@ -491,6 +491,7 @@ access DF memory and allow for easier development of new tools.</p>
< / li >
< / li >
< / ul >
< / ul >
< / li >
< / li >
< < < < < < < HEAD
< li > < a class = "reference internal" href = "#scripts" id = "id116" > Scripts< / a > < ul >
< li > < a class = "reference internal" href = "#scripts" id = "id116" > Scripts< / a > < ul >
< li > < a class = "reference internal" href = "#fix" id = "id117" > fix/*< / a > < / li >
< li > < a class = "reference internal" href = "#fix" id = "id117" > fix/*< / a > < / li >
< li > < a class = "reference internal" href = "#gui" id = "id118" > gui/*< / a > < / li >
< li > < a class = "reference internal" href = "#gui" id = "id118" > gui/*< / a > < / li >
@ -547,6 +548,63 @@ access DF memory and allow for easier development of new tools.</p>
< / ul >
< / ul >
< / li >
< / li >
< li > < a class = "reference internal" href = "#add-spatter" id = "id163" > Add Spatter< / a > < / li >
< li > < a class = "reference internal" href = "#add-spatter" id = "id163" > Add Spatter< / a > < / li >
=======
< li > < a class = "reference internal" href = "#scripts" id = "id115" > Scripts< / a > < ul >
< li > < a class = "reference internal" href = "#fix" id = "id116" > fix/*< / a > < / li >
< li > < a class = "reference internal" href = "#gui" id = "id117" > gui/*< / a > < / li >
< li > < a class = "reference internal" href = "#binpatch" id = "id118" > binpatch< / a > < / li >
< li > < a class = "reference internal" href = "#quicksave" id = "id119" > quicksave< / a > < / li >
< li > < a class = "reference internal" href = "#setfps" id = "id120" > setfps< / a > < / li >
< li > < a class = "reference internal" href = "#siren" id = "id121" > siren< / a > < / li >
< li > < a class = "reference internal" href = "#growcrops" id = "id122" > growcrops< / a > < / li >
< li > < a class = "reference internal" href = "#removebadthoughts" id = "id123" > removebadthoughts< / a > < / li >
< li > < a class = "reference internal" href = "#slayrace" id = "id124" > slayrace< / a > < / li >
< li > < a class = "reference internal" href = "#magmasource" id = "id125" > magmasource< / a > < / li >
< li > < a class = "reference internal" href = "#digfort" id = "id126" > digfort< / a > < / li >
< li > < a class = "reference internal" href = "#superdwarf" id = "id127" > superdwarf< / a > < / li >
< li > < a class = "reference internal" href = "#drainaquifer" id = "id128" > drainaquifer< / a > < / li >
< li > < a class = "reference internal" href = "#deathcause" id = "id129" > deathcause< / a > < / li >
< li > < a class = "reference internal" href = "#lua" id = "id130" > lua< / a > < / li >
< li > < a class = "reference internal" href = "#embark" id = "id131" > embark< / a > < / li >
< li > < a class = "reference internal" href = "#lever" id = "id132" > lever< / a > < / li >
< li > < a class = "reference internal" href = "#stripcaged" id = "id133" > stripcaged< / a > < / li >
< li > < a class = "reference internal" href = "#create-items" id = "id134" > create-items< / a > < / li >
< / ul >
< / li >
< li > < a class = "reference internal" href = "#in-game-interface-tools" id = "id135" > In-game interface tools< / a > < ul >
< li > < a class = "reference internal" href = "#dwarf-manipulator" id = "id136" > Dwarf Manipulator< / a > < / li >
< li > < a class = "reference internal" href = "#search" id = "id137" > Search< / a > < / li >
< li > < a class = "reference internal" href = "#automaterial" id = "id138" > AutoMaterial< / a > < / li >
< li > < a class = "reference internal" href = "#gui-liquids" id = "id139" > gui/liquids< / a > < / li >
< li > < a class = "reference internal" href = "#gui-mechanisms" id = "id140" > gui/mechanisms< / a > < / li >
< li > < a class = "reference internal" href = "#gui-rename" id = "id141" > gui/rename< / a > < / li >
< li > < a class = "reference internal" href = "#gui-room-list" id = "id142" > gui/room-list< / a > < / li >
< li > < a class = "reference internal" href = "#gui-choose-weapons" id = "id143" > gui/choose-weapons< / a > < / li >
< li > < a class = "reference internal" href = "#gui-guide-path" id = "id144" > gui/guide-path< / a > < / li >
< li > < a class = "reference internal" href = "#gui-workshop-job" id = "id145" > gui/workshop-job< / a > < / li >
