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Editing v0.31:Macros and keymaps

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{{Quality|Exceptional|14:18, 4 April 2011 (UTC)}}
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Playing Dwarf Fortress means lots of typing. The game has an internal macro/keymap system. Using it or any external program can save you a great deal of time when dumping, rewalling, designating, and so forth.
 
Playing Dwarf Fortress means lots of typing. The game has an internal macro/keymap system. Using it or any external program can save you a great deal of time when dumping, rewalling, designating, and so forth.
  
 
== DF macros ==
 
== DF macros ==
=== Creating macros ===
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The current version has the ability to create macros. The controls for doing so are as follows:
The controls for creating macros within DF are as follows:
 
  
 
*{{k|Ctrl}}+{{k|r}} = record
 
*{{k|Ctrl}}+{{k|r}} = record
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*{{k|Ctrl}}+{{k|l}} = load
 
*{{k|Ctrl}}+{{k|l}} = load
  
To create a macro press {{k|Ctrl}}+{{k|r}} to begin recording your actions. When you have recorded all the action you want stop recording by hitting {{k|Ctrl}}+{{k|r}} again and save ({{k|Ctrl}}+{{k|s}}) the macro. The macro is then added to your macro list. To load a macro from the list just press {{k|Ctrl}}+{{k|l}}. You can then play the macro using {{k|Ctrl}}+{{k|p}}.
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To create a macro press {{k|Ctrl}}+{{k|r}} to begin recording your actions. When you have recorded all the action you want stop recording by hitting {{k|Ctrl}}+{{k|r}} again and save ({{k|Ctrl}}+{{k|s}}) the macro. The macro is then added to your macro list. To load a macro form the list just press {{k|Ctrl}}+{{k|l}}. You can then play the macro using {{k|Ctrl}}+{{k|p}}.
  
There is a directory data/init/macros for them. The macros are saved in .mak format. Even a recorded file for a simple macro - for example to create a 3 tiles wide ramp - may already consist of up to 50 commands listed. This is because every possible [[Key_bindings|binding of the key pressed]] is included in the macro and put in a block (and {{k|r}} for ramp has many by default).
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There is a directory data/init/macros for them. The macros are saved in .mak format. Even a recorded file for a simple marco - for example to create a 3 tiles whide ramp - may already consist of up to 50 commands listed. This is because every possible {{l|Key_bindings|binding of the key pressed}} is included in the macro and put in a block (and {{k|r}} for ramp has many by default).
 
<pre>
 
<pre>
 
pressing_enter_recorded
 
pressing_enter_recorded
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<pre>
 
<pre>
 
ramping_created
 
ramping_created
DESIGNATE_RAMP
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DESIGNATE_RAMP
End of group
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CURSOR_DOWN_Z
CURSOR_DOWN_Z
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SELECT
End of group
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CURSOR_RIGHT
SELECT
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CURSOR_RIGHT
End of group
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SELECT
CURSOR_RIGHT
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CURSOR_LEFT
End of group
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CURSOR_LEFT
CURSOR_RIGHT
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CURSOR_UP
End of group
 
SELECT
 
End of group
 
CURSOR_LEFT
 
End of group
 
CURSOR_LEFT
 
End of group
 
CURSOR_UP
 
End of group
 
End of macro
 
 
</pre>
 
</pre>
This selfmade example will designate a 3 tiles wide ramp one z-level below and place the cursor to make the next execution of the macro continue the way down. The first line has to be the name of the file. You can see that there are grouping tags for every single keypress. These are important for a working macro.<br />
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This selfmade example will designate a 3 tiles whide ramp one z-level below and place the cursor to make the next execution of the macro continue the way down. The first line has to be the name of the file. You can see that neither grouping every single keypress nor any other command including the end of the macro tag are important for a working macro. But you should consider to structure it for better reading and understanding if you edit it again, later.<br />
It is unknown if there is the possibility of creationg loops/iterations, other programming features or comments.<br />
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It is unknown if there is the possibility of creationg loops/iterations, other programming features or comments.
There seem to be problems with changing removing and adding macros while the game is running. Save, quit and restart the game when you want to change something.
 
 
 
=== Tuning macros ===
 
The fewer commands a macro consists of, the faster it runs. This means you should avoid unnecessary steps by optimizing the "path" of your designations.
 
 
 
The second and most effective way to increase speed is to remove all unnecessary commands DF recorded with an external texteditor. While the extra commands are ignored by the game, however they take time to be processed. To move a cursor 3 (up/down) or 4 (right/left) commands are recorded, most other keys are bound to more commands. Pressing d for example records more than 30 commands. Depending on what you do, you can increase the speed by 4 or more by reducing the number of commands in every group to the one you need. ''If you edit a macro, you'll have to restart DF afterwards.''
 
 
 
The third way is to change settings in the init-files. In the base init file (data/init/init.txt) you will find the follow lines:
 
<pre>
 
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions
 
the repetition delay will smoothly decrease until repetition is this number of times faster
 
than at the start.
 
 
 
[KEY_REPEAT_ACCEL_LIMIT:8]
 
[KEY_REPEAT_ACCEL_START:10]
 
 
 
This controls the number of milliseconds between macro instructions.
 
 
 
[MACRO_MS:15]
 
 
 
</pre>
 
This means that the speed between macro commands will gradually increase until it hits the limit. The secondary command is when the gradual increase in speed increases.
 
  
 
== External utilities ==
 
== External utilities ==
 
=== [http://sun2design.com/quickfort/ Quickfort] ===
 
A spreadsheet-driven construction tool for Dwarf Fortress. Converts CSV files containing a "graphical" (or at least two-dimensional) representation of what you want to build into efficient DF macros. Comes with a number of scripts to get you started, some of them quite complex.
 
  
 
=== AutoHotKey ===
 
=== AutoHotKey ===
#  Go to [[Utilities#AutoHotKey]] and download AutoHotKey.  Installation is simple and the program uses few system resources.
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#  Go to {{L|Utilities#AutoHotKey}} and download AutoHotKey.  Installation is simple and the program uses few system resources.
 
#  Write macro scripts (file type .ahk), which may contain any number of commands.  You activate scripts by double-clicking .ahk files and deactivate them by right-clicking the AutoHotKey icon on the task bar.  Both of these can be done at any time - even right in the middle of a game.  AutoHotKey also allows for automated activation of scripts.
 
#  Write macro scripts (file type .ahk), which may contain any number of commands.  You activate scripts by double-clicking .ahk files and deactivate them by right-clicking the AutoHotKey icon on the task bar.  Both of these can be done at any time - even right in the middle of a game.  AutoHotKey also allows for automated activation of scripts.
  
:'''Please see also the [[40d:Macros and Keymaps|40d macros page]], as much of what is there works perfectly fine. If you can verify it works, please move it to this page.'''
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:'''Please see also the 40d macros page, as much of what is there works perfectly fine. If you can verify it works, please move it to this page.'''
  
 
==== Troubleshooting Scripts ====
 
==== Troubleshooting Scripts ====

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