DFHack plugins are the commands, that are compiled with a specific version. They can provide anything from a small keybinding, to a complete overhaul of game subsystems or the entire renderer.

Most commands offered by plugins are listed here, hopefully organised in a way you will find useful.

Reveal also works in adventure mode, but any of its effects are negated once you move. When you use it this way, you don’t need to run unreveal .

This reveals the map. By default, HFS will remain hidden so that the demons don’t spawn. You can use reveal hell to reveal everything. With hell revealed, you won’t be able to unpause until you hide the map again. If you really want to unpause with hell revealed, use reveal demons .

The results of pre-embark prospect are an estimate, and can at best be expected to be somewhere within +/- 30% of the true amount; sometimes it does a lot worse. Especially, it is not clear how to precisely compute how many soil layers there will be in a given embark tile, so it can report a whole extra layer, or omit one that is actually present.

If prospect is called during the embark selection screen, it displays an estimate of layer stone availability.

Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.

This plugin implements the back end of the gui/pathable script. It exports a single Lua function, in hack/lua/plugins/pathable.lua :

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.

Please report any living/active creatures with cursetype “unknown” - this is most likely with mods which introduce new types of curses.

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.

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”.

With an active in-game cursor only the selected tile will be observed. Without a cursor the whole map will be checked.

Options (If only region and name are given, export all):

This plugin requires a binpatch , which has not been available since DF 0.34.11

Gives Shift-8 (or * ) priority when scrolling menus, instead of scrolling the map

Preserve list order and cursor position when assigning to squad, i.e. stop the rightmost list of the Positions page of the military screen from constantly resetting to the top.

Color squad candidates already assigned to other squads in yellow/green to make them stand out more in the list.

Allows changing the priority of all goods in a category when discussing an import agreement with the liaison

Makes Shift-Down in the Move Goods to Depot and Trade screens select the current item (fully, in case of a stack), and scroll down one line.

Further improves temperature update performance by ensuring that 1 degree of item temperature is crossed in no more than specified number of frames when updating from the environment temperature. This reduces the time it takes for stable-temp to stop updates again when equilibrium is disturbed.

Fixes the behavior of crafted items wearing out over time ( Bug 6003 ). With this tweak, items made from cloth and leather will gain a level of wear every 20 years.

Implements the “back” option when renaming a burrow, which currently does nothing ( Bug 1518 )

Works around Bug 6202 , custom reactions with container inputs in advmode. The issue is that the screen tries to force you to select the contents separately from the container. This forcefully skips child reagents.

Allows you to remove or raise the pet population cap. In vanilla DF, pets will not reproduce unless the population is below 50 and the number of children of that species is below a certain percentage. This plugin allows removing the second restriction and removing or raising the first. Pets still require PET or PET_EXOTIC tags in order to reproduce. Type help petcapRemover for exact usage. In order to make population more stable and avoid sudden population booms as you go below the raised population cap, this plugin counts pregnancies toward the new population cap. It can still go over, but only in the case of multiple births.

Removes invalid references to mineral inclusions and restores missing ones. Use this if you broke your embark with tools like tiletypes , or if you accidentally placed a construction on top of a valuable mineral floor.

This plugin fixes issues with unit occupancy, notably phantom “unit blocking tile” messages ( Bug 3499 ). It can be run manually, or periodically when enabled with the built-in enable/disable commands:

An image showing lava and dragon breath. Not pictured here: sunlight, shining items/plants, materials that color the light etc…

A collection of renderer replacing/enhancing filters. For better effect try changing the black color in palette to non totally black. See Bay12 forums thread 128487 for more info.

Note that files are relative to the DF folder, so put your files there or in a subfolder for easy access. Filenames should not have spaces. Generated materials, divine metals, etc are not saved as they are different in every world.

To use savestock and loadstock, use the q command to highlight a stockpile. Then run savestock giving it a descriptive filename. Then, in a different (or the same!) gameworld, you can highlight any stockpile with q then execute the loadstock command passing it the name of that file. The settings will be applied to that stockpile.

Offers the following commands to save and load stockpile settings. See gui/stockpiles for an in-game interface.

Sort the unit list using the given sequence of comparisons. The < prefix for an order makes undefined values sort first. The > prefix reverses the sort order for defined values.

Sort the item list using the given sequence of comparisons. The < prefix for an order makes undefined values sort first. The > prefix reverses the sort order for defined values.

Adds a q menu for track stops, which is completely blank by default. This allows you to view and/or change the track stop’s friction and dump direction settings, using the keybindings from the track stop building interface.

Makes the game view follow the currently highlighted unit after you exit from the current menu or cursor mode. Handy for watching dwarves running around. Deactivated by moving the view manually.

Implements several confirmation dialogs for potentially destructive actions (for example, seizing goods from traders or deleting hauling routes).

Very useful when combined with workflow - you can set a constraint to always have one or two doors/beds/tables/chairs/etc available, and place as many as you like. The plugins then take over and fulfill the orders, with minimal space dedicated to stockpiles.

When active (via enable buildingplan ), this plugin adds a planning mode for furniture placement. You can then place furniture and other buildings before the required materials are available, and the job will be unsuspended when the item is created.

The other option (auto type selection, off by default) can be toggled on with t . If you toggle this option on, instead of returning you to the main construction menu after selecting materials, it returns you back to this screen. If you use this along with several autoselect enabled materials, you should be able to place complex constructions more conveniently.

