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tweak

.. dfhack-tool::
    :summary: A collection of tweaks and bugfixes.
    :tags: fort bugfix fps gameplay interface

Usage

tweak [list]
tweak <command> [disable] [quiet]

Run the tweak command with the tweak name to enable its effects. Add a disable keyword to disable them, and a quiet keyword to prevent printing of non-error output.

Examples

tweak eggs-fertile
Enable the eggs-fertile tweak.
tweak fast-heat quiet
Enable the fast-heat tweak, but don't print anything to the console to say that it has been enabled.
tweak fast-heat disable quiet
Disable the fast-heat tweak, and be quiet about it.

Commands

adamantine-cloth-wear
Prevents adamantine clothing from wearing out while being worn (🐛`6481`).
animaltrap-reuse
Makes built animal traps unload caught vermin into stockpiled animal traps so that they can be automatically re-baited and reused.
craft-age-wear
Fixes crafted items not wearing out over time (🐛`6003`). With this tweak, items made from cloth and leather will gain a level of wear every 20 in-game years.
drawbridge-tiles
Makes raising bridges in ASCII mode render with different tiles when they are raised.
eggs-fertile
Displays an indicator on fertile eggs.
fast-heat
Improves temperature update performance by ensuring that 1 degree of item temperature is crossed in no more than 100 ticks when updating from the environment temperature. This reduces the time it takes for temperature to reach equilibrium and improves FPS when there are many items.
flask-contents
Names filled waterskins, flasks, and vials according to their contents, the same way other containers such as barrels, bins, and cages are named. (🐛`4914`)
realistic-melting
Makes amortized metal bar returns for melting uniform across all item types. Affects weapons, shields, armor parts, tools, and trap components. The target amount of metal produced by melting is 95% of the metal used for production of the item. Each level of wear decreases melt return by a further 10%. The game has a fixed granularity of 0.3 for metal bar returns, so individual items will randomly return an amount that may be above or below the target. For example a metal cap with item size 1 will produce 0.9 of a bar with a 16.6% chance of producing an additional 0.3 of a bar. Over time, the average return for melting these types of caps will be ~0.95 of a bar. Calculations for melting return are done for items with base game production cost. Melting return might not be calculated correctly for modded items or items created in custom reactions that don't respect vanilla production costs. (🐛`6027`)
named-codices
Displays titles for books instead of the default material description.
partial-items
Displays percentages on partially-consumed items such as hospital cloth.
reaction-gloves
Fixes reactions to produce gloves in sets with correct handedness (🐛`6273`).