Thanks, that helps
Though I have come back to confess : I broke it :/
I'm not in any way a coder or programmer, so upfront apologies for anything that is egregiously stupid.
I used notepad to make changes to the .init files.
The dfhack.init-example to dfhack.init change was fine. All I did was change the name, I attempted no change to the file contents.
The onload.init-example file is where I effed up. The first thing I attempted was to add to the contents. The second thing I did was try to change the name. However by the time I got around to trying to change the name the file icon had adopted the notepad icon, in the file description it says it is an EXAMPLE file, and the -example has dropped off the end of the name and it won't allow me to correct it (i.e. remove the -example) because it's no longer on the end of the name. I've tried renaming directly, toggling off the 'use this program to open every time', & deleting and re-extracting the originally downloaded archive files. It doesn't matter. It always defaults to using the notepad icon, and it tells me it's an EXAMPLE file.
Every time the game loads it gives this message in red 'Could not load script: onLoad.init-example'
I had tried manually entering the commands when running the game, and every time I now load up it gives me the message:
"
Reading from save: autobutcher/watchlist/ALPACA
Reading from save: autobutcher/watchlist/BIRD_DUCK
Reading from save: autobutcher/watchlist/BIRD_GOOSE
Reading from save: autobutcher/watchlist/BIRD_TURKEY
Reading from save: autobutcher/watchlist/CAT
Reading from save: autobutcher/watchlist/COW
Reading from save: autobutcher/watchlist/DOG
Reading from save: autobutcher/watchlist/SHEEP
"
...but that's all it says. No indication on whether the other commands I've entered are persisting on re-load.
Also, I should mention that it says the 'warn-stuck-trees' command is invalid or something (can't remember the exact phrase).
The full list of commands I tried to add to the (now seemingly permanently fixed as an EXAMPLE file) onload.init file are:
"
seedwatch all 50
seedwatch start
repeat -name critwarning -time 7 -timeUnits days -command [ warn-starving all ]
autobutcher target 10 10 0 0 new
autobutcher autowatch
autobutcher target 80 80 10 3 BIRD_GOOSE BIRD_TURKEY
autobutcher target 10 4 5 2 CAT
autobutcher target 20 20 10 5 DOG
autobutcher target 30 30 15 5 SHEEP
autobutcher target 20 20 10 3 ALPACA
autobutcher watch BIRD_GOOSE BIRD_TURKEY CAT DOG SHEEP ALPACA
autobutcher sleep 30000
autobutcher start
enable autohauler
enable stocks
enable buildingplan
enable search
enable autotrade
tweak adamantine-cloth-wear
tweak cage-butcher
tweak condition-material
tweak eggs-fertile
tweak fps-min
tweak max-wheelbarrow
tweak military-color-assigned
tweak military-stable-assign
tweak stable-cursor
tweak tradereq-pet-gender
gui/extended-status enable
keybinding add Alt-Q@jobmanagement gui/manager-quantity
"
From what you've said I guess I can remove 'tweak condition-material' from the list
In case you were wondering about the large size allowed for the young/kids in the autobutcher, I figure I'm unlikely to actually get those amounts of young in the grazers, and the birds don't have any data showing in the wiki about how much they graze in pastures, so I figured that's probably coz it doesn't matter - either way having such a high number set for young allows any young born time to grow into adulthood before being slaughtered.
Please, do you have any suggestions on how I might correct the EXAMPLE file problem?