Use a here to temporarily disable the material autoselection, e.g. if you need to go to the material selection screen so you can toggle some materials on or off.

When choosing the construction placement, you will see a couple of options:

Pressing a while highlighting any material will enable that material for “auto select” for this construction type. You can enable multiple materials as autoselect. Now the next time you place this type of construction, the plugin will automatically choose materials for you from the kinds you enabled. If there is enough to satisfy the whole placement, you won’t be prompted with the material screen - the construction will be placed and you will be back in the construction menu as if you did it manually.

Firstly, it moves the last used material for a given construction type to the top of the list, if there are any left. So if you build a wall with chalk blocks, the next time you place a wall the chalk blocks will be at the top of the list, regardless of distance (it only does this in “grouped” mode, as individual item lists could be huge). This should mean you can place most constructions without having to search for your preferred material type.

This makes building constructions (walls, floors, fortifications, etc) a little bit easier by saving you from having to trawl through long lists of materials each time you place one.

This plugin provides embark site selection help. It has to be run with the embark-assistant command while the pre-embark screen is displayed and shows extended (and correct(?)) resource information for the embark rectangle as well as normally undisplayed sites in the current embark region. It also has a site selection tool with more options than DF’s vanilla search tool. For detailed help invoke the in game info screen.

Disables pausing (both manual and automatic) with the exception of pause forced by reveal hell . This is nice for digging under rivers.

Note that the ‘Permit XXX’/’Forbid XXX’ keys conveniently operate only on items actually shown in the rightmost list, so it is possible to select only fat or tallow by forbidding fats, then searching for fat/tallow, and using Permit Fats again while the list is filtered.

In the stockpile screen the option only appears if the cursor is in the rightmost list:

In the Trade screen, the actual trade will always only act on items that are actually visible in the list; the same effect applies to the Trade Value numbers displayed by the screen. Because of this, the t key is blocked while search is active, so you have to reset the filters first. Pressing Alt C will clear both search strings.

Pressing Enter , Esc or the arrow keys will return you to browsing the now filtered list, which still functions as normal. You can clear the filter by either going back into search mode and backspacing to delete it, or pressing the “shifted” version of the search hotkey while browsing the list (e.g. if the hotkey is s , then hitting Shift s will clear any filter).

Searching works the same way as the search option in Move to Depot. You will see the Search option displayed on screen with a hotkey (usually s ). Pressing it lets you start typing a query and the relevant list will start filtering automatically.

Professions are saved as human-readable text files in the “professions” folder within the DF folder, and can be edited or deleted there.

To apply a profession, either highlight a single dwarf or select multiple with x , and press p to select the profession to apply. All labors for the selected dwarves will be reset to the labors of the chosen profession.

To save a profession, highlight a dwarf and press P . The profession will be saved using the custom profession name of the dwarf, or the default for that dwarf if no custom profession name has been set.

The manipulator plugin supports saving professions: a named set of labors that can be quickly applied to one or multiple dwarves.

Pressing Esc normally returns to the unit screen, but Shift Esc would exit directly to the main dwarf mode screen.

With a unit selected, you can press the v key to view its properties (and possibly set a custom nickname or profession) or the c key to exit Manipulator and zoom to its position within your fortress.

Press the + - keys to sort the unit list according to the currently selected skill/labor, and press the * / keys to sort the unit list by Name, Profession/Squad, Happiness, or Arrival order (using Tab to select which sort method to use here).

Press Enter to toggle the selected labor for the selected unit, or Shift+Enter to toggle all labors within the selected category.

Press the Z-Up ( < ) and Z-Down ( > ) keys to move quickly between labor/skill categories. The numpad Z-Up and Z-Down keys seek to the first or last unit in the list. Backspace seeks to the top left corner.

Use the arrow keys or number pad to move the cursor around, holding Shift to move 10 tiles at a time.

The far left column displays the unit’s Happiness (color-coded based on its value), Name, Profession/Squad, and the right half of the screen displays each dwarf’s labor settings and skill levels (0-9 for Dabbling through Professional, A-E for Great through Grand Master, and U-Z for Legendary through Legendary+5).

Ruby language plugin, which evaluates the following arguments as a ruby string. Best used as :rb [string] , for the special parsing mode. Alias rb_eval .

Opens an in-game screen showing which DFHack keybindings are active in the current context. See also hotkey-notes .

Disable a space separated list of filters but keep it in the filter list

Stores the filter in the configuration file to until unset is used to remove it.

Adds a filter that will be deleted when DF process exists or plugin is unloaded.

Optional id parameter is the id listed as first column in the filter list. If id is given then the command shows information for the given filter only in multi line format that is better format if filter has long regex.

The list can be filtered using optional regex parameters. If filters aren’t given then the it uses "." regex which matches any character. The regex parameters are good way to test regex before passing them to set .

Persistent filters are stored in dfhack-config/runtime-debug.json . Oldest filters are applied first. That means a newer filter can override the older printing level selection.

The runtime message printing is controlled using filters. Filters set the visible messages of all matching categories. Matching uses regular expression syntax, which allows listing multiple alternative matches or partial name matches. This syntax is a C++ version of the ECMA-262 grammar (Javascript regular expressions). Details of differences can be found at https://en.cppreference.com/w/cpp/regex/ecmascript

Manager for DFHack runtime debug prints. Debug prints are grouped by plugin name, category name and print level. Levels are trace , debug , info , warning and error .