< li > < a class = "reference internal" href = "#gui-workflow" id = "id146" > gui/workflow< / a > < / li >
< li > < a class = "reference internal" href = "#gui-assign-rack" id = "id147" > gui/assign-rack< / a > < / li >
< li > < a class = "reference internal" href = "#gui-advfort" id = "id148" > gui/advfort< / a > < / li >
< li > < a class = "reference internal" href = "#gui-gm-editor" id = "id149" > gui/gm-editor< / a > < / li >
< / ul >
< / li >
< li > < a class = "reference internal" href = "#behavior-mods" id = "id150" > Behavior Mods< / a > < ul >
< li > < a class = "reference internal" href = "#siege-engine" id = "id151" > Siege Engine< / a > < ul >
< li > < a class = "reference internal" href = "#rationale" id = "id152" > Rationale< / a > < / li >
< li > < a class = "reference internal" href = "#configuration-ui" id = "id153" > Configuration UI< / a > < / li >
< / ul >
< / li >
< li > < a class = "reference internal" href = "#power-meter" id = "id154" > Power Meter< / a > < / li >
< li > < a class = "reference internal" href = "#steam-engine" id = "id155" > Steam Engine< / a > < ul >
< li > < a class = "reference internal" href = "#id1" id = "id156" > Rationale< / a > < / li >
< li > < a class = "reference internal" href = "#construction" id = "id157" > Construction< / a > < / li >
< li > < a class = "reference internal" href = "#operation" id = "id158" > Operation< / a > < / li >
< li > < a class = "reference internal" href = "#explosions" id = "id159" > Explosions< / a > < / li >
< li > < a class = "reference internal" href = "#save-files" id = "id160" > Save files< / a > < / li >
< / ul >
< / li >
< li > < a class = "reference internal" href = "#add-spatter" id = "id161" > Add Spatter< / a > < / li >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< / ul >
< / ul >
< / li >
< / li >
< / ul >
< / ul >
@ -2556,8 +2614,9 @@ disables labors. It tries to keep as many dwarves as possible busy but
also tries to have dwarves specialize in specific skills.< / p >
also tries to have dwarves specialize in specific skills.< / p >
< div class = "note" >
< div class = "note" >
< p class = "first admonition-title" > Note< / p >
< p class = "first admonition-title" > Note< / p >
< p class = "last" > Warning: autolabor will override any manual changes you make to labors
< p > Warning: autolabor will override any manual changes you make to labors
while it is enabled.< / p >
while it is enabled.< / p >
< p class = "last" > To prevent particular dwarves from being managed by autolabor, put them in any burrow.< / p >
< / div >
< / div >
< p > For detailed usage information, see 'help autolabor'.< / p >
< p > For detailed usage information, see 'help autolabor'.< / p >
< / div >
< / div >
@ -2855,7 +2914,11 @@ stripcaged weapons 25321 34228
< / pre >
< / pre >
< / div >
< / div >
< div class = "section" id = "create-items" >
< div class = "section" id = "create-items" >
< < < < < < < HEAD
< h2 > < a class = "toc-backref" href = "#id135" > create-items< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id135" > create-items< / a > < / h2 >
=======
< h2 > < a class = "toc-backref" href = "#id134" > create-items< / a > < / h2 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > Spawn arbitrary items under the cursor.< / p >
< p > Spawn arbitrary items under the cursor.< / p >
< p > The first argument gives the item category, the second gives the material,
< p > The first argument gives the item category, the second gives the material,
and the optionnal third gives the number of items to create (defaults to 20).< / p >
and the optionnal third gives the number of items to create (defaults to 20).< / p >
@ -2876,6 +2939,7 @@ create-items bar CREATURE:CAT:SOAP
create-items bar adamantine
create-items bar adamantine
< / pre >
< / pre >
< / div >
< / div >
< < < < < < < HEAD
< div class = "section" id = "soundsense-season" >
< div class = "section" id = "soundsense-season" >
< h2 > < a class = "toc-backref" href = "#id136" > soundsense-season< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id136" > soundsense-season< / a > < / h2 >
< p > It is a well known issue that Soundsense cannot detect the correct
< p > It is a well known issue that Soundsense cannot detect the correct
@ -2888,6 +2952,11 @@ call the script from <tt class="docutils literal">dfhack.init</tt>.</p>
< / div >
< / div >
< div class = "section" id = "in-game-interface-tools" >
< div class = "section" id = "in-game-interface-tools" >
< h1 > < a class = "toc-backref" href = "#id137" > In-game interface tools< / a > < / h1 >
< h1 > < a class = "toc-backref" href = "#id137" > In-game interface tools< / a > < / h1 >
=======
< / div >
< div class = "section" id = "in-game-interface-tools" >
< h1 > < a class = "toc-backref" href = "#id135" > In-game interface tools< / a > < / h1 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > These tools work by displaying dialogs or overlays in the game window, and
< p > These tools work by displaying dialogs or overlays in the game window, and
are mostly implemented by lua scripts.< / p >
are mostly implemented by lua scripts.< / p >
< div class = "note" >
< div class = "note" >
@ -2900,7 +2969,11 @@ existing DF screens, they deliberately use red instead of green for the key.</p>
guideline because it arguably just fixes small usability bugs in the game UI.< / p >
guideline because it arguably just fixes small usability bugs in the game UI.< / p >
< / div >
< / div >
< div class = "section" id = "dwarf-manipulator" >
< div class = "section" id = "dwarf-manipulator" >
< < < < < < < HEAD
< h2 > < a class = "toc-backref" href = "#id138" > Dwarf Manipulator< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id138" > Dwarf Manipulator< / a > < / h2 >
=======
< h2 > < a class = "toc-backref" href = "#id136" > Dwarf Manipulator< / a > < / h2 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > Implemented by the manipulator plugin. To activate, open the unit screen and
< p > Implemented by the manipulator plugin. To activate, open the unit screen and
press 'l'.< / p >
press 'l'.< / p >
< img alt = "images/manipulator.png" src = "images/manipulator.png" / >
< img alt = "images/manipulator.png" src = "images/manipulator.png" / >
@ -2939,7 +3012,11 @@ cursor onto that cell instead of toggling it.</li>
directly to the main dwarf mode screen.< / p >
directly to the main dwarf mode screen.< / p >
< / div >
< / div >
< div class = "section" id = "search" >
< div class = "section" id = "search" >
< < < < < < < HEAD
< h2 > < a class = "toc-backref" href = "#id139" > Search< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id139" > Search< / a > < / h2 >
=======
< h2 > < a class = "toc-backref" href = "#id137" > Search< / a > < / h2 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > The search plugin adds search to the Stocks, Animals, Trading, Stockpile,
< p > The search plugin adds search to the Stocks, Animals, Trading, Stockpile,
Noble (assignment candidates), Military (position candidates), Burrows
Noble (assignment candidates), Military (position candidates), Burrows
(unit list), Rooms, Announcements, Job List and Unit List screens.< / p >
(unit list), Rooms, Announcements, Job List and Unit List screens.< / p >
@ -2969,7 +3046,11 @@ only fat or tallow by forbidding fats, then searching for fat/tallow, and
using Permit Fats again while the list is filtered.< / p >
using Permit Fats again while the list is filtered.< / p >
< / div >
< / div >
< div class = "section" id = "automaterial" >
< div class = "section" id = "automaterial" >
< < < < < < < HEAD
< h2 > < a class = "toc-backref" href = "#id140" > AutoMaterial< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id140" > AutoMaterial< / a > < / h2 >
=======
< h2 > < a class = "toc-backref" href = "#id138" > AutoMaterial< / a > < / h2 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > The automaterial plugin makes building constructions (walls, floors, fortifications,
< p > The automaterial plugin makes building constructions (walls, floors, fortifications,
etc) a little bit easier by saving you from having to trawl through long lists of
etc) a little bit easier by saving you from having to trawl through long lists of
materials each time you place one.< / p >
materials each time you place one.< / p >
@ -2996,7 +3077,11 @@ materials, it returns you back to this screen. If you use this along with severa
enabled materials, you should be able to place complex constructions more conveniently.< / p >
enabled materials, you should be able to place complex constructions more conveniently.< / p >
< / div >
< / div >
< div class = "section" id = "gui-liquids" >
< div class = "section" id = "gui-liquids" >
< < < < < < < HEAD
< h2 > < a class = "toc-backref" href = "#id141" > gui/liquids< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id141" > gui/liquids< / a > < / h2 >
=======
< h2 > < a class = "toc-backref" href = "#id139" > gui/liquids< / a > < / h2 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > To use, bind to a key (the example config uses Alt-L) and activate in the 'k' mode.< / p >
< p > To use, bind to a key (the example config uses Alt-L) and activate in the 'k' mode.< / p >
< img alt = "images/liquids.png" src = "images/liquids.png" / >
< img alt = "images/liquids.png" src = "images/liquids.png" / >
< p > This script is a gui front-end to the liquids plugin and works similar to it,
< p > This script is a gui front-end to the liquids plugin and works similar to it,
@ -3016,7 +3101,11 @@ rivers power water wheels even when full and technically not flowing.</p>
< p > After setting up the desired operations using the described keys, use < tt class = "docutils literal" > Enter< / tt > to apply them.< / p >
< p > After setting up the desired operations using the described keys, use < tt class = "docutils literal" > Enter< / tt > to apply them.< / p >
< / div >
< / div >
< div class = "section" id = "gui-mechanisms" >
< div class = "section" id = "gui-mechanisms" >
< < < < < < < HEAD
< h2 > < a class = "toc-backref" href = "#id142" > gui/mechanisms< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id142" > gui/mechanisms< / a > < / h2 >
=======
< h2 > < a class = "toc-backref" href = "#id140" > gui/mechanisms< / a > < / h2 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > To use, bind to a key (the example config uses Ctrl-M) and activate in the 'q' mode.< / p >
< p > To use, bind to a key (the example config uses Ctrl-M) and activate in the 'q' mode.< / p >
< img alt = "images/mechanisms.png" src = "images/mechanisms.png" / >
< img alt = "images/mechanisms.png" src = "images/mechanisms.png" / >
< p > Lists mechanisms connected to the building, and their links. Navigating the list centers
< p > Lists mechanisms connected to the building, and their links. Navigating the list centers
@ -3026,7 +3115,11 @@ focus on the current one. Shift-Enter has an effect equivalent to pressing Enter
re-entering the mechanisms ui.< / p >
re-entering the mechanisms ui.< / p >
< / div >
< / div >
< div class = "section" id = "gui-rename" >
< div class = "section" id = "gui-rename" >
< < < < < < < HEAD
< h2 > < a class = "toc-backref" href = "#id143" > gui/rename< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id143" > gui/rename< / a > < / h2 >
=======
< h2 > < a class = "toc-backref" href = "#id141" > gui/rename< / a > < / h2 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > Backed by the rename plugin, this script allows entering the desired name
< p > Backed by the rename plugin, this script allows entering the desired name
via a simple dialog in the game ui.< / p >
via a simple dialog in the game ui.< / p >
< ul >
< ul >
@ -3049,7 +3142,11 @@ their species string.</p>
unit profession change to Ctrl-Shift-T.< / p >
unit profession change to Ctrl-Shift-T.< / p >
< / div >
< / div >
< div class = "section" id = "gui-room-list" >
< div class = "section" id = "gui-room-list" >
< < < < < < < HEAD
< h2 > < a class = "toc-backref" href = "#id144" > gui/room-list< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id144" > gui/room-list< / a > < / h2 >
=======
< h2 > < a class = "toc-backref" href = "#id142" > gui/room-list< / a > < / h2 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > To use, bind to a key (the example config uses Alt-R) and activate in the 'q' mode,
< p > To use, bind to a key (the example config uses Alt-R) and activate in the 'q' mode,
either immediately or after opening the assign owner page.< / p >
either immediately or after opening the assign owner page.< / p >
< img alt = "images/room-list.png" src = "images/room-list.png" / >
< img alt = "images/room-list.png" src = "images/room-list.png" / >
@ -3057,7 +3154,11 @@ either immediately or after opening the assign owner page.</p>
list, and allows unassigning them.< / p >
list, and allows unassigning them.< / p >
< / div >
< / div >
< div class = "section" id = "gui-choose-weapons" >
