Here is the basic template.
- 1 Downloads and preferred mods
- 2 DF Hack Commands to Remember
- 3 Exporting Legends
- 4 Advanced World Gen variables to start playing with
Downloads and preferred mods
Mac Starter Pack: http://www.bay12forums.com/smf/index.php?topic=158322.0
Modest Mod (abandoned?): http://www.bay12forums.com/smf/index.php?topic=148265.0
Mac Legends Browser: http://www.bay12forums.com/smf/index.php?topic=155307.0
Announcement Window : http://www.bay12forums.com/smf/index.php?topic=153777.0
DF Hack Commands to Remember
Complete guide: https://dfhack.readthedocs.io/en/stable/index.html
prospect Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.
all: Scan the whole map, as if it was revealed. value: Show material value in the output. Most useful for gems. hell: Show the Z range of HFS tubes. Implies 'all'. If prospect is called during the embark selection screen, it displays an estimate of layer stone availability.
cleanowned Confiscates items owned by dwarfs. By default, owned food on the floor and rotten items are confistacted and dumped.
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.
stripcaged For dumping items inside cages. Will mark selected items for dumping, then a dwarf may come and actually dump it. See also autodump.
items : only dumps items laying in the cage, excluding stuff worn by caged creatures. weapons : will dump worn weapons, armor : will dump everything worn by caged creatures (including armor and clothing), all : will dump everything, on a creature or not. list : display on the dfhack console the list of all cages and their item content. Without further arguments, all commands work on all cages and animal traps on the map. With the here argument, considers only the in-game selected cage (or the cage under the game cursor).
A more convenient way to ban cooking various categories of foods than the kitchen interface. Usage: ban-cooking <type>. Valid types are booze, honey, tallow, oil, seeds (non-tree plants with seeds), brew, fruit, mill, thread, and milk.
Hotkeys Opens an in-game screen showing DFHack keybindings that are valid in the current mode.
quicksave If called in dwarf mode, makes DF immediately auto-save the game by setting a flag normally used in seasonal auto-save.
colonies [bees] : Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.
tidlers : Toggle between all possible positions where the idlers count can be placed.
deathcause Focus a body part ingame, and this script will display the cause of death of the creature. Also works when selecting units from the 'u'nitlist viewscreen.
dfstatus Show a quick overview of critical stock quantities, including food, dirnks, wood, and various bars.
showmood Shows all items needed for the currently active strange mood.
drybuckets This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.
fix/ see http://dfhack.readthedocs.io/en/stable/docs/_auto/fix.html#fix-merchants for details
stockpile settings management
Save and load stockpile settings. See the gui/stockpiles for an in-game GUI to this plugin.
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.
Saves the currently highlighted stockpile's settings to a file in your Dwarf Fortress folder. This file can be used to copy settings between game saves or players.
` savestock food_settings.dfstock `
Loads a saved stockpile settings file and applies it to the currently selected stockpile.
` loadstock food_settings.dfstock `
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 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.
Notes: It saves and loads files relative to the DF folder, so put your files there or in a subfolder for easy access. Filenames should not have spaces.
Limitations: Generated materials, divine metals, etc are not saved as they are different in every world.
A command for easy designation of filled and hollow circles. It has several types of options.
hollow: Set the circle to hollow (default) filled: Set the circle to filled
- Diameter in tiles (default = 0, does nothing)
set: Set designation (default) unset: Unset current designation invert: Invert designations already present Designation types:
dig: Normal digging designation (default) ramp: Ramp digging ustair: Staircase up dstair: Staircase down xstair: Staircase up/down chan: Dig channel After you have set the options, the command called with no options repeats with the last selected parameters.
'digcircle filled 3' = Dig a filled circle with radius = 3. 'digcircle' = Do it again.
This utility lets you quickly move all items designated to be dumped. Items are instantly moved to the cursor position, the dump flag is unset, and the forbid flag is set, as if it had been dumped normally. Be aware that any active dump item tasks still point at the item.
Cursor must be placed on a floor tile so the items can be dumped there.
destroy: Destroy instead of dumping. Doesn't require a cursor. destroy-here: Destroy items only under the cursor. visible: Only process items that are not hidden. hidden: Only process hidden items. forbidden: Only process forbidden items (default: only unforbidden).
Enables a fix for storage of squad equipment in barracks.
