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@ -718,232 +718,6 @@ materials that color the light etc...
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.. image:: images/rendermax.png
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.. image:: images/rendermax.png
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Designations
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============
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burrow
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------
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Miscellaneous burrow control. Allows manipulating burrows and automated burrow
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expansion while digging.
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Options:
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:enable feature ...:
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Enable features of the plugin.
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:disable feature ...:
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Disable features of the plugin.
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:clear-unit burrow burrow ...:
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Remove all units from the burrows.
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:clear-tiles burrow burrow ...:
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Remove all tiles from the burrows.
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:set-units target-burrow src-burrow ...:
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Clear target, and adds units from source burrows.
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:add-units target-burrow src-burrow ...:
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Add units from the source burrows to the target.
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:remove-units target-burrow src-burrow ...:
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Remove units in source burrows from the target.
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:set-tiles target-burrow src-burrow ...:
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Clear target and adds tiles from the source burrows.
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:add-tiles target-burrow src-burrow ...:
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Add tiles from the source burrows to the target.
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:remove-tiles target-burrow src-burrow ...:
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Remove tiles in source burrows from the target.
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For these three options, in place of a source burrow it is
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possible to use one of the following keywords: ABOVE_GROUND,
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SUBTERRANEAN, INSIDE, OUTSIDE, LIGHT, DARK, HIDDEN, REVEALED
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Features:
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:auto-grow: When a wall inside a burrow with a name ending in '+' is dug
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out, the burrow is extended to newly-revealed adjacent walls.
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This final '+' may be omitted in burrow name args of commands above.
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Digging 1-wide corridors with the miner inside the burrow is SLOW.
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dig
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---
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This plugin makes many automated or complicated dig patterns easy.
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Basic commands:
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:digv: Designate all of the selected vein for digging.
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:digvx: Also cross z-levels, digging stairs as needed. Alias for ``digv x``.
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:digl: Like ``digv``, for layer stone. Also supports an ``undo`` option
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to remove designations, for if you accidentally set 50 levels at once.
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:diglx: Also cross z-levels, digging stairs as needed. Alias for ``digl x``.
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digexp
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~~~~~~
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This command is for :wiki:`exploratory mining <Exploratory_mining>`.
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There are two variables that can be set: pattern and filter.
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Patterns:
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:diag5: diagonals separated by 5 tiles
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:diag5r: diag5 rotated 90 degrees
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:ladder: A 'ladder' pattern
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:ladderr: ladder rotated 90 degrees
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:clear: Just remove all dig designations
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:cross: A cross, exactly in the middle of the map.
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Filters:
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:all: designate whole z-level
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:hidden: designate only hidden tiles of z-level (default)
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:designated: Take current designation and apply pattern to it.
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After you have a pattern set, you can use ``expdig`` to apply it again.
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Examples:
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``expdig diag5 hidden``
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Designate the diagonal 5 patter over all hidden tiles
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``expdig``
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Apply last used pattern and filter
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``expdig ladder designated``
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Take current designations and replace them with the ladder pattern
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digcircle
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~~~~~~~~~
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A command for easy designation of filled and hollow circles.
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It has several types of options.
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Shape:
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:hollow: Set the circle to hollow (default)
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:filled: Set the circle to filled
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:#: Diameter in tiles (default = 0, does nothing)
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Action:
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:set: Set designation (default)
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:unset: Unset current designation
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:invert: Invert designations already present
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Designation types:
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:dig: Normal digging designation (default)
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:ramp: Ramp digging
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:ustair: Staircase up
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:dstair: Staircase down
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:xstair: Staircase up/down
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:chan: Dig channel
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After you have set the options, the command called with no options
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repeats with the last selected parameters.
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Examples:
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``digcircle filled 3``
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Dig a filled circle with diameter = 3.
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``digcircle``
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Do it again.
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digtype
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~~~~~~~
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For every tile on the map of the same vein type as the selected tile,
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this command designates it to have the same designation as the
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selected tile. If the selected tile has no designation, they will be
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dig designated.