< div class = "section" id = "gui-choose-weapons" >
< < < < < < < HEAD
< h2 > < a class = "toc-backref" href = "#id145" > gui/choose-weapons< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id145" > gui/choose-weapons< / a > < / h2 >
=======
< h2 > < a class = "toc-backref" href = "#id143" > gui/choose-weapons< / a > < / h2 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > Bind to a key (the example config uses Ctrl-W), and activate in the Equip-> View/Customize
< p > Bind to a key (the example config uses Ctrl-W), and activate in the Equip-> View/Customize
page of the military screen.< / p >
page of the military screen.< / p >
< p > Depending on the cursor location, it rewrites all 'individual choice weapon' entries
< p > Depending on the cursor location, it rewrites all 'individual choice weapon' entries
@ -3068,7 +3169,11 @@ only that entry, and does it even if it is not 'individual choice'.</p>
and may lead to inappropriate weapons being selected.< / p >
and may lead to inappropriate weapons being selected.< / p >
< / div >
< / div >
< div class = "section" id = "gui-guide-path" >
< div class = "section" id = "gui-guide-path" >
< < < < < < < HEAD
< h2 > < a class = "toc-backref" href = "#id146" > gui/guide-path< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id146" > gui/guide-path< / a > < / h2 >
=======
< h2 > < a class = "toc-backref" href = "#id144" > gui/guide-path< / a > < / h2 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > Bind to a key (the example config uses Alt-P), and activate in the Hauling menu with
< p > Bind to a key (the example config uses Alt-P), and activate in the Hauling menu with
the cursor over a Guide order.< / p >
the cursor over a Guide order.< / p >
< img alt = "images/guide-path.png" src = "images/guide-path.png" / >
< img alt = "images/guide-path.png" src = "images/guide-path.png" / >
@ -3076,7 +3181,11 @@ the cursor over a Guide order.</p>
computes it when the order is executed for the first time.< / p >
computes it when the order is executed for the first time.< / p >
< / div >
< / div >
< div class = "section" id = "gui-workshop-job" >
< div class = "section" id = "gui-workshop-job" >
< < < < < < < HEAD
< h2 > < a class = "toc-backref" href = "#id147" > gui/workshop-job< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id147" > gui/workshop-job< / a > < / h2 >
=======
< h2 > < a class = "toc-backref" href = "#id145" > gui/workshop-job< / a > < / h2 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > Bind to a key (the example config uses Alt-A), and activate with a job selected in
< p > Bind to a key (the example config uses Alt-A), and activate with a job selected in
a workshop in the 'q' mode.< / p >
a workshop in the 'q' mode.< / p >
< img alt = "images/workshop-job.png" src = "images/workshop-job.png" / >
< img alt = "images/workshop-job.png" src = "images/workshop-job.png" / >
@ -3112,7 +3221,11 @@ and then try to change the input item type, now it won't let you select <em>plan
you have to unset the material first.< / p >
you have to unset the material first.< / p >
< / div >
< / div >
< div class = "section" id = "gui-workflow" >
< div class = "section" id = "gui-workflow" >
< < < < < < < HEAD
< h2 > < a class = "toc-backref" href = "#id148" > gui/workflow< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id148" > gui/workflow< / a > < / h2 >
=======
< h2 > < a class = "toc-backref" href = "#id146" > gui/workflow< / a > < / h2 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > Bind to a key (the example config uses Alt-W), and activate with a job selected
< p > Bind to a key (the example config uses Alt-W), and activate with a job selected
in a workshop in the 'q' mode.< / p >
in a workshop in the 'q' mode.< / p >
< img alt = "images/workflow.png" src = "images/workflow.png" / >
< img alt = "images/workflow.png" src = "images/workflow.png" / >
@ -3159,7 +3272,11 @@ the current stock value. The bright green dashed line is the target
limit (maximum) and the dark green line is that minus the gap (minimum).< / p >
limit (maximum) and the dark green line is that minus the gap (minimum).< / p >
< / div >
< / div >
< div class = "section" id = "gui-assign-rack" >
< div class = "section" id = "gui-assign-rack" >
< < < < < < < HEAD