Specifically, it prevents your haulers from moving squad equipment to stockpiles, and instead queues jobs to store it on weapon racks, armor stands, and in containers.
In order to actually be used, weapon racks have to be patched and manually assigned to a squad. See documentation for gui/assign-rack below.
Also, the default capacity of armor stands is way too low, so you may want to also apply the armorstand-capacity patch. Check out http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445 for more information about the bugs.
Note that the buildings in the armory are used as follows:
Weapon racks (when patched) are used to store any assigned weapons. Each rack belongs to a specific squad, and can store up to 5 weapons. Armor stands belong to specific squad members and are used for armor and shields. By default one stand can store one item of each type (hence one boot or gauntlet); if patched, the limit is raised to 2, which should be sufficient. Cabinets are used to store assigned clothing for a specific squad member. They are never used to store owned clothing. Chests (boxes, etc) are used for a flask, backpack or quiver assigned to the squad member. Due to a probable bug, food is dropped out of the backpack when it is stored. Warning
Although armor stands, cabinets and chests properly belong only to one squad member, the owner of the building used to create the barracks will randomly use any containers inside the room. Thus, it is recommended to always create the armory from a weapon rack.
Contrary to the common misconception, all these uses are controlled by the Individual Equipment usage flag. The Squad Equipment flag is actually intended for ammo, but the game does even less in that area than for armor and weapons. This plugin implements the following rules almost from scratch:
Combat ammo is stored in chests inside rooms with Squad Equipment enabled. If a chest is assigned to a squad member due to Individual Equipment also being set, it is only used for that squad's ammo; otherwise, any squads with Squad Equipment on the room will use all of the chests at random. Training ammo is stored in chests inside archery ranges designated from archery targets, and controlled by the same Train flag as archery training itself. This is inspired by some defunct code for weapon racks.
Make Quickfort files
Exports a portion of your fortress into QuickFort style blueprint files.:
blueprint <x> <y> <z> <name> [dig] [build] [place] [query] Options:
x,y,z: Size of map area to export name: Name of export files dig: Export dig commands to "<name>-dig.csv" build: Export build commands to "<name>-build.csv" place: Export stockpile commands to "<name>-place.csv" query: Export query commands to "<name>-query.csv" If only region and name are given, all exports are performed.
Cat-Sacks Ultimate Cheat Code!
Makes cats just multiply. It is not a good idea to run this more than once or twice.
Process legends export is working, I tested it just now: Open legends (even in fortress mode with Ctrl-Shift-L) Export all legends data with Ctrl-A Run Process exports from the launcher. Wait for the compression to finish. It can take some time on large worlds. Find exported legends in User Generated Content/[region name]
Advanced World Gen variables to start playing with
Some settings I may consider mucking with safely:
[CAVE_MIN_SIZE:<number>] [CAVE_MIN_SIZE:5] Range: 1 to 500 [CAVE_MAX_SIZE:<number>] [CAVE_MAX_SIZE:25]
Increase these to make larger caves that touch the surface.
[ALL_CAVES_VISIBLE:<1 or 0>] [ALL_CAVES_VISIBLE:0] 1/0 = Yes/No
Set to 1 so they can be chosen on Embark.
[SHOW_EMBARK_TUNNEL:<0-2>] [SHOW_EMBARK_TUNNEL:2] 0 = No, 1 = Only in Finder, 2 = Always
Currently does nothing, but I'd like to set it to 1 just to double check.
Sett Volcanism X-Variance & Volcanism Y-Variance to maximum (3200), a much steeper drop off in volcanism, allowing sedimentary layers to be right next to volcanoes.
Volcanism Weighted Range.
Volcanism Weighted Range (0-20) 1 Volcanism Weighted Range (0-20) 1 Volcanism Weighted Range (20-40) 1 Volcanism Weighted Range (20-40) 0 Volcanism Weighted Range (40-60) 1 ---> Volcanism Weighted Range (40-60) 0 Volcanism Weighted Range (60-80) 1 Volcanism Weighted Range (60-80) 0 Volcanism Weighted Range (80-100) 1 Volcanism Weighted Range (80-100) 1
> This will make it so the only volcanism values which can exist are the lower end and the upper end of the range, so it further increases the likelihood of sedimentary biomes being near volcanos.
> The final trick is to increase the number of volcanoes, increasing the odds that you'll find one in a good position. The Minimum Volcano Number will vary based on map size. On a medium map, I usually set it to 35.