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If an argument is given, the designation of the selected tile is
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ignored, and all appropriate tiles are set to the specified
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designation.
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Options:
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:dig:
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:channel:
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:ramp:
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:updown: up/down stairs
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:up: up stairs
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:down: down stairs
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:clear: clear designation
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digFlood
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--------
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Automatically digs out specified veins as they are discovered. It runs once
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every time a dwarf finishes a dig job. It will only dig out appropriate tiles
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that are adjacent to the finished dig job. To add a vein type, use ``digFlood 1 [type]``.
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This will also enable the plugin. To remove a vein type, use ``digFlood 0 [type] 1``
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to disable, then remove, then re-enable.
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Usage:
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:help digflood: detailed help message
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:digFlood 0: disable the plugin
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:digFlood 1: enable the plugin
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:digFlood 0 MICROCLINE COAL_BITUMINOUS 1:
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disable plugin, remove microcline and bituminous coal from monitoring, then re-enable the plugin
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:digFlood CLEAR: remove all inorganics from monitoring
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:digFlood digAll1: ignore the monitor list and dig any vein
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:digFlood digAll0: disable digAll mode
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filltraffic
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Set traffic designations using flood-fill starting at the cursor.
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Traffic Type Codes:
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:H: High Traffic
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:N: Normal Traffic
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:L: Low Traffic
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:R: Restricted Traffic
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Other Options:
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:X: Fill across z-levels.
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:B: Include buildings and stockpiles.
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:P: Include empty space.
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Example:
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``filltraffic H``
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When used in a room with doors, it will set traffic to HIGH in just that room.
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alltraffic
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----------
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Set traffic designations for every single tile of the map (useful for resetting traffic designations).
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Traffic Type Codes:
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:H: High Traffic
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:N: Normal Traffic
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:L: Low Traffic
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:R: Restricted Traffic
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Example:
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``alltraffic N``
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Set traffic to 'normal' for all tiles.
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restrictliquid
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Restrict traffic on all visible tiles with liquid.
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restrictice
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Restrict traffic on all tiles on top of visible ice.
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getplants
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---------
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This tool allows plant gathering and tree cutting by RAW ID. Specify the types
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of trees to cut down and/or shrubs to gather by their plant names, separated
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by spaces.
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Options:
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:-t: Select trees only (exclude shrubs)
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:-s: Select shrubs only (exclude trees)
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:-c: Clear designations instead of setting them
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:-x: Apply selected action to all plants except those specified (invert
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selection)
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:-a: Select every type of plant (obeys ``-t``/``-s``)
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Specifying both ``-t`` and ``-s`` will have no effect. If no plant IDs are specified,
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all valid plant IDs will be listed.
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===========================
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===========================
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Job and Fortress management
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Job and Fortress management
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===========================
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===========================
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@ -1006,7 +780,7 @@ Advanced usage:
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:autolabor list: List current status of all labors.
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:autolabor list: List current status of all labors.
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:autolabor status: Show basic status information.
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:autolabor status: Show basic status information.
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See `autolabor-artisans` for a differently-tunde setup.
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See `autolabor-artisans` for a differently-tuned setup.
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Examples:
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Examples:
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@ -1704,6 +1478,62 @@ if vein mass shifts between Z layers.
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The only undo option is to restore your save from backup.
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The only undo option is to restore your save from backup.
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.. _alltraffic:
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alltraffic
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==========
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Set traffic designations for every single tile of the map - useful for resetting
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traffic designations. See also `filltraffic`, `restrictice`, and `restrictliquid`.
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Options:
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:H: High Traffic
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:N: Normal Traffic
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:L: Low Traffic
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:R: Restricted Traffic
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.. _burrow:
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burrow
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======
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Miscellaneous burrow control. Allows manipulating burrows and automated burrow
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expansion while digging.
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Options:
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:enable feature ...:
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Enable features of the plugin.
