update docs for zone
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zone
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====
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Helps a bit with managing activity zones (pens, pastures and pits) and cages.
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Tags:
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:dfhack-keybind:`zone`
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Options:
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:set: Set zone or cage under cursor as default for future assigns.
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:assign: Assign unit(s) to the pen or pit marked with the 'set' command.
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If no filters are set a unit must be selected in the in-game ui.
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Can also be followed by a valid zone id which will be set
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instead.
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:unassign: Unassign selected creature from it's zone.
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:nick: Mass-assign nicknames, must be followed by the name you want
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to set.
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:remnick: Mass-remove nicknames.
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:enumnick: Assign enumerated nicknames (e.g. "Hen 1", "Hen 2"...). Must be
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followed by the prefix to use in nicknames.
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:tocages: Assign unit(s) to cages inside a pasture.
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:uinfo: Print info about unit(s). If no filters are set a unit must
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Manage activity zones, cages, and the animals therein.
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Usage:
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``enable zone``
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Add helpful filters to the pen/pasture sidebar menu (e.g. show only caged
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grazers).
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``zone set``
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Set zone or cage under cursor as default for future ``assign`` or ``tocages``
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commands.
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``zone assign [<zone id>] [<filter>]``
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Assign unit(s) to the zone with the given ID, or to the most recent pen or
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pit marked with the ``set`` command. If no filters are set, then a unit must
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be selected in the in-game ui.
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:zinfo: Print info about zone(s). If no filters are set zones under
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the cursor are listed.
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:verbose: Print some more info.
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:filters: Print list of valid filter options.
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:examples: Print some usage examples.
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:not: Negates the next filter keyword.
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Filters:
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:all: Process all units (to be used with additional filters).
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:count: Must be followed by a number. Process only n units (to be used
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with additional filters).
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``zone unassign [<filter>]``
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Unassign selected creature from its zone.
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``zone nick <nickname> [<filter>]``
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Assign the given nickname to the selected animal or the animals matched by
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the given filter.
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``zone remnick [<filter>]``
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Remove nicknames from the selected animal or the animals matched by the
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given filter.
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``zone enumnick <nickname prefix> [<filter>]``
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Assign enumerated nicknames (e.g. "Hen 1", "Hen 2"...).
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``zone tocages [<filter>]``
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Assign unit(s) to cages that have been built inside the pasture selected
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with the ``set`` command.
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``zone uinfo [<filter>]``
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Print info about unit(s). If no filters are set, then a unit must be
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selected in the in-game ui.
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``zone zinfo``
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Print info about the zone(s) and any buildings under the cursor.
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Examples
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--------
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Before any ``assign`` or ``tocages`` examples can be used, you must first move
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the cursor over a pen/pasture or pit zone and run ``zone set`` to select the
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zone.
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``zone assign all own ALPACA minage 3 maxage 10``
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Assign all of your alpacas who are between 3 and 10 years old to the
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selected pasture.
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``zone assign all own caged grazer nick ineedgrass``
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Assign all of your grazers who are sitting in cages on stockpiles (e.g.
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after buying them from merchants) to the selected pasture and give them the
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nickname 'ineedgrass'.
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``zone assign all own not grazer not race CAT``
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Assign all of your animals who are not grazers (excluding cats) to the
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selected pasture.
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" zone assign all own milkable not grazer\n"
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``zone assign all own female milkable not grazer``
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Assign all of your non-grazing milkable creatures to the selected pasture or
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cage.
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``zone assign all own race DWARF maxage 2``
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Throw all useless kids into a pit :) They'll be fine I'm sure.
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``zone nick donttouchme``
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Nicknames all units in the current default zone or cage to 'donttouchme'.
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This is especially useful for protecting a group of animals assigned to a
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pasture or cage from being "processed" by `autobutcher`.
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``zone tocages count 50 own tame male not grazer``
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Stuff up to 50 of your tame male animals who are not grazers into cages
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built on the current default zone.