If called with an entry, it starts with that text filled in. Most useful for developers, who can set a keybinding to open a laungage interpreter for lua or Ruby by starting with the :lua or :rb commands.

When autotrade is enabled for a stockpile, any items placed in it will be designated to be taken to the Trade Depot whenever merchants are on the map. This plugin adds an option to the q menu when enabled .

When automelt is enabled for a stockpile, any meltable items placed in it will be designated to be melted. This plugin adds an option to the q menu when enabled .

When that is not appropriate because they merely add keybinding hints to existing DF screens, they deliberately use red instead of green for the key.

In order to avoid user confusion, as a matter of policy all GUI tools display the word DFHack on the screen somewhere while active.

autolabor¶ Automatically manage dwarf labors to efficiently complete jobs. Autolabor tries to keep as many dwarves as possible busy but also tries to have dwarves specialize in specific skills. The key is that, for almost all labors, once a dwarf begins a job it will finish that job even if the associated labor is removed. Autolabor therefore frequently checks which dwarf or dwarves should take new jobs for that labor, and sets labors accordingly. Labors with equiptment (mining, hunting, and woodcutting), which are abandoned if labors change mid-job, are handled slightly differently to minimise churn. Warning autolabor will override any manual changes you make to labors while it is enabled, including through other tools such as Dwarf Therapist Simple usage: enable autolabor: Enables the plugin with default settings. (Persistent per fortress) disable autolabor: Disables the plugin. Anything beyond this is optional - autolabor works well on the default settings. By default, each labor is assigned to between 1 and 200 dwarves (2-200 for mining). By default 33% of the workforce become haulers, who handle all hauling jobs as well as cleaning, pulling levers, recovering wounded, removing constructions, and filling ponds. Other jobs are automatically assigned as described above. Each of these settings can be adjusted. Jobs are rarely assigned to nobles with responsibilities for meeting diplomats or merchants, never to the chief medical dwarf, and less often to the bookeeper and manager. Hunting is never assigned without a butchery, and fishing is never assigned without a fishery. For each labor a preference order is calculated based on skill, biased against masters of other trades and excluding those who can’t do the job. The labor is then added to the best <minimum> dwarves for that labor. We assign at least the minimum number of dwarfs, in order of preference, and then assign additional dwarfs that meet any of these conditions: The dwarf is idle and there are no idle dwarves assigned to this labor

The dwarf has non-zero skill associated with the labor

The labor is mining, hunting, or woodcutting and the dwarf currently has it enabled. We stop assigning dwarfs when we reach the maximum allowed. Advanced usage: autolabor <labor> <minimum> [<maximum>]: Set number of dwarves assigned to a labor. autolabor <labor> haulers: Set a labor to be handled by hauler dwarves. autolabor <labor> disable: Turn off autolabor for a specific labor. autolabor <labor> reset: Return a labor to the default handling. autolabor reset-all: Return all labors to the default handling. autolabor list: List current status of all labors. autolabor status: Show basic status information. See autolabor-artisans for a differently-tuned setup. Examples: autolabor MINE Keep at least 5 dwarves with mining enabled. autolabor CUT_GEM 1 1 Keep exactly 1 dwarf with gemcutting enabled. autolabor COOK 1 1 3 Keep 1 dwarf with cooking enabled, selected only from the top 3. autolabor FEED_WATER_CIVILIANS haulers Have haulers feed and water wounded dwarves. autolabor CUTWOOD disable Turn off autolabor for wood cutting.

labormanager¶ Automatically manage dwarf labors to efficiently complete jobs. Labormanager is derived from autolabor (above) but uses a completely different approach to assigning jobs to dwarves. While autolabor tries to keep as many dwarves busy as possible, labormanager instead strives to get jobs done as quickly as possible. Labormanager frequently scans the current job list, current list of dwarfs, and the map to determine how many dwarves need to be assigned to what labors in order to meet all current labor needs without starving any particular type of job. Warning As with autolabor, labormanager will override any manual changes you make to labors while it is enabled, including through other tools such as Dwarf Therapist Simple usage: enable labormanager: Enables the plugin with default settings. (Persistent per fortress) disable labormanager: Disables the plugin. Anything beyond this is optional - labormanager works fairly well on the default settings. The default priorities for each labor vary (some labors are higher priority by default than others). The way the plugin works is that, once it determines how many of each labor is needed, it then sorts them by adjusted priority. (Labors other than hauling have a bias added to them based on how long it’s been since they were last used, to prevent job starvation.) The labor with the highest priority is selected, the “best fit” dwarf for that labor is assigned to that labor, and then its priority is halved. This process is repeated until either dwarfs or labors run out. Because there is no easy way to detect how many haulers are actually needed at any moment, the plugin always ensures that at least one dwarf is assigned to each of the hauling labors, even if no hauling jobs are detected. At least one dwarf is always assigned to construction removing and cleaning because these jobs also cannot be easily detected. Lever pulling is always assigned to everyone. Any dwarfs for which there are no jobs will be assigned hauling, lever pulling, and cleaning labors. If you use animal trainers, note that labormanager will misbehave if you assign specific trainers to specific animals; results are only guaranteed if you use “any trainer”, and animal trainers will probably be overallocated in any case. Labormanager also sometimes assigns extra labors to currently busy dwarfs so that when they finish their current job, they will go off and do something useful instead of standing around waiting for a job. There is special handling to ensure that at least one dwarf is assigned to haul food whenever food is detected left in a place where it will rot if not stored. This will cause a dwarf to go idle if you have no storepiles to haul food to. Dwarfs who are unable to work (child, in the military, wounded, handless, asleep, in a meeting) are entirely excluded from labor assignment. Any dwarf explicitly assigned to a burrow will also be completely ignored by labormanager. The fitness algorithm for assigning jobs to dwarfs generally attempts to favor dwarfs who are more skilled over those who are less skilled. It also tries to avoid assigning female dwarfs with children to jobs that are “outside”, favors assigning “outside” jobs to dwarfs who are carrying a tool that could be used as a weapon, and tries to minimize how often dwarfs have to reequip. Labormanager automatically determines medical needs and reserves health care providers as needed. Note that this may cause idling if you have injured dwarfs but no or inadequate hospital facilities. Hunting is never assigned without a butchery, and fishing is never assigned without a fishery, and neither of these labors is assigned unless specifically enabled. The method by which labormanager determines what labor is needed for a particular job is complicated and, in places, incomplete. In some situations, labormanager will detect that it cannot determine what labor is required. It will, by default, pause and print an error message on the dfhack console, followed by the message “LABORMANAGER: Game paused so you can investigate the above message.”. If this happens, please open an issue on github, reporting the lines that immediately preceded this message. You can tell labormanager to ignore this error and carry on by typing labormanager pause-on-error no , but be warned that some job may go undone in this situation. Advanced usage: labormanager enable: Turn plugin on. labormanager disable: Turn plugin off. labormanager priority <labor> <value>: Set the priority value (see above) for labor <labor> to <value>. labormanager reset <labor>: Reset the priority value of labor <labor> to its default. labormanager reset-all: Reset all priority values to their defaults. labormanager allow-fishing: Allow dwarfs to fish. Warning This tends to result in most of the fort going fishing. labormanager forbid-fishing: Forbid dwarfs from fishing. Default behavior. labormanager allow-hunting: Allow dwarfs to hunt. Warning This tends to result in as many dwarfs going hunting as you have crossbows. labormanager forbid-hunting: Forbid dwarfs from hunting. Default behavior. labormanager list: Show current priorities and current allocation stats. labormanager pause-on-error yes: Make labormanager pause if the labor inference engine fails. See above. labormanager pause-on-error no: Allow labormanager to continue past a labor inference engine failure.

autohauler¶ Autohauler is an autolabor fork. Rather than the all-of-the-above means of autolabor, autohauler will instead only manage hauling labors and leave skilled labors entirely to the user, who will probably use Dwarf Therapist to do so. Idle dwarves will be assigned the hauling labors; everyone else (including those currently hauling) will have the hauling labors removed. This is to encourage every dwarf to do their assigned skilled labors whenever possible, but resort to hauling when those jobs are not available. This also implies that the user will have a very tight skill assignment, with most skilled labors only being assigned to just one dwarf, no dwarf having more than two active skilled labors, and almost every non-military dwarf having at least one skilled labor assigned. Autohauler allows skills to be flagged as to prevent hauling labors from being assigned when the skill is present. By default this is the unused ALCHEMIST labor but can be changed by the user.

job¶ Command for general job query and manipulation. Options: no extra options Print details of the current job. The job can be selected in a workshop, or the unit/jobs screen. list Print details of all jobs in the selected workshop. item-material <item-idx> <material[:subtoken]> Replace the exact material id in the job item. item-type <item-idx> <type[:subtype]> Replace the exact item type id in the job item.

job-material¶ Alter the material of the selected job. Similar to job item-material ... Invoked as: job - material < inorganic - token > Keybinding: ShiftA -> "job-material ALUNITE" Keybinding: ShiftM -> "job-material MICROCLINE" Keybinding: ShiftD -> "job-material DACITE" Keybinding: ShiftR -> "job-material RHYOLITE" Keybinding: ShiftI -> "job-material CINNABAR" Keybinding: ShiftB -> "job-material COBALTITE" Keybinding: ShiftO -> "job-material OBSIDIAN" Keybinding: ShiftT -> "job-material ORTHOCLASE" Keybinding: ShiftG -> "job-material GLASS_GREEN" In q mode, when a job is highlighted within a workshop or furnace, changes the material of the job. Only inorganic materials can be used in this mode.

mode, when a job is highlighted within a workshop or furnace, changes the material of the job. Only inorganic materials can be used in this mode. In b mode, during selection of building components positions the cursor over the first available choice with the matching material.

job-duplicate¶ In q mode, when a job is highlighted within a workshop or furnace building, calling job-duplicate instantly duplicates the job. Keybinding: CtrlD

autogems¶ Creates a new Workshop Order setting, automatically cutting rough gems when enabled. See gui/autogems for a configuration UI. If necessary, the autogems-reload command reloads the configuration file produced by that script.

stockflow¶ Allows the fortress bookkeeper to queue jobs through the manager, based on space or items available in stockpiles. Inspired by workflow. Usage: stockflow enable Enable the plugin. stockflow disable Disable the plugin. stockflow fast Enable the plugin in fast mode. stockflow list List any work order settings for your stockpiles. stockflow status Display whether the plugin is enabled. While enabled, the q menu of each stockpile will have two new options: j : Select a job to order, from an interface like the manager’s screen.

: Select a job to order, from an interface like the manager’s screen. J : Cycle between several options for how many such jobs to order. Whenever the bookkeeper updates stockpile records, new work orders will be placed on the manager’s queue for each such selection, reduced by the number of identical orders already in the queue. In fast mode, new work orders will be enqueued once per day, instead of waiting for the bookkeeper.

workflow¶ Manage control of repeat jobs. gui/workflow provides a simple front-end integrated in the game UI. Usage: workflow enable [option...], workflow disable [option...] If no options are specified, enables or disables the plugin. Otherwise, enables or disables any of the following options: drybuckets: Automatically empty abandoned water buckets.

auto-melt: Resume melt jobs when there are objects to melt. workflow jobs List workflow-controlled jobs (if in a workshop, filtered by it). workflow list List active constraints, and their job counts. workflow list-commands List active constraints as workflow commands that re-create them; this list can be copied to a file, and then reloaded using the script built-in command. workflow count <constraint-spec> <cnt-limit> [cnt-gap] Set a constraint, counting every stack as 1 item. workflow amount <constraint-spec> <cnt-limit> [cnt-gap] Set a constraint, counting all items within stacks. workflow unlimit <constraint-spec> Delete a constraint. workflow unlimit-all Delete all constraints. Function¶ When the plugin is enabled, it protects all repeat jobs from removal. If they do disappear due to any cause, they are immediately re-added to their workshop and suspended. In addition, when any constraints on item amounts are set, repeat jobs that produce that kind of item are automatically suspended and resumed as the item amount goes above or below the limit. The gap specifies how much below the limit the amount has to drop before jobs are resumed; this is intended to reduce the frequency of jobs being toggled. Constraint format¶ The constraint spec consists of 4 parts, separated with / characters: ITEM [: SUBTYPE ] / [ GENERIC_MAT , ... ] / [ SPECIFIC_MAT : ... ] / [ LOCAL , < quality > ] The first part is mandatory and specifies the item type and subtype, using the raw tokens for items (the same syntax used custom reaction inputs). For more information, see this wiki page. The subsequent parts are optional: A generic material spec constrains the item material to one of the hard-coded generic classes, which currently include: PLANT WOOD CLOTH SILK LEATHER BONE SHELL SOAP TOOTH HORN PEARL YARN METAL STONE SAND GLASS CLAY MILK

A specific material spec chooses the material exactly, using the raw syntax for reaction input materials, e.g. INORGANIC:IRON , although for convenience it also allows just IRON , or ACACIA:WOOD etc. See the link above for more details on the unabbreviated raw syntax.

A comma-separated list of miscellaneous flags, which currently can be used to ignore imported items or items below a certain quality. Constraint examples¶ Keep metal bolts within 900-1000, and wood/bone within 150-200: workflow amount AMMO : ITEM_AMMO_BOLTS / METAL 1000 100 workflow amount AMMO : ITEM_AMMO_BOLTS / WOOD , BONE 200 50 Keep the number of prepared food & drink stacks between 90 and 120: workflow count FOOD 120 30 workflow count DRINK 120 30 Make sure there are always 25-30 empty bins/barrels/bags: workflow count BIN 30 workflow count BARREL 30 workflow count BOX / CLOTH , SILK , YARN 30 Make sure there are always 15-20 coal and 25-30 copper bars: workflow count BAR // COAL 20 workflow count BAR // COPPER 30 Produce 15-20 gold crafts: workflow count CRAFTS // GOLD 20 Collect 15-20 sand bags and clay boulders: workflow count POWDER_MISC / SAND 20 workflow count BOULDER / CLAY 20 Make sure there are always 80-100 units of dimple dye: workflow amount POWDER_MISC // MUSHROOM_CUP_DIMPLE : MILL 100 20 Note In order for this to work, you have to set the material of the PLANT input on the Mill Plants job to MUSHROOM_CUP_DIMPLE using the job item-material command. Otherwise the plugin won’t be able to deduce the output material. Maintain 10-100 locally-made crafts of exceptional quality: workflow count CRAFTS /// LOCAL , EXCEPTIONAL 100 90 fix-job-postings¶ This command fixes crashes caused by previous versions of workflow, mostly in DFHack 0.40.24-r4, and should be run automatically when loading a world (but can also be run manually if desired).

clean¶ 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. Options: map: Clean the map tiles. By default, it leaves mud and snow alone. units: Clean the creatures. Will also clean hostiles. items: Clean all the items. Even a poisoned blade. Extra options for map : mud: Remove mud in addition to the normal stuff. snow: Also remove snow coverings.

spotclean¶ Works like clean map snow mud , but only for the tile under the cursor. Ideal if you want to keep that bloody entrance clean map would clean up. Keybinding: CtrlC

autodump¶ This plugin adds an option to the q menu for stckpiles when enabled. When autodump is enabled for a stockpile, any items placed in the stockpile will automatically be designated to be dumped. Alternatively, you can use it to 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. Cursor must be placed on a floor tile so the items can be dumped there. Options: destroy: Destroy instead of dumping. Doesn’t require a cursor. If called again before the game is resumed, cancels destroy. destroy-here: As destroy , but only the selected item in the k list, or inside a container. Alias autodump-destroy-here , for keybindings. Keybinding: CtrlShiftK visible: Only process items that are not hidden. hidden: Only process hidden items. forbidden: Only process forbidden items (default: only unforbidden). autodump-destroy-item destroys the selected item, which may be selected in the k list, or inside a container. If called again before the game is resumed, cancels destruction of the item. Keybinding: CtrlK

cleanowned¶ Confiscates items owned by dwarfs. By default, owned food on the floor and rotten items are confistacted and dumped. Options: all: confiscate all owned items scattered: confiscated and dump all items scattered on the floor x: confiscate/dump items with wear level ‘x’ and more X: confiscate/dump items with wear level ‘X’ and more dryrun: a dry run. combine with other options to see what will happen without it actually happening. Example: cleanowned scattered X This will confiscate rotten and dropped food, garbage on the floors and any worn items with ‘X’ damage and above.

dwarfmonitor¶ Records dwarf activity to measure fort efficiency. Options: enable <mode>: Start monitoring mode . mode can be “work”, “misery”, “weather”, or “all”. This will enable all corresponding widgets, if applicable. disable <mode>: Stop monitoring mode , and disable corresponding widgets, if applicable. stats: Show statistics summary prefs: Show dwarf preferences summary reload: Reload configuration file ( dfhack-config/dwarfmonitor.json ) Keybinding: AltM -> "dwarfmonitor prefs" in dwarfmode/Default Keybinding: CtrlF -> "dwarfmonitor stats" in dwarfmode/Default Widget configuration: The following types of widgets (defined in hack/lua/plugins/dwarfmonitor.lua ) can be displayed on the main fortress mode screen: date: Show the in-game date misery: Show overall happiness levels of all dwarves weather: Show current weather (rain/snow) cursor: Show the current mouse cursor position The file dfhack-config/dwarfmonitor.json can be edited to control the positions and settings of all widgets displayed. This file should contain a JSON object with the key widgets containing an array of objects - see the included file in the dfhack-config folder for an example: { "widgets" : [ { "type" : "widget type (weather, misery, etc.)" , "x" : X coordinate , "y" : Y coordinate <... additional options ...> } ] } X and Y coordinates begin at zero (in the upper left corner of the screen). Negative coordinates will be treated as distances from the lower right corner, beginning at 1 - e.g. an x coordinate of 0 is the leftmost column, while an x coordinate of 1 is the rightmost column. By default, the x and y coordinates given correspond to the leftmost tile of the widget. Including an anchor option set to right will cause the rightmost tile of the widget to be located at this position instead. Some widgets support additional options: date widget: format : specifies the format of the date. The following characters are replaced (all others, such as punctuation, are not modified) Y or y : The current year M : The current month, zero-padded if necessary m : The current month, not zero-padded D : The current day, zero-padded if necessary d : The current day, not zero-padded The default date format is Y-M-D , per the ISO8601 standard.

cursor widget: format : Specifies the format. X , x , Y , and y are replaced with the corresponding cursor cordinates, while all other characters are unmodified. show_invalid : If set to true , the mouse coordinates will both be displayed as -1 when the cursor is outside of the DF window; otherwise, nothing will be displayed.



dwarfvet¶ Enables Animal Caretaker functionality Always annoyed your dragons become useless after a minor injury? Well, with dwarfvet, your animals become first rate members of your fort. It can also be used to train medical skills. Animals need to be treated in an animal hospital, which is simply a hospital that is also an animal training zone. The console will print out a list on game load, and whenever one is added or removed. Dwarfs must have the Animal Caretaker labor to treat animals. Normal medical skills are used (and no experience is given to the Animal Caretaker skill). Options: enable: Enables Animal Caretakers to treat and manage animals disable: Turns off the plguin report: Reports all zones that the game considers animal hospitals

workNow¶ Don’t allow dwarves to idle if any jobs are available. When workNow is active, every time the game pauses, DF will make dwarves perform any appropriate available jobs. This includes when you one step through the game using the pause menu. Usage: workNow: print workNow status workNow 0: deactivate workNow workNow 1: activate workNow (look for jobs on pause, and only then) workNow 2: make dwarves look for jobs whenever a job completes

seedwatch¶ Watches the numbers of seeds available and enables/disables seed and plant cooking. Each plant type can be assigned a limit. If their number falls below that limit, the plants and seeds of that type will be excluded from cookery. If the number rises above the limit + 20, then cooking will be allowed. The plugin needs a fortress to be loaded and will deactivate automatically otherwise. You have to reactivate with ‘seedwatch start’ after you load the game. Options: all: Adds all plants from the abbreviation list to the watch list. start: Start watching. stop: Stop watching. info: Display whether seedwatch is watching, and the watch list. clear: Clears the watch list. Examples: seedwatch MUSHROOM_HELMET_PLUMP 30 add MUSHROOM_HELMET_PLUMP to the watch list, limit = 30 seedwatch MUSHROOM_HELMET_PLUMP removes MUSHROOM_HELMET_PLUMP from the watch list. seedwatch all 30 adds all plants from the abbreviation list to the watch list, the limit being 30.

zone¶ Helps a bit with managing activity zones (pens, pastures and pits) and cages. Keybinding: AltShiftI -> "zone set" in dwarfmode/Zones Options: set: Set zone or cage under cursor as default for future assigns. assign: Assign unit(s) to the pen or pit marked with the ‘set’ command. If no filters are set a unit must be selected in the in-game ui. Can also be followed by a valid zone id which will be set instead. unassign: Unassign selected creature from it’s zone. nick: Mass-assign nicknames, must be followed by the name you want to set. remnick: Mass-remove nicknames. tocages: Assign unit(s) to cages inside a pasture. uinfo: Print info about unit(s). If no filters are set a unit must be selected in the in-game ui. zinfo: Print info about zone(s). If no filters are set zones under the cursor are listed. verbose: Print some more info. filters: Print list of valid filter options. examples: Print some usage examples. not: Negates the next filter keyword. Filters: all: Process all units (to be used with additional filters). count: Must be followed by a number. Process only n units (to be used with additional filters). unassigned: Not assigned to zone, chain or built cage. minage: Minimum age. Must be followed by number. maxage: Maximum age. Must be followed by number. race: Must be followed by a race RAW ID (e.g. BIRD_TURKEY, ALPACA, etc). Negatable. caged: In a built cage. Negatable. own: From own civilization. Negatable. merchant: Is a merchant / belongs to a merchant. Should only be used for pitting, not for stealing animals (slaughter should work). war: Trained war creature. Negatable. hunting: Trained hunting creature. Negatable. tamed: Creature is tame. Negatable. trained: Creature is trained. Finds war/hunting creatures as well as creatures who have a training level greater than ‘domesticated’. If you want to specifically search for war/hunting creatures use ‘war’ or ‘hunting’ Negatable. trainablewar: Creature can be trained for war (and is not already trained for war/hunt). Negatable. trainablehunt: Creature can be trained for hunting (and is not already trained for war/hunt). Negatable. male: Creature is male. Negatable. female: Creature is female. Negatable. egglayer: Race lays eggs. Negatable. grazer: Race is a grazer. Negatable. milkable: Race is milkable. Negatable. Usage with single units¶ One convenient way to use the zone tool is to bind the command ‘zone assign’ to a hotkey, maybe also the command ‘zone set’. Place the in-game cursor over a pen/pasture or pit, use ‘zone set’ to mark it. Then you can select units on the map (in ‘v’ or ‘k’ mode), in the unit list or from inside cages and use ‘zone assign’ to assign them to their new home. Allows pitting your own dwarves, by the way. Usage with filters¶ All filters can be used together with the ‘assign’ command. Restrictions: It’s not possible to assign units who are inside built cages or chained because in most cases that won’t be desirable anyways. It’s not possible to cage owned pets because in that case the owner uncages them after a while which results in infinite hauling back and forth. Usually you should always use the filter ‘own’ (which implies tame) unless you want to use the zone tool for pitting hostiles. ‘own’ ignores own dwarves unless you specify ‘race DWARF’ (so it’s safe to use ‘assign all own’ to one big pasture if you want to have all your animals at the same place). ‘egglayer’ and ‘milkable’ should be used together with ‘female’ unless you have a mod with egg-laying male elves who give milk or whatever. Merchants and their animals are ignored unless you specify ‘merchant’ (pitting them should be no problem, but stealing and pasturing their animals is not a good idea since currently they are not properly added to your own stocks; slaughtering them should work). Most filters can be negated (e.g. ‘not grazer’ -> race is not a grazer). Mass-renaming¶ Using the ‘nick’ command you can set the same nickname for multiple units. If used without ‘assign’, ‘all’ or ‘count’ it will rename all units in the current default target zone. Combined with ‘assign’, ‘all’ or ‘count’ (and further optional filters) it will rename units matching the filter conditions. Cage zones¶ Using the ‘tocages’ command you can assign units to a set of cages, for example a room next to your butcher shop(s). They will be spread evenly among available cages to optimize hauling to and butchering from them. For this to work you need to build cages and then place one pen/pasture activity zone above them, covering all cages you want to use. Then use ‘zone set’ (like with ‘assign’) and use ‘zone tocages filter1 filter2 …’. ‘tocages’ overwrites ‘assign’ because it would make no sense, but can be used together with ‘nick’ or ‘remnick’ and all the usual filters. Examples¶ zone assign all own ALPACA minage 3 maxage 10 Assign all own alpacas who are between 3 and 10 years old to the selected pasture. zone assign all own caged grazer nick ineedgrass Assign all own grazers who are sitting in cages on stockpiles (e.g. after buying them from merchants) to the selected pasture and give them the nickname ‘ineedgrass’. zone assign all own not grazer not race CAT Assign all own animals who are not grazers, excluding cats. zone assign count 5 own female milkable Assign up to 5 own female milkable creatures to the selected pasture. zone assign all own race DWARF maxage 2 Throw all useless kids into a pit :) zone nick donttouchme Nicknames all units in the current default zone or cage to ‘donttouchme’. Mostly intended to be used for special pastures or cages which are not marked as rooms you want to protect from autobutcher. zone tocages count 50 own tame male not grazer Stuff up to 50 owned tame male animals who are not grazers into cages built on the current default zone.

autonestbox¶ Assigns unpastured female egg-layers to nestbox zones. Requires that you create pen/pasture zones above nestboxes. If the pen is bigger than 1x1 the nestbox must be in the top left corner. Only 1 unit will be assigned per pen, regardless of the size. The age of the units is currently not checked, most birds grow up quite fast. Egglayers who are also grazers will be ignored, since confining them to a 1x1 pasture is not a good idea. Only tame and domesticated own units are processed since pasturing half-trained wild egglayers could destroy your neat nestbox zones when they revert to wild. When called without options autonestbox will instantly run once. Options: start: Start running every X frames (df simulation ticks). Default: X=6000, which would be every 60 seconds at 100fps. stop: Stop running automatically. sleep: Must be followed by number X. Changes the timer to sleep X frames between runs.