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:disable feature ...:
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Disable features of the plugin.
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:clear-unit burrow burrow ...:
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Remove all units from the burrows.
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:clear-tiles burrow burrow ...:
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Remove all tiles from the burrows.
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:set-units target-burrow src-burrow ...:
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Clear target, and adds units from source burrows.
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:add-units target-burrow src-burrow ...:
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Add units from the source burrows to the target.
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:remove-units target-burrow src-burrow ...:
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Remove units in source burrows from the target.
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:set-tiles target-burrow src-burrow ...:
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Clear target and adds tiles from the source burrows.
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:add-tiles target-burrow src-burrow ...:
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Add tiles from the source burrows to the target.
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:remove-tiles target-burrow src-burrow ...:
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Remove tiles in source burrows from the target.
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For these three options, in place of a source burrow it is
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possible to use one of the following keywords: ABOVE_GROUND,
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SUBTERRANEAN, INSIDE, OUTSIDE, LIGHT, DARK, HIDDEN, REVEALED
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Features:
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:auto-grow: When a wall inside a burrow with a name ending in '+' is dug
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out, the burrow is extended to newly-revealed adjacent walls.
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This final '+' may be omitted in burrow name args of commands above.
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Digging 1-wide corridors with the miner inside the burrow is SLOW.
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changelayer
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changelayer
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===========
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===========
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Changes material of the geology layer under cursor to the specified inorganic
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Changes material of the geology layer under cursor to the specified inorganic
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@ -1829,6 +1659,129 @@ replicating the old channel digging designation. It also removes any and
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all 'down ramps' that can remain after a cave-in (you don't have to designate
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all 'down ramps' that can remain after a cave-in (you don't have to designate
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anything for that to happen).
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anything for that to happen).
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.. _dig:
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dig
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===
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This plugin makes many automated or complicated dig patterns easy.
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Basic commands:
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:digv: Designate all of the selected vein for digging.
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:digvx: Also cross z-levels, digging stairs as needed. Alias for ``digv x``.
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:digl: Like ``digv``, for layer stone. Also supports an ``undo`` option
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to remove designations, for if you accidentally set 50 levels at once.
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:diglx: Also cross z-levels, digging stairs as needed. Alias for ``digl x``.
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digexp
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------
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This command is for :wiki:`exploratory mining <Exploratory_mining>`.
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There are two variables that can be set: pattern and filter.
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Patterns:
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:diag5: diagonals separated by 5 tiles
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:diag5r: diag5 rotated 90 degrees
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:ladder: A 'ladder' pattern
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:ladderr: ladder rotated 90 degrees
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:clear: Just remove all dig designations
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:cross: A cross, exactly in the middle of the map.
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Filters:
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:all: designate whole z-level
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:hidden: designate only hidden tiles of z-level (default)
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:designated: Take current designation and apply pattern to it.
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After you have a pattern set, you can use ``expdig`` to apply it again.
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Examples:
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``expdig diag5 hidden``
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Designate the diagonal 5 patter over all hidden tiles
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``expdig``
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Apply last used pattern and filter
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``expdig ladder designated``
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Take current designations and replace them with the ladder pattern
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digcircle
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---------
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A command for easy designation of filled and hollow circles.
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It has several types of options.
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Shape:
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:hollow: Set the circle to hollow (default)
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:filled: Set the circle to filled
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:#: Diameter in tiles (default = 0, does nothing)
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Action:
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:set: Set designation (default)
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:unset: Unset current designation
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:invert: Invert designations already present
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Designation types:
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:dig: Normal digging designation (default)
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:ramp: Ramp digging
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:ustair: Staircase up
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:dstair: Staircase down
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:xstair: Staircase up/down
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:chan: Dig channel
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After you have set the options, the command called with no options
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repeats with the last selected parameters.
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Examples:
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``digcircle filled 3``
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Dig a filled circle with diameter = 3.
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``digcircle``
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Do it again.