< h2 > < a class = "toc-backref" href = "#id149" > gui/assign-rack< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id149" > gui/assign-rack< / a > < / h2 >
=======
< h2 > < a class = "toc-backref" href = "#id147" > gui/assign-rack< / a > < / h2 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > Bind to a key (the example config uses P), and activate when viewing a weapon
< p > Bind to a key (the example config uses P), and activate when viewing a weapon
rack in the 'q' mode.< / p >
rack in the 'q' mode.< / p >
< img alt = "images/assign-rack.png" src = "images/assign-rack.png" / >
< img alt = "images/assign-rack.png" src = "images/assign-rack.png" / >
@ -3183,7 +3300,11 @@ the intended user. In order to aid in the choice, it shows the number
of currently assigned racks for every valid squad.< / p >
of currently assigned racks for every valid squad.< / p >
< / div >
< / div >
< div class = "section" id = "gui-advfort" >
< div class = "section" id = "gui-advfort" >
< < < < < < < HEAD
< h2 > < a class = "toc-backref" href = "#id150" > gui/advfort< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id150" > gui/advfort< / a > < / h2 >
=======
< h2 > < a class = "toc-backref" href = "#id148" > gui/advfort< / a > < / h2 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > This script allows to perform jobs in adventure mode. For more complete help
< p > This script allows to perform jobs in adventure mode. For more complete help
press '?' while script is running. It's most confortable to use this as a
press '?' while script is running. It's most confortable to use this as a
keybinding. (e.g. keybinding set Ctrl-T gui/advfort). Possible arguments:< / p >
keybinding. (e.g. keybinding set Ctrl-T gui/advfort). Possible arguments:< / p >
@ -3196,7 +3317,11 @@ implies -a</li>
< / ul >
< / ul >
< / div >
< / div >
< div class = "section" id = "gui-gm-editor" >
< div class = "section" id = "gui-gm-editor" >
< < < < < < < HEAD
< h2 > < a class = "toc-backref" href = "#id151" > gui/gm-editor< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id151" > gui/gm-editor< / a > < / h2 >
=======
< h2 > < a class = "toc-backref" href = "#id149" > gui/gm-editor< / a > < / h2 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > There are three ways to open this editor:< / p >
< p > There are three ways to open this editor:< / p >
< ul class = "simple" >
< ul class = "simple" >
< li > using gui/gm-editor command/keybinding - opens editor on what is selected
< li > using gui/gm-editor command/keybinding - opens editor on what is selected
@ -3211,7 +3336,11 @@ in-game help.</p>
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "behavior-mods" >
< div class = "section" id = "behavior-mods" >
< < < < < < < HEAD
< h1 > < a class = "toc-backref" href = "#id152" > Behavior Mods< / a > < / h1 >
< h1 > < a class = "toc-backref" href = "#id152" > Behavior Mods< / a > < / h1 >
=======
< h1 > < a class = "toc-backref" href = "#id150" > Behavior Mods< / a > < / h1 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > These plugins, when activated via configuration UI or by detecting certain
< p > These plugins, when activated via configuration UI or by detecting certain
structures in RAWs, modify the game engine behavior concerning the target
structures in RAWs, modify the game engine behavior concerning the target
objects to add features not otherwise present.< / p >
objects to add features not otherwise present.< / p >
@ -3222,20 +3351,32 @@ technical challenge, and do not represent any long-term plans to produce more
similar modifications of the game.< / p >
similar modifications of the game.< / p >
< / div >
< / div >
< div class = "section" id = "siege-engine" >
< div class = "section" id = "siege-engine" >
< < < < < < < HEAD
< h2 > < a class = "toc-backref" href = "#id153" > Siege Engine< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id153" > Siege Engine< / a > < / h2 >
=======
< h2 > < a class = "toc-backref" href = "#id151" > Siege Engine< / a > < / h2 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > The siege-engine plugin enables siege engines to be linked to stockpiles, and
< p > The siege-engine plugin enables siege engines to be linked to stockpiles, and
aimed at an arbitrary rectangular area across Z levels, instead of the original