autobutcher¶ Assigns lifestock for slaughter once it reaches a specific count. Requires that you add the target race(s) to a watch list. Only tame units will be processed. Units will be ignored if they are: Nicknamed (for custom protection; you can use the rename unit tool individually, or zone nick for groups)

tool individually, or for groups) Caged, if and only if the cage is defined as a room (to protect zoos)

Trained for war or hunting Creatures who will not reproduce (because they’re not interested in the opposite sex or have been gelded) will be butchered before those who will. Older adults and younger children will be butchered first if the population is above the target (default 1 male, 5 female kids and adults). Note that you may need to set a target above 1 to have a reliable breeding population due to asexuality etc. See fix-ster if this is a problem. Options: example: Print some usage examples. start: Start running every X frames (df simulation ticks). Default: X=6000, which would be every 60 seconds at 100fps. stop: Stop running automatically. sleep <x>: Changes the timer to sleep X frames between runs. watch R: Start watching a race. R can be a valid race RAW id (ALPACA, BIRD_TURKEY, etc) or a list of ids seperated by spaces or the keyword ‘all’ which affects all races on your current watchlist. unwatch R: Stop watching race(s). The current target settings will be remembered. R can be a list of ids or the keyword ‘all’. forget R: Stop watching race(s) and forget it’s/their target settings. R can be a list of ids or the keyword ‘all’. autowatch: Automatically adds all new races (animals you buy from merchants, tame yourself or get from migrants) to the watch list using default target count. noautowatch: Stop auto-adding new races to the watchlist. list: Print the current status and watchlist. list_export: Print the commands needed to set up status and watchlist, which can be used to import them to another save (see notes). target <fk> <mk> <fa> <ma> <R>: Set target count for specified race(s). The first four arguments are the number of female and male kids, and female and male adults. R can be a list of spceies ids, or the keyword all or new . R = 'all' : change target count for all races on watchlist and set the new default for the future. R = 'new' : don’t touch current settings on the watchlist, only set the new default for future entries. list_export: Print the commands required to rebuild your current settings. Note Settings and watchlist are stored in the savegame, so that you can have different settings for each save. If you want to copy your watchlist to another savegame you must export the commands required to recreate your settings. To export, open an external terminal in the DF directory, and run dfhack-run autobutcher list_export > filename.txt . To import, load your new save and run script filename.txt in the DFHack terminal. Examples: You want to keep max 7 kids (4 female, 3 male) and max 3 adults (2 female, 1 male) of the race alpaca. Once the kids grow up the oldest adults will get slaughtered. Excess kids will get slaughtered starting with the youngest to allow that the older ones grow into adults. Any unnamed cats will be slaughtered as soon as possible. autobutcher target 4 3 2 1 ALPACA BIRD_TURKEY autobutcher target 0 0 0 0 CAT autobutcher watch ALPACA BIRD_TURKEY CAT autobutcher start Automatically put all new races onto the watchlist and mark unnamed tame units for slaughter as soon as they arrive in your fort. Settings already made for specific races will be left untouched. autobutcher target 0 0 0 0 new autobutcher autowatch autobutcher start Stop watching the races alpaca and cat, but remember the target count settings so that you can use ‘unwatch’ without the need to enter the values again. Note: ‘autobutcher unwatch all’ works, but only makes sense if you want to keep the plugin running with the ‘autowatch’ feature or manually add some new races with ‘watch’. If you simply want to stop it completely use ‘autobutcher stop’ instead. autobutcher unwatch ALPACA CAT

autochop¶ Automatically manage tree cutting designation to keep available logs withing given quotas. Open the dashboard by running: enable autochop The plugin must be activated (with d - t - c - a ) before it can be used. You can then set logging quotas and restrict designations to specific burrows (with ‘Enter’) if desired. The plugin’s activity cycle runs once every in game day. If you add enable autochop to your dfhack.init there will be a hotkey to open the dashboard from the chop designation menu.

orders¶ A plugin for manipulating manager orders. Subcommands: export NAME: Exports the current list of manager orders to a file named dfhack-config/orders/NAME.json . import NAME: Imports manager orders from a file named dfhack-config/orders/NAME.json . clear: Deletes all manager orders in the current embark.

nestboxes¶ Automatically scan for and forbid fertile eggs incubating in a nestbox. Toggle status with enable or disable.

tailor¶ Whenever the bookkeeper updates stockpile records, this plugin will scan every unit in the fort, count up the number that are worn, and then order enough more made to replace all worn items. If there are enough replacement items in inventory to replace all worn items, the units wearing them will have the worn items confiscated (in the same manner as the cleanowned plugin) so that they’ll reeequip with replacement items. Use the enable and disable commands to toggle this plugin’s status, or run tailor status to check its current status.

autoclothing¶ Automatically manage clothing work orders, allowing the user to set how many of each clothing type every citizen should have. Usage: autoclothing < material > < item > [ number ] Examples: autoclothing cloth "short skirt" 10 : Sets the desired number of cloth short skirts available per citizen to 10.

autoclothing cloth dress : Displays the currently set number of cloth dresses chosen per citizen.