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digtype
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-------
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For every tile on the map of the same vein type as the selected tile,
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this command designates it to have the same designation as the
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selected tile. If the selected tile has no designation, they will be
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dig designated.
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If an argument is given, the designation of the selected tile is
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ignored, and all appropriate tiles are set to the specified
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designation.
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Options:
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:dig:
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:channel:
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:ramp:
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:updown: up/down stairs
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:up: up stairs
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:down: down stairs
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:clear: clear designation
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digFlood
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========
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Automatically digs out specified veins as they are discovered. It runs once
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every time a dwarf finishes a dig job. It will only dig out appropriate tiles
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that are adjacent to the finished dig job. To add a vein type, use ``digFlood 1 [type]``.
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This will also enable the plugin. To remove a vein type, use ``digFlood 0 [type] 1``
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to disable, then remove, then re-enable.
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Usage:
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:help digflood: detailed help message
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:digFlood 0: disable the plugin
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:digFlood 1: enable the plugin
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:digFlood 0 MICROCLINE COAL_BITUMINOUS 1:
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disable plugin, remove microcline and bituminous coal from monitoring, then re-enable the plugin
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:digFlood CLEAR: remove all inorganics from monitoring
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:digFlood digAll1: ignore the monitor list and dig any vein
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:digFlood digAll0: disable digAll mode
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.. _feature:
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feature
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feature
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=======
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=======
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Enables management of map features.
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Enables management of map features.
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@ -1844,6 +1797,26 @@ Options:
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:show X: Marks the selected map feature as discovered.
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:show X: Marks the selected map feature as discovered.
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:hide X: Marks the selected map feature as undiscovered.
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:hide X: Marks the selected map feature as undiscovered.
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.. _filltraffic:
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filltraffic
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===========
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Set traffic designations using flood-fill starting at the cursor.
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See also `alltraffic`, `restrictice`, and `restrictliquid`. Options:
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:H: High Traffic
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:N: Normal Traffic
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:L: Low Traffic
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:R: Restricted Traffic
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:X: Fill across z-levels.
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:B: Include buildings and stockpiles.
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:P: Include empty space.
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Example:
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``filltraffic H``
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When used in a room with doors, it will set traffic to HIGH in just that room.
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.. _fortplan:
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.. _fortplan:
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fortplan
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fortplan
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@ -1880,6 +1853,24 @@ All of the building designation uses `Planning Mode <buildingplan>`, so you do n
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have the items available to construct all the buildings when you run
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have the items available to construct all the buildings when you run
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fortplan with the .csv file.
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fortplan with the .csv file.
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getplants
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=========
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This tool allows plant gathering and tree cutting by RAW ID. Specify the types
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of trees to cut down and/or shrubs to gather by their plant names, separated
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by spaces.
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Options:
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:-t: Select trees only (exclude shrubs)
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:-s: Select shrubs only (exclude trees)
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:-c: Clear designations instead of setting them
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:-x: Apply selected action to all plants except those specified (invert
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selection)
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:-a: Select every type of plant (obeys ``-t``/``-s``)
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Specifying both ``-t`` and ``-s`` will have no effect. If no plant IDs are specified,
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all valid plant IDs will be listed.
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infiniteSky
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infiniteSky
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===========
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===========
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Automatically allocates new z-levels of sky at the top of the map as you build up,
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Automatically allocates new z-levels of sky at the top of the map as you build up,
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@ -1968,6 +1959,43 @@ settings in liquids were made it paints a point of 7/7 magma by default).
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Intended to be used as keybinding. Requires an active in-game cursor.
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Intended to be used as keybinding. Requires an active in-game cursor.
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plant
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=====
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A tool for creating shrubs, growing, or getting rid of them.
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Subcommands:
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:create: Creates a new sapling under the cursor. Takes a raw ID as argument
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(e.g. TOWER_CAP). The cursor must be located on a dirt or grass floor tile.
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:grow: Turns saplings into trees; under the cursor if a sapling is selected,
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or every sapling on the map if the cursor is hidden.