aimed at an arbitrary rectangular area across Z levels, instead of the original
four directions. Also, catapults can be ordered to load arbitrary objects, not
four directions. Also, catapults can be ordered to load arbitrary objects, not
just stones.< / p >
just stones.< / p >
< div class = "section" id = "rationale" >
< div class = "section" id = "rationale" >
< < < < < < < HEAD
< h3 > < a class = "toc-backref" href = "#id154" > Rationale< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id154" > Rationale< / a > < / h3 >
=======
< h3 > < a class = "toc-backref" href = "#id152" > Rationale< / a > < / h3 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > Siege engines are a very interesting feature, but sadly almost useless in the current state
< p > Siege engines are a very interesting feature, but sadly almost useless in the current state
because they haven't been updated since 2D and can only aim in four directions. This is an
because they haven't been updated since 2D and can only aim in four directions. This is an
attempt to bring them more up to date until Toady has time to work on it. Actual improvements,
attempt to bring them more up to date until Toady has time to work on it. Actual improvements,
e.g. like making siegers bring their own, are something only Toady can do.< / p >
e.g. like making siegers bring their own, are something only Toady can do.< / p >
< / div >
< / div >
< div class = "section" id = "configuration-ui" >
< div class = "section" id = "configuration-ui" >
< < < < < < < HEAD
< h3 > < a class = "toc-backref" href = "#id155" > Configuration UI< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id155" > Configuration UI< / a > < / h3 >
=======
< h3 > < a class = "toc-backref" href = "#id153" > Configuration UI< / a > < / h3 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > The configuration front-end to the plugin is implemented by the gui/siege-engine
< p > The configuration front-end to the plugin is implemented by the gui/siege-engine
script. Bind it to a key (the example config uses Alt-A) and activate after selecting
script. Bind it to a key (the example config uses Alt-A) and activate after selecting
a siege engine in 'q' mode.< / p >
a siege engine in 'q' mode.< / p >
@ -3258,7 +3399,11 @@ menu.</p>
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "power-meter" >
< div class = "section" id = "power-meter" >
< < < < < < < HEAD
< h2 > < a class = "toc-backref" href = "#id156" > Power Meter< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id156" > Power Meter< / a > < / h2 >
=======
< h2 > < a class = "toc-backref" href = "#id154" > Power Meter< / a > < / h2 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > The power-meter plugin implements a modified pressure plate that detects power being
< p > The power-meter plugin implements a modified pressure plate that detects power being
supplied to gear boxes built in the four adjacent N/S/W/E tiles.< / p >
supplied to gear boxes built in the four adjacent N/S/W/E tiles.< / p >
< p > The configuration front-end is implemented by the gui/power-meter script. Bind it to a
< p > The configuration front-end is implemented by the gui/power-meter script. Bind it to a
@ -3269,11 +3414,19 @@ in the build menu.</p>
configuration page, but configures parameters relevant to the modded power meter building.< / p >
configuration page, but configures parameters relevant to the modded power meter building.< / p >
< / div >
< / div >
< div class = "section" id = "steam-engine" >
< div class = "section" id = "steam-engine" >
< < < < < < < HEAD
< h2 > < a class = "toc-backref" href = "#id157" > Steam Engine< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id157" > Steam Engine< / a > < / h2 >
< p > The steam-engine plugin detects custom workshops with STEAM_ENGINE in
< p > The steam-engine plugin detects custom workshops with STEAM_ENGINE in
their token, and turns them into real steam engines.< / p >
their token, and turns them into real steam engines.< / p >
< div class = "section" id = "id1" >
< div class = "section" id = "id1" >
< h3 > < a class = "toc-backref" href = "#id158" > Rationale< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id158" > Rationale< / a > < / h3 >
=======
< h2 > < a class = "toc-backref" href = "#id155" > Steam Engine< / a > < / h2 >
