regrass¶
This command can refresh the grass (and subterranean moss) growing on your map. Operates on floors, stairs, and ramps. Also works underneath shrubs, saplings, and tree trunks. Ignores furrowed soil and wet sand (beaches).
Usage¶
regrass [<pos> [<pos>]] [<options>]
Regrasses the entire map by default, restricted to compatible tiles in map
blocks that had grass at some point. Supplying a pos
argument can limit
operation to a single tile. Supplying both can operate on a cuboid region.
pos
should normally be in the form 0,0,0
, without spaces. The string
here
can be used in place of numeric coordinates to use the position of the
keyboard cursor, if active. The --block
and --zlevel
options use the
pos
values differently.
Examples¶
regrass
Regrass the entire map, refilling existing and depleted grass.
regrass here
Regrass the selected tile, refilling existing and depleted grass.
regrass here 0,0,90 --zlevel
Regrass all z-levels including the selected tile’s z-level through z-level 90, refilling existing and depleted grass.
regrass 0,0,100 19,19,119 --ashes --mud
Regrass tiles in the 20 x 20 x 20 cube defined by the coords, refilling existing and depleted grass, and converting ashes and muddy stone. Fails in any block that never had grass.
regrass 10,10,100 -baudnm
Regrass the block that contains the given coord. Converts ashes, muddy stone, and tiles under buildings. Adds all compatible grass types and fills each grass type to max.
regrass -f
Regrass the entire map, refilling existing and depleted grass, else filling with a single randomly selected grass type if non-existent.
regrass -l
Print all valid grass raw IDs for use with
--plant
. Both numerical and string IDs are provided. This ignores all other options and skips regrass.regrass -zf -p 128
Regrass the current z-level, refilling existing and depleted grass, else filling with
underlichen
(subject to world’s raws) if non-existent.regrass here -bnf -p "dog's tooth grass"
Regrass the selected block, adding all compatible grass types to block data, and
dog's tooth grass
if no compatible types exist for a tile. Refill existing grass on each tile, else select a compatible (or forced) type if depleted or previously non-existent.
Options¶
-l
,--list
List all available grass raw IDs that you can later pass to the
--plant
option. The map will not be affected when running with this option.-m
,--max
Maxes out every grass type in the tile, giving extra grazing time. Not normal DF behavior. The tile will appear to be the first type of grass present in the map block until that is depleted for the tile, moving on to the next type. Ignores biome compatibility per tile, using every type present in the block data. When this option isn’t used, non-depleted grass tiles will have their existing type refilled, while grass-depleted soils will have a type selected randomly.
-n
,--new
Adds all biome-compatible grass types that were not originally present in the map block. Allows regrass to work in blocks that never had any grass to begin with. Will still fail in incompatible biomes.
-f
,--force
Force a grass type on tiles with no compatible grass types. Unsets the
no_grow
flag on all tiles. The--new
option takes precedence for compatible biomes, otherwise such tiles will be forced instead. By default, a single random grass type is selected from the world’s raws to be the forced type for the duration of the command. The--plant
option allows a specific grass type to be specified.-p
,--plant <grass_id>
Specify a grass type for the
--force
option.grass_id
is not case-sensitive, but must be enclosed in quotes if spaces exist. A numerical ID can also be used.-a
,--ashes
Regrass tiles that’ve been burnt to ash. Usually ash must revert to soil first before grass can regrow.
-d
,--buildings
Regrass tiles under certain passable building tiles including stockpiles, planned buildings, workshops, and farms. (Farms will convert grass tiles to furrowed soil after a short while, but is useful with the
--mud
option.) Doesn’t work on “dynamic” buildings such as doors and floor grates. (Dynamic buildings also include levers and cage traps, for some reason.) Existing grass tiles will always be refilled, regardless of building tile.-u
,--mud
Converts non-smoothed, mud-spattered stone into grass.
-b
,--block
Only regrass the map block that contains the first
pos
argument. devel/block-borders can be used to visualize map blocks.-z
,--zlevel
Regrass entire z-levels. Will do all z-levels between
pos
arguments if both are given, z-level of firstpos
if one is given, else z-level of current view if nopos
is given.
Troubleshooting¶
Use debugfilter set Debug regrass log
(or
debugfilter set Trace regrass log
for more detail) to figure out why
regrass is failing on a tile. (Avoid regrassing large parts of the map with
this enabled, as it will make the game unresponsive and flood the console for
several minutes!)
Disable with debugfilter set Info regrass log
.