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:extirpate: Kills the tree or shrub under the cursor, instantly turning them to ashes.
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:immolate: Sets the plants on fire instead. The fires can and *will* spread ;)
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For mass effects, use one of the additional options:
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:shrubs: affect all shrubs on the map
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:trees: affect all trees on the map
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:all: affect every plant!
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regrass
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=======
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Regrows all the grass. Not much to it ;)
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.. _restrictice:
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restrictice
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===========
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Restrict traffic on all tiles on top of visible ice.
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See also `alltraffic`, `filltraffic`, and `restrictliquid`.
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.. _restrictliquid:
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restrictliquid
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==============
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Restrict traffic on all visible tiles with liquid.
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See also `alltraffic`, `filltraffic`, and `restrictice`.
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.. _tiletypes:
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.. _tiletypes:
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tiletypes
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tiletypes
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@ -2079,29 +2107,6 @@ Options:
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Beware that filling in hollow veins will trigger a demon invasion on top of
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Beware that filling in hollow veins will trigger a demon invasion on top of
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your miner when you dig into the region that used to be hollow.
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your miner when you dig into the region that used to be hollow.
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plant
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=====
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A tool for creating shrubs, growing, or getting rid of them.
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Subcommands:
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:create: Creates a new sapling under the cursor. Takes a raw ID as argument
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(e.g. TOWER_CAP). The cursor must be located on a dirt or grass floor tile.
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:grow: Turns saplings into trees; under the cursor if a sapling is selected,
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or every sapling on the map if the cursor is hidden.
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:extirpate: Kills the tree or shrub under the cursor, instantly turning them to ashes.
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:immolate: Sets the plants on fire instead. The fires can and *will* spread ;)
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For mass effects, use one of the additional options:
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:shrubs: affect all shrubs on the map
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:trees: affect all trees on the map
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:all: affect every plant!
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regrass
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=======
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Regrows all the grass. Not much to it ;)
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weather
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weather
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=======
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=======
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Prints the current weather, and lets you change the weather to 'clear', 'rain'
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Prints the current weather, and lets you change the weather to 'clear', 'rain'
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@ -2252,49 +2257,32 @@ Options:
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Known limitations: if the selected unit is currently performing a job, the mood will not be started.
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Known limitations: if the selected unit is currently performing a job, the mood will not be started.
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Behavior Mods
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=============
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These plugins, when activated via configuration UI or by detecting certain
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structures in RAWs, modify the game engine behavior concerning the target
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objects to add features not otherwise present.
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.. _siege-engine:
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.. _siege-engine:
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siege-engine
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siege-engine
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|
------------
|
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|
============
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Siege engines are a very interesting feature, but sadly almost useless in the current state
|
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|
Siege engines in DF haven't been updated since the game was 2D, and can
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because they haven't been updated since 2D and can only aim in four directions. This is an
|
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only aim in four directions. This plugin allows you to:
|
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|
attempt to bring them more up to date until Toady has time to work on it. Actual improvements,
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e.g. like making siegers bring their own, are something only Toady can do.
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The siege-engine plugin enables siege engines to be linked to stockpiles, and
|
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|
|
* link siege engines to stockpiles
|
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|
|
aimed at an arbitrary rectangular area across Z levels, instead of the original
|
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|
|
* load any object into a catapult, not just stones
|
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|
|
four directions. Also, catapults can be ordered to load arbitrary objects, not
|
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|
|
* aim at a rectangular area in any direction, and across Z-levels
|
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|
just stones.
|
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The configuration front-end to the plugin is implemented by `gui/siege-engine`.
|
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|
The front-end is implemented by `gui/siege-engine`.
|
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.. _power-meter:
|
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|
.. _power-meter:
|
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|
power-meter
|
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|
|
power-meter
|
|
|
|
-----------
|
|
|
|
===========
|
|
|
|
The power-meter plugin implements a modified pressure plate that detects power being
|
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|
|
The power-meter plugin implements a modified pressure plate that detects power being
|
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|
|
supplied to gear boxes built in the four adjacent N/S/W/E tiles.
