DFHack commands can be implemented in three ways, all of which are used in the same way:
|builtin:||commands are implemented by the core of DFHack. They manage other DFhack tools, interpret commands, and control basic aspects of DF (force pause or quit).|
|plugins:||are stored in
|scripts:||are Ruby or Lua scripts stored in
The following commands are provided by the ‘core’ components of DFhack, rather than plugins or scripts.
Many plugins can be in a distinct enabled or disabled state. Some of them activate and deactivate automatically depending on the contents of the world raws. Others store their state in world data. However a number of them have to be enabled globally, and the init file is the right place to do it.
Most such plugins or scripts support the built-in
commands. Calling them at any time without arguments prints a list
of enabled and disabled plugins, and shows whether that can be changed
through the same commands.
To enable or disable plugins that support this, use their names as arguments for the command:
enable manipulator search
Forces DF to pause. This is useful when your FPS drops below 1 and you lose control of the game.
Most commands support using the
help <command> built-in command
to retrieve further help without having to look at this document.
? <cmd> and
man <cmd> are aliases.
Some commands (including many scripts) instead take
as an option on their command line - ie
To set keybindings, use the built-in
keybinding command. Like any other
command it can be used at any time from the console, but bindings are not
remembered between runs of the game unless re-created in dfhack*.init.
Currently, any combinations of Ctrl/Alt/Shift with A-Z, 0-9, or F1-F12 are supported.
Possible ways to call the command:
keybinding list <key>
- List bindings active for the key combination.
keybinding clear <key> <key>...
- Remove bindings for the specified keys.
keybinding add <key> "cmdline" "cmdline"...
- Add bindings for the specified key.
keybinding set <key> "cmdline" "cmdline"...
- Clear, and then add bindings for the specified key.
<key> parameter above has the following case-sensitive syntax:
where the KEY part can be any recognized key and  denote optional parts.
When multiple commands are bound to the same key combination, DFHack selects
the first applicable one. Later
add commands, and earlier entries within one
add command have priority. Commands that are not specifically intended for use
as a hotkey are always considered applicable.
context part in the key specifier above can be used to explicitly restrict
the UI state where the binding would be applicable. If called without parameters,
keybinding command among other things prints the current context string.
Only bindings with a
context tag that either matches the current context fully,
or is a prefix ending at a
/ boundary would be considered for execution, i.e.
when in context
foo/bar/baz, keybindings restricted to any of
@foo or none will be active.
Multiple contexts can be specified by separating them with a
|) - for example,
@foo|bar|baz/foo would match
Interactive commands like liquids cannot be used as hotkeys.
Stops any currently-running Lua scripts. By default, scripts can
only be interrupted every 256 instructions. Use
to interrupt the next instruction.
reload control whether a plugin is loaded
into memory - note that plugins are loaded but disabled unless you do
Allows dealing with plugins individually by name, or all at once.
ls does not list files like the Unix command, but rather
available commands - first built in commands, then plugins,
and scripts at the end. Usage:
|ls -a:||Also list scripts in subdirectories of
|ls <plugin>:||List subcommands for the given plugin.|
Lists available plugins, including their state and detailed description.
- Lists available plugins (not commands implemented by plugins)
plug [PLUGIN] [PLUGIN] ...
- List state and detailed description of the given plugins, including commands implemented by the plugin.
Allows additional scripts to be run when certain events occur (similar to onLoad*.init scripts)
Reads a text file, and runs each line as a DFHack command as if it had been typed in by the user - treating the input like an init file.
DFHack allows users to automatically run commonly-used DFHack commands when DF is first loaded, when a game is loaded, and when a game is unloaded.
Init scripts function the same way they would if the user manually typed in their contents, but are much more convenient. In order to facilitate savegave portability, mod merging, and general organization of init files, DFHack supports multiple init files both in the main DF directory and save-specific init files in the save folders.
DFHack looks for init files in three places each time they could be run:
- The main DF directory
worldis the current save, and
When reading commands from dfhack.init or with the script command, if the final
character on a line is a backslash then the next uncommented line is considered a
continuation of that line, with the backslash deleted. Commented lines are skipped,
so it is possible to comment out parts of a command with the
If your DF folder contains at least one file named
* is a placeholder for any string), then all such files
are executed in alphabetical order when DF is first started.
DFHack is distributed with
/dfhack.init-example as an example
with an up-to-date collection of basic commands; mostly setting standard
keybindings and enabling plugins. You are encouraged to look
through this file to learn which features it makes available under which
key combinations. You may also customise it and rename it to
If your DF folder does not contain any
dfhack*.init files, the example
will be run as a fallback.
These files are best used for keybindings and enabling persistent plugins which do not require a world to be loaded.
When a world is loaded, DFHack looks for files of the form
* can be any string, including the empty string.
All matching init files will be executed in alphebetical order. A world being loaded can mean a fortress, an adventurer, or legends mode.
When a world is unloaded, DFHack looks for files of the form
Again, these files may be in any of the above three places.
All matching init files will be executed in alphebetical order.
Modders often use such scripts to disable tools which should not affect an unmodded save.
onMapUnload*.initare run when a map, distinct from a world, is loaded. This is good for map-affecting commands (eg clean), or avoiding issues in Legends mode.
- Any lua script named
raw/init.d/*.lua, in the save or main DF directory, will be run when any world or that save is loaded.
This section is for odd but important notes that don’t fit anywhere else.
dfhack-runexecutable is there for calling DFHack commands in an already running DF+DFHack instance from external OS scripts and programs, and is not the way how you use DFHack normally.
If a DF
Hhotkey is named with a DFHack command, pressing the corresponding
Fxbutton will run that command, instead of zooming to the set location.
The command line has some nice line editing capabilities, including history that’s preserved between different runs of DF (use up/down keys to go through the history).
To include whitespace in the argument/s to some command, quote it in double quotes. To include a double quote character, use
:foo a b "c d" e f foo "a b \"c d\" e f"
- non-whitespace characters following the
:are the command name
- the remaining part of the line is used verbatim as the first argument
- non-whitespace characters following the