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armoks-blessing ¶. Runs the equivalent of rejuvenate, elevate-physical, elevate-mental, and brainwash on all dwarves currently on the map. This is an extreme change, which sets every stat and trait to an ideal easy-to-satisfy preference. Without providing arguments, only custom: Exports a custom XML with more information.
DFHack Plugins. ¶. DFHack plugins are the commands, that are compiled with a specific version. They can provide anything from city of newton tree removal 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 build: Export build commands to “stumpcutter.bar”. Apr 19, Staircases work very well, but the staircase must be adjacent to a branch (not a leaf) of the tree, so the dwarf can walk on the branch, then on the staircase, then down.
Example: Print a message if you load an elf fort, but not a dwarf, human, etc.
You can also build floors from the staircase to a branch, if need be. Deconstructing takes much longer than constructing. I know it's nonsensical. -remove: Remove a preference from the unit. Filters describe what preference to remove.-has: Checks if the unit has a preference matching the filters.
Prints a message in the console.-removeall: Remove all preferences from the unit.
This makes the manager reevaluate its conditions.
Doesn’t require any filters. Valid filters: id: This is the ID used for all preferences that require an ID. gui/rename ¶.

Backed by rename, this script allows entering the desired name via a simple dialog in the game ui. gui/rename [building] in q mode changes the name of a building. The selected building must be one of stockpile, workshop, furnace, trap, or siege engine. It author: mod author, also displayed. DFHack Scripts ¶.
DFHack Scripts. ¶. Lua or ruby scripts placed in the hack/scripts/ directory are considered for execution as if they were native DFHack commands.
The following pages document all the scripts in the DFHack standard library. Basic Scripts.