|
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|
|
supplied to gear boxes built in the four adjacent N/S/W/E tiles.
|
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|
|
The configuration front-end is implemented by `gui/power-meter`. Bind it to a
|
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|
|
The configuration front-end is implemented by `gui/power-meter`.
|
|
|
|
key (the example config uses :kbd:`Ctrl`:kbd:`Shift`:kbd:`M`) and activate after selecting Pressure Plate
|
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|
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|
|
in the build menu.
|
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|
|
.. image:: images/power-meter.png
|
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|
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|
|
The script follows the general look and feel of the regular pressure plate build
|
|
|
|
|
|
|
|
configuration page, but configures parameters relevant to the modded power meter building.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
.. _steam-engine:
|
|
|
|
.. _steam-engine:
|
|
|
|
|
|
|
|
|
|
|
|
steam-engine
|
|
|
|
steam-engine
|
|
|
|
------------
|
|
|
|
============
|
|
|
|
The steam-engine plugin detects custom workshops with STEAM_ENGINE in
|
|
|
|
The steam-engine plugin detects custom workshops with STEAM_ENGINE in
|
|
|
|
their token, and turns them into real steam engines.
|
|
|
|
their token, and turns them into real steam engines.
|
|
|
|
|
|
|
|
|
|
|
@ -2303,34 +2291,29 @@ power, but windmills give relatively little power, and water wheels require
|
|
|
|
flowing water, which must either be a real river and thus immovable and
|
|
|
|
flowing water, which must either be a real river and thus immovable and
|
|
|
|
limited in supply, or actually flowing and thus laggy.
|
|
|
|
limited in supply, or actually flowing and thus laggy.
|
|
|
|
|
|
|
|
|
|
|
|
Steam engines are an alternative to water reactors that actually makes
|
|
|
|
Compared to the :wiki:`water reactor <Water_wheel#Dwarven_Water_Reactor>`
|
|
|
|
sense, and hopefully doesn't lag. Also, unlike e.g. animal treadmills,
|
|
|
|
exploit, steam engines make a lot of sense!
|
|
|
|
it can be done just by combining existing features of the game engine
|
|
|
|
|
|
|
|
in a new way with some glue code and a bit of custom logic.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Construction
|
|
|
|
Construction
|
|
|
|
~~~~~~~~~~~~
|
|
|
|
------------
|
|
|
|
The workshop needs water as its input, which it takes via a
|
|
|
|
The workshop needs water as its input, which it takes via a
|
|
|
|
passable floor tile below it, like usual magma workshops do.
|
|
|
|
passable floor tile below it, like usual magma workshops do.
|
|
|
|
The magma version also needs magma.
|
|
|
|
The magma version also needs magma.
|
|
|
|
|
|
|
|
|
|
|
|
Since this building is a machine, and machine collapse
|
|
|
|
Due to DFHack limits, the workshop will collapse over true open space.
|
|
|
|
code cannot be hooked, it would collapse over true open space.
|
|
|
|
However down stairs are passable but support machines, so you can use them.
|
|
|
|
As a loophole, down stairs provide support to machines, while
|
|
|
|
|
|
|
|
being passable, so use them.
|
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|
|
|
After constructing the building itself, machines can be connected
|
|
|
|
After constructing the building itself, machines can be connected
|
|
|
|
to the edge tiles that look like gear boxes. Their exact position
|
|
|
|
to the edge tiles that look like gear boxes. Their exact position
|
|
|
|
is extracted from the workshop raws.
|
|
|
|
is extracted from the workshop raws.
|
|
|
|
|
|
|
|
|
|
|
|
Like with collapse above, part of the code involved in
|
|
|
|
Like with collapse above, due to DFHack limits the workshop
|
|
|
|
machine connection cannot be hooked. As a result, the workshop
|
|
|
|
|
|
|
|
can only immediately connect to machine components built AFTER it.