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Filters
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-------
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:all: Process all units.
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:count <n>: Process only up to n units.
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:unassigned: Not assigned to zone, chain or built cage.
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:minage: Minimum age. Must be followed by number.
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:maxage: Maximum age. Must be followed by number.
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:minage <years>: Minimum age. Must be followed by number.
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:maxage <years>: Maximum age. Must be followed by number.
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:not: Negates the next filter keyword. All of the keywords documented
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below are negatable.
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:race: Must be followed by a race RAW ID (e.g. BIRD_TURKEY, ALPACA,
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etc). Negatable.
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:caged: In a built cage. Negatable.
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:own: From own civilization. Negatable.
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:merchant: Is a merchant / belongs to a merchant. Should only be used for
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pitting, not for stealing animals (slaughter should work).
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:war: Trained war creature. Negatable.
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:hunting: Trained hunting creature. Negatable.
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:tamed: Creature is tame. Negatable.
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etc).
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:caged: In a built cage.
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:own: From own civilization. You'll usually want to include this
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filter.
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:war: Trained war creature.
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:hunting: Trained hunting creature.
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:tamed: Creature is tame.
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:trained: Creature is trained. Finds war/hunting creatures as well as
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creatures who have a training level greater than 'domesticated'.
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If you want to specifically search for war/hunting creatures use
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'war' or 'hunting' Negatable.
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If you want to specifically search for war/hunting creatures
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use ``war`` or ``hunting``.
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:trainablewar: Creature can be trained for war (and is not already trained for
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war/hunt). Negatable.
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war/hunt).
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:trainablehunt: Creature can be trained for hunting (and is not already trained
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for war/hunt). Negatable.
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:male: Creature is male. Negatable.
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:female: Creature is female. Negatable.
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:egglayer: Race lays eggs. Negatable.
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:grazer: Race is a grazer. Negatable.
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:milkable: Race is milkable. Negatable.
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for war/hunt).
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:male: Creature is male.
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:female: Creature is female.
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:egglayer: Race lays eggs. If you want units who actually lay eggs, also
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specify ``female``.
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:grazer: Race is a grazer.
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:milkable: Race is milkable. If you want units who actually can be milked,
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also specify ``female``.
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:merchant: Is a merchant / belongs to a merchant. Should only be used for
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pitting or slaughtering, not for stealing animals.
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Usage with single units
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-----------------------
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One convenient way to use the zone tool is to bind the command 'zone assign' to
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a hotkey, maybe also the command 'zone set'. Place the in-game cursor over
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a pen/pasture or pit, use 'zone set' to mark it. Then you can select units
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on the map (in 'v' or 'k' mode), in the unit list or from inside cages
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and use 'zone assign' to assign them to their new home. Allows pitting your
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own dwarves, by the way.
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Usage with filters
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------------------
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All filters can be used together with the 'assign' command.
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Restrictions: It's not possible to assign units who are inside built cages
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or chained because in most cases that won't be desirable anyways.
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It's not possible to cage owned pets because in that case the owner
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One convenient way to use the zone tool is to bind the commands ``zone assign``
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and ``zone set`` to hotkeys. Place the in-game cursor over a pen/pasture or pit
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and use the ``zone set`` hotkey to mark it. Then you can select units on the map
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(in 'v' or 'k' mode), in the unit list or from inside cages and use the
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``zone assign`` hotkey to assign them to their new home. Allows pitting your own
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dwarves, by the way.
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Matching with filters
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---------------------
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All filters can be used together with the ``assign`` and ``tocages`` commands.
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Note that it's not possible to reassign units who are inside built cages or
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chained, though this likely won't matter because if you have gone to the trouble
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of creating a zoo or chaining a creature, you probably wouldn't want them
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reassigned anyways. Also, ``zone`` will avoid caging owned pets because the owner
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uncages them after a while which results in infinite hauling back and forth.
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Usually you should always use the filter 'own' (which implies tame) unless you
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want to use the zone tool for pitting hostiles. 'own' ignores own dwarves unless
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you specify 'race DWARF' (so it's safe to use 'assign all own' to one big
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pasture if you want to have all your animals at the same place). 'egglayer' and
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'milkable' should be used together with 'female' unless you have a mod with
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egg-laying male elves who give milk or whatever. Merchants and their animals are
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ignored unless you specify 'merchant' (pitting them should be no problem,
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but stealing and pasturing their animals is not a good idea since currently they
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are not properly added to your own stocks; slaughtering them should work).
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Most filters should include an ``own`` element (which implies ``tame``) unless
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you want to use ``zone assign`` for pitting hostiles. The ``own`` filter ignores
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dwarves unless you explicitly specify ``race DWARF`` (so it's safe to use
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``assign all own`` to one big pasture if you want to have all your animals in
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the same place).
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The ``egglayer`` and ``milkable`` filters should be used together with
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``female`` unless you want the males of the race included. Merchants and their
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animals are ignored unless you specify ``merchant`` (pitting them should be no
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problem, but stealing and pasturing their animals is not a good idea since
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currently they are not properly added to your own stocks; slaughtering them
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should work).
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Most filters can be negated (e.g. 'not grazer' -> race is not a grazer).
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Most filters can be negated (e.g. ``not grazer`` -> race is not a grazer).
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Mass-renaming
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-------------
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Using the 'nick' command you can set the same nickname for multiple units.
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If used without 'assign', 'all' or 'count' it will rename all units in the
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current default target zone. Combined with 'assign', 'all' or 'count' (and
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further optional filters) it will rename units matching the filter conditions.
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Using the ``nick`` command, you can set the same nickname for multiple units.
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If used without ``assign``, ``all``, or ``count``, it will rename all units in
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the current default target zone. Combined with ``assign``, ``all``, or ``count``
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(and likely further optional filters) it will rename units matching the filter
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conditions.
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Cage zones
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----------
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Using the 'tocages' command you can assign units to a set of cages, for example
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a room next to your butcher shop(s). They will be spread evenly among available
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cages to optimize hauling to and butchering from them. For this to work you need
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to build cages and then place one pen/pasture activity zone above them, covering
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all cages you want to use. Then use 'zone set' (like with 'assign') and use
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'zone tocages filter1 filter2 ...'. 'tocages' overwrites 'assign' because it
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would make no sense, but can be used together with 'nick' or 'remnick' and all
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the usual filters.
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Examples
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--------
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``zone assign all own ALPACA minage 3 maxage 10``
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Assign all own alpacas who are between 3 and 10 years old to the selected
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pasture.
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``zone assign all own caged grazer nick ineedgrass``
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Assign all own grazers who are sitting in cages on stockpiles (e.g. after
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buying them from merchants) to the selected pasture and give them
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the nickname 'ineedgrass'.
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``zone assign all own not grazer not race CAT``
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Assign all own animals who are not grazers, excluding cats.
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``zone assign count 5 own female milkable``
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Assign up to 5 own female milkable creatures to the selected pasture.
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``zone assign all own race DWARF maxage 2``
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Throw all useless kids into a pit :)
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``zone nick donttouchme``
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Nicknames all units in the current default zone or cage to 'donttouchme'.
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Mostly intended to be used for special pastures or cages which are not marked
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as rooms you want to protect from autobutcher.
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``zone tocages count 50 own tame male not grazer``
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Stuff up to 50 owned tame male animals who are not grazers into cages built
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on the current default zone.
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The ``tocages`` command assigns units to a set of cages, for example a room next
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to your butcher shop(s). Units will be spread evenly among available cages to
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optimize hauling to and butchering from them. For this to work you need to build
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cages and then place one pen/pasture activity zone above them, covering all
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cages you want to use. Then use ``zone set`` (like with ``assign``) and run
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``zone tocages <filter>``. ``tocages`` can be used together with ``nick`` or
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``remnick`` to adjust nicknames while assigning to cages.
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