Fore note: This was made with the Masterwork V6 mod as a base.
Putnam decided that it belonged here, and even if I don't agree, I don't want this to polute a potentially helpfull thread.
HOWEVER, I still request against posting things that are specific in DFHack R5 or newer versions of the plugins/scripts unless clearly noted as such.
It was made to help learning a few helpfull tricks, because nobody cared to answer me when I asked around (Workflow thread, for example), which is why I did initially post it where I could be sure people would be using the same versions.Hello everyone,
I think that there are many dfhack tools at our disposal, and most of us don't even know about most of them, even when they would help so much.
My plans with this post is to try (with your help) to round up most of the easy to use hacks that really change your life.
If possible, I would like to focus on the ones that offer ingame GUI at first, because they are often less confusing to use and check for most people.
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Auto Butcher:
Go to Status screen (z), select the 'Animals' option (selected by default) and hit Enter.
Hit Shift+b to open the Auto Butcher screen.
To enable Auto Butcher, you will need to hit Shift+a and Shift+w. Wait a bit, exit the screen, and go in again, you will now see the list of all your animals, by race.
To change the number you want to keep, you can either change it for one race (select the line and hit the appropriate key), or change all races at once with the first line.
Notice that 1 horse appears as "butchering", it is because 1 have 2 male adults (from the cart), and the limit is set to 1. Hit 'b' to remove the butcher order for that line.
Hit 'w' to toogle the "watch?" column.
Now, our horses won't be targets for auto butcher (but we can still see how many we have, and change things around later)
You will see all the actions taken as messages (race added and units added to butcher list), in green, so it's quite easy to follow.
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Job Material:
If you ever wanted to make items from a specific material without going through the stockpile that 'g'ives only this material, this one is for you.
It also complement really well the Workflow that we will discuss later.
The usage is really simple:
'q'uery the workshop (ex: Distillery)
Select the queued task you want to specify the materials for (ex: Brew Drink).
Hit Alt+A to open the Job Material menu
You will have a list of all the materials needed for the task (ex: any distillable + any empty food_storage)
Select what you want to modify and hit 'm' (ex: the distillable)
Go through the menu that appears to select what you want, the arrow symbol meaning a category that will show you all the contained items. You can type letters to filter (ex: plant > strawberry plant)
Hit Enter to validate.
You can now edit more (ex: making the task only use stone food storrage)
You can also change the item type required with the 'i' key (ex: only barrels). This one is often less usefull, but it can be used in our example.
You can exit that menu with Escape as usual.
Note: This only changes this one specific queued task, so if not set to 'r'epeat, it will only try to run it once.
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Workflow:
WARNING: It changes how all 'r'epeat task work (not just the ones with min/max). If you want to remove any repeat task, it will suspend it. To remove the task, first toggle 'r'epeat (removes the blue R) and cancel. Do not enable it if you don't want that to happenThis one lets you set ranges for your 'r'epeat tasks, and automatically suspends/unsuspends them as needed.
While it is not usefull for everything, there are various tasks that we mostly put to always run (barrels/pots, bins, brewing, cooking meals...), and check every once in a while if it has been suspended or not.
With this, you can keep your empty rock pot stock to at least 5, and stop producing them once you reach 10 (or whatever number suits your tastes).
Note that it combines really well with the Job Material (just above) for very specific tasks (brewing strawberry alcohool in normal brewery).
It is also pretty strait forward on how to use it (in my example, I will take the task I modified above):
'q'uery your workshop (ex: Distillery)
Select your task (has to be on 'r'epeat)
Hit Ctrl+w. If it's the first time you use it, a small prompt will ask if you want to enable, hit 'y' to accept.
On the new menu, hit Shift+a to "Add limit". It will open a small window, with the options you can choose from. Hit Enter to validate your choice (ex: drink of any material, only option usually, or drink of strawberry wine from our modified task)
You can change the min and max with keys ('e', 'r', 'd' or 'f'), or change both numbers at once with Shift+R. The later will open a small window, where you can input the min and the max, separated with a '-' sign. Hit Enter to validate (ex: 10-25)
You can also choose to track items or stacks of the final product with shift+i (plants, food, drink or ammo usually come in stacks, beds don't)
Hit Escape to return to the workshop query, with your task configured.
You can always hit Ctrl+i from nearly any screen to go to the overview of all the items you are following with workflow (linked to a task or not), as well as adding new entries, to track specific things that might not have workshop tasks associated, to make your own custom stock screen, with only the relevant items shown. It is advised not to put too many entries, because it does track items, and can slightly contribute to loss of FPS (only slightly, but still good to be aware).
Th graph on the right shows the variation of the stocks over the last minutes or so.
You can see here that I am tracking sand stone blocks, and that the amount (current: 20) decreased not long ago. The green lines are the "min" and "max" for that task.
Note: You will quickly find that combining Workflow with Job Matrial really eases your gameplay by a whole lot, keeping the micro management for those repetitive tasks to a minimum.
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Using tools for building:
There are many great tools to help you when trying to build, be it placing beds/doors, or making floors and walls.
You will need to make your window bigger in height (for windowed mode users) to be able to see the key prompts.
All the keys given here are only used right when you would normally move the cursor to the correct spot to build (ex:'b'-'b', before validating for materials).
Note on material selection:
On the material selection, the last option selected will keep at the top if any available, no matter the distance. Good to know when building with specific material (ex: marble block).
1/ Building Walls/Floors (and things from the 'b'-'C' menu)
- 'b' Arguably the most usefull. Lets you designate walls in the same way you would designate things from the 'd' menu, selecting two corners.
Sub options when enabled:
'x': shows the selected area as you move to select the second corner, normally a must-have.
'h': makes the build order only on the edge of the box, nothing inside.
'o': Open Placement lets you target higher areas and still be able to select materials. Great when building towers and multi stories buildings. Be carefull with potential collapses when building, as usual.
- 'a' Auto select material (needs to be enabled both here and in the material selection), skips the material selection by selecting the item on top of the list automatically.
Can be great when you have enough materials, but can also select an other material if you are lacking. Not my personnal favorite.
- 't' will put you back to the same building option after selecting the materials (ex: placing walls again, instead of going to the b-C menu and needing to select wall again). Pretty great in most cases, just hit Escape when you don't have anything to designate anymore.
2/ Furnitures (bed, door, table, chair...)
- Shift+p will enable to place buildings without the need of any (or enough) available.
The furniture will be placed when available.
Great to use when making the bedrooms while still making the beds/doors/cabinets.
There are a few sub-keys when enabled to filter what should be placed.
Shift+q for minimum quality required (ex: when making noble's room)
Shift+d to toggle only decorated items or any (ex: want to place only decorated furnitures)
Shift+m to open a menu to select materials to use (ex: only copper or smooth wood cabinets, disregarding possible clear glass or featherwood ones)
As you can see here, it is pretty close to the stockpile menu, with less categories, but still the 's'earch option.
That's it from me (for now).
I hope it is usefull to many people, and that more competent people can complete and expand on all those neet tools.