|
|
|
|
can only immediately connect to machine components built AFTER it.
|
|
|
|
This also means that engines cannot be chained without intermediate
|
|
|
|
This also means that engines cannot be chained without intermediate
|
|
|
|
axles built after both engines.
|
|
|
|
axles built after both engines.
|
|
|
|
|
|
|
|
|
|
|
|
Operation
|
|
|
|
Operation
|
|
|
|
~~~~~~~~~
|
|
|
|
---------
|
|
|
|
In order to operate the engine, queue the Stoke Boiler job (optionally
|
|
|
|
In order to operate the engine, queue the Stoke Boiler job (optionally
|
|
|
|
on repeat). A furnace operator will come, possibly bringing a bar of fuel,
|
|
|
|
on repeat). A furnace operator will come, possibly bringing a bar of fuel,
|
|
|
|
and perform it. As a result, a "boiling water" item will appear
|
|
|
|
and perform it. As a result, a "boiling water" item will appear
|
|
|
@ -2364,7 +2347,7 @@ decrease it by further 4%, and also decrease the whole steam
|
|
|
|
use rate by 10%.
|
|
|
|
use rate by 10%.
|
|
|
|
|
|
|
|
|
|
|
|
Explosions
|
|
|
|
Explosions
|
|
|
|
~~~~~~~~~~
|
|
|
|
----------
|
|
|
|
The engine must be constructed using barrel, pipe and piston
|
|
|
|
The engine must be constructed using barrel, pipe and piston
|
|
|
|
from fire-safe, or in the magma version magma-safe metals.
|
|
|
|
from fire-safe, or in the magma version magma-safe metals.
|
|
|
|
|
|
|
|
|
|
|
@ -2374,7 +2357,7 @@ toppled during operation by a building destroyer, or a
|
|
|
|
tantruming dwarf.
|
|
|
|
tantruming dwarf.
|
|
|
|
|
|
|
|
|
|
|
|
Save files
|
|
|
|
Save files
|
|
|
|
~~~~~~~~~~
|
|
|
|
----------
|
|
|
|
It should be safe to load and view engine-using fortresses
|
|
|
|
It should be safe to load and view engine-using fortresses
|
|
|
|
from a DF version without DFHack installed, except that in such
|
|
|
|
from a DF version without DFHack installed, except that in such
|
|
|
|
case the engines won't work. However actually making modifications
|
|
|
|
case the engines won't work. However actually making modifications
|
|
|
@ -2386,15 +2369,12 @@ being generated.
|
|
|
|
.. _add-spatter:
|
|
|
|
.. _add-spatter:
|
|
|
|
|
|
|
|
|
|
|
|
add-spatter
|
|
|
|
add-spatter
|
|
|
|
-----------
|
|
|
|
===========
|
|
|
|
This plugin makes reactions with names starting with ``SPATTER_ADD_``
|
|
|
|
This plugin makes reactions with names starting with ``SPATTER_ADD_``
|
|
|
|
produce contaminants on the items instead of improvements. The produced
|
|
|
|
produce contaminants on the items instead of improvements. The produced
|
|
|
|
contaminants are immune to being washed away by water or destroyed by
|
|
|
|
contaminants are immune to being washed away by water or destroyed by `clean`.
|
|
|
|
the `clean` ``items`` command.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The plugin is intended to give some use to all those poisons that can
|
|
|
|
The plugin is intended to give some use to all those poisons that can
|
|
|
|
be bought from caravans. :)
|
|
|
|
be bought from caravans. It's most useful when combined with
|
|
|
|
|
|
|
|
`tweak` ``fix-dimensions`` and ``advmode-contained`` to patch :bug:`808`.
|
|
|
|
To be really useful this needs patches for :bug:`808`, ie `tweak`
|
|
|
|
|
|
|
|
``fix-dimensions`` and `tweak` ``advmode-contained``.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|