f] ) ( [-t #] [-c #] [-o CREATURE] [-a] [-m #] [-p #] [-k] [-z] [-u #] ) [-d] [-v]Mandatory arguments:-s, --species CREATURE Raw creature name to [re]populate.Population Filters:-r, --regions # Maximum number of regions to limit creature to.- Regions are collections of orthogonally connected locations (x,y coordinates)on the world map that share their major Biome type.-l, --locations # Maximum number of locations to limit creature to.- Locations are x,y coordinates on the world map.-e, --existing Add populations only to regions where a regional population already exists.-n, --need-site [TYPE] Restrict habitable locations to those with sites.Valid TYPEs: PlayerFortress, DarkFortress, Cave, MountainHalls,ForestRetreat, Town, ImportantLocation, LairShrine, Fortress, Camp, MonumentPopulation Modifiers:-b, --boost # Increment region populations by the specified amount.-i, --increment # Increment local populations by the specified amount.Site Filters:-t, --site-id # The ID of the site in memory.-c, --civilization-id # The ID of the target civilization in memory.-o, --civilization-race CREATURE The raw creature name of the founder of the civilization.Site Modifiers:-a, --add-creature The creature [-s] will be added to the filtered site(s) that do not already have any.-m, --set-amount # The creature [-s] will have their population(s) at the filtered site(s) set to # amount.-p, --add-amount # The creature [-s] will have their population(s) at the filtered site(s) increased by # amount.-k, --all-vermin All vermin creatures will be matched on operations for the target civilization's pet list/trading goods and site populations.-z, --remove-animal The creature [-s] will be removed from the target civilization's pet list/trading goods and site populations.-y, --trade-priority # The creature [-s] that was added [-a] will have all of their trade goods set to this priority.Special options:-x, --extinct # Remove the extinct flag from populations of this species,and set the population amount to the specified number.-f, --fortress Force adding a population to the current fortress location.- Will show a warning if the surroundings/biome don't match the creature's raws.-d, --display Display only. Do not do any additions.-v, --verbose Print extra information to the console.Examples:Add Kea birds to 3 regions and 10 locations:populate -s BIRD_KEA -r 3 -l 10Now only add to 10 locations in up to 3 regions where Keas already live:populate -s BIRD_KEA -r 3 -l 10 -eOr drop some wild populations on the Elves by requiring sites with ForestRetreat:populate -s BIRD_KEA -r 3 -l 10 -n ForestRetreatOr maybe just increase already existing populations:populate -s BIRD_KEA -b 1000 -i 100Or maybe you want (tame) ones in Elven trade caravans:populate -s BIRD_KEA -o ELF -aOr maybe you don't want (tame) ones in Elven trade caravans:populate -s BIRD_KEA -o ELF -zAnd you don't want (tame) vermin either:populate -s BIRD_KEA -o ELF -z -kOr you think the Elves need MORE (TAME) KEAS:populate -s BIRD_KEA -o ELF -p 1000Maybe you just want to see what a command WILL do:populate -s BIRD_KEA -o ELF -p 1000 -dYou really want lots of text printed to your screen:populate -s BIRD_KEA -o ELF -p 1000 -d -v