< p > The steam-engine plugin detects custom workshops with STEAM_ENGINE in
their token, and turns them into real steam engines.< / p >
< div class = "section" id = "id1" >
< h3 > < a class = "toc-backref" href = "#id156" > Rationale< / a > < / h3 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > The vanilla game contains only water wheels and windmills as sources of
< p > The vanilla game contains only water wheels and windmills as sources of
power, but windmills give relatively little power, and water wheels require
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
@ -3284,7 +3437,11 @@ 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.< / p >
in a new way with some glue code and a bit of custom logic.< / p >
< / div >
< / div >
< div class = "section" id = "construction" >
< div class = "section" id = "construction" >
< < < < < < < HEAD
< h3 > < a class = "toc-backref" href = "#id159" > Construction< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id159" > Construction< / a > < / h3 >
=======
< h3 > < a class = "toc-backref" href = "#id157" > Construction< / a > < / h3 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > The workshop needs water as its input, which it takes via a
< p > 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.< / p >
The magma version also needs magma.< / p >
@ -3308,7 +3465,11 @@ short axles that can be built later than both of the engines.</p>
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "operation" >
< div class = "section" id = "operation" >
< < < < < < < HEAD
< h3 > < a class = "toc-backref" href = "#id160" > Operation< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id160" > Operation< / a > < / h3 >
=======
< h3 > < a class = "toc-backref" href = "#id158" > Operation< / a > < / h3 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > In order to operate the engine, queue the Stoke Boiler job (optionally
< p > 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
@ -3339,7 +3500,11 @@ decrease it by further 4%, and also decrease the whole steam
use rate by 10%.< / p >
use rate by 10%.< / p >
< / div >
< / div >
< div class = "section" id = "explosions" >
< div class = "section" id = "explosions" >
< < < < < < < HEAD
< h3 > < a class = "toc-backref" href = "#id161" > Explosions< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id161" > Explosions< / a > < / h3 >
=======
< h3 > < a class = "toc-backref" href = "#id159" > Explosions< / a > < / h3 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > The engine must be constructed using barrel, pipe and piston
< p > The engine must be constructed using barrel, pipe and piston
from fire-safe, or in the magma version magma-safe metals.< / p >
from fire-safe, or in the magma version magma-safe metals.< / p >
< p > During operation weak parts get gradually worn out, and
< p > During operation weak parts get gradually worn out, and
@ -3348,7 +3513,11 @@ toppled during operation by a building destroyer, or a
tantruming dwarf.< / p >
tantruming dwarf.< / p >
< / div >
< / div >
< div class = "section" id = "save-files" >
< div class = "section" id = "save-files" >
< < < < < < < HEAD
< h3 > < a class = "toc-backref" href = "#id162" > Save files< / a > < / h3 >
< h3 > < a class = "toc-backref" href = "#id162" > Save files< / a > < / h3 >
=======
< h3 > < a class = "toc-backref" href = "#id160" > Save files< / a > < / h3 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > It should be safe to load and view engine-using fortresses
< p > 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
@ -3359,7 +3528,11 @@ being generated.</p>
< / div >
< / div >
< / div >
< / div >
< div class = "section" id = "add-spatter" >
< div class = "section" id = "add-spatter" >
< < < < < < < HEAD
< h2 > < a class = "toc-backref" href = "#id163" > Add Spatter< / a > < / h2 >
< h2 > < a class = "toc-backref" href = "#id163" > Add Spatter< / a > < / h2 >
=======
< h2 > < a class = "toc-backref" href = "#id161" > Add Spatter< / a > < / h2 >
>>>>>>> 9140961afe88e4c6bc80afba0e4c16eee7288622
< p > This plugin makes reactions with names starting with < tt class = "docutils literal" > SPATTER_ADD_< / tt >
< p > This plugin makes reactions with names starting with < tt class = "docutils literal" > SPATTER_ADD_< / tt >
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