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tiletypes
=========
Can be used for painting map tiles and is an interactive command, much like
`liquids` . Some properties of existing tiles can be looked up with `probe` . If
something goes wrong, `fixveins` may help.
The tool works with two set of options and a brush. The brush determines which
tiles will be processed. First set of options is the filter, which can exclude
some of the tiles from the brush by looking at the tile properties. The second
set of options is the paint - this determines how the selected tiles are
changed.
Both paint and filter can have many different properties including things like
general shape (WALL, FLOOR, etc.), general material (SOIL, STONE, MINERAL,
etc.), state of 'designated', 'hidden' and 'light' flags.
The properties of filter and paint can be partially defined. This means that
you can for example turn all stone fortifications into floors, preserving the
material::
filter material STONE
filter shape FORTIFICATION
paint shape FLOOR
Or turn mineral vein floors back into walls::
filter shape FLOOR
filter material MINERAL
paint shape WALL
The tool also allows tweaking some tile flags::
paint hidden 1
paint hidden 0
This will hide previously revealed tiles (or show hidden with the 0 option).
More recently, the tool supports changing the base material of the tile to
an arbitrary stone from the raws, by creating new veins as required. Note
that this mode paints under ice and constructions, instead of overwriting
them. To enable, use::
paint stone MICROCLINE
This mode is incompatible with the regular `` material `` setting, so changing
it cancels the specific stone selection::
paint material ANY
Since different vein types have different drop rates, it is possible to choose
which one to use in painting::
paint veintype CLUSTER_SMALL
When the chosen type is `` CLUSTER `` (the default), the tool may automatically
choose to use layer stone or lava stone instead of veins if its material matches
the desired one.
Any paint or filter option (or the entire paint or filter) can be disabled entirely by using the ANY keyword::
paint hidden ANY
paint shape ANY
filter material any
filter shape any
filter any
You can use several different brushes for painting tiles:
:point: a single tile
:range: a rectangular range
:column: a column ranging from current cursor to the first solid tile above
:block: a DF map block - 16x16 tiles, in a regular grid
Example::
range 10 10 1
This will change the brush to a rectangle spanning 10x10 tiles on one z-level.
The range starts at the position of the cursor and goes to the east, south and
up.
For more details, use `` tiletypes help `` .
tiletypes-command
-----------------
Runs tiletypes commands, separated by `` ; `` . This makes it possible to change
tiletypes modes from a hotkey or via dfhack-run.
Example::
tiletypes-command p any ; p s wall ; p sp normal
This resets the paint filter to unsmoothed walls.
tiletypes-here-point
--------------------
Apply the current tiletypes options at the in-game cursor position to a single
tile. Can be used from a hotkey.
This command supports the same options as `tiletypes-here` above.
tiletypes-here
--------------
Apply the current tiletypes options at the in-game cursor position, including
the brush. Can be used from a hotkey.
Options:
:`` -c `` , `` --cursor <x>,<y>,<z> `` :
Tags:
:dfhack-keybind: `tiletypes`
:dfhack-keybind: `tiletypes-command`
:dfhack-keybind: `tiletypes-here`
:dfhack-keybind: `tiletypes-here-point`
Paints tiles of specified types onto the map. You can use the `probe` command
to discover properties of existing tiles that you'd like to copy. If you
accidentally paint over a vein that you want back, `fixveins` may help.
The tool works with a brush, a filter, and a paint specification. The brush
determines the shape of the area to affect, the filter selects which tiles to
affect, and the paint specification determines how to affect those tiles.
Both paint and filter can have many different properties, like general shape
(WALL, FLOOR, etc.), general material (SOIL, STONE, MINERAL, etc.), specific
materials (MICROCLINE, MARBLE, etc.), state of 'designated', 'hidden', and
'light' flags, and many others.
Usage:
`` tiletypes ``
Start the interactive terminal prompt where you can iteratively modify
the brush, filter, and paint specification and get help on syntax
elements. When in the interactive prompt, type `` quit `` to get out.
`` tiletypes-command <command> [; <command> ...] ``
Run `` tiletypes `` commands from outside the interactive prompt. You can
use this form from hotkeys or `dfhack-run` to set specific tiletypes
properties. You can run multiple commands on one line by separating them
with :literal: `\ ; \ ` -- that's a semicolon with a space on either side.
See the Commands_ section below for an overview of commands you can run.
`` tiletypes-here [<options>] ``
Apply the current options set in `` tiletypes `` and/or `` tiletypes-command ``
at the in-game cursor position, including the brush. Can be used from a
hotkey.
`` tiletypes-here-point [<options>] ``
Apply the current options set in `` tiletypes `` and/or `` tiletypes-command ``
at the in-game cursor position to a single tile (ignoring brush settings).
Can be used from a hotkey.
Examples
--------
`` tiletypes-command filter material STONE ; f shape WALL ; paint shape FLOOR ``
Turn all stone walls into floors, preserving the material.
`` tiletypes-command p any ; p s wall ; p sp normal ``
Clear the paint specificaiton and set it to unsmoothed walls.
`` tiletypes-command f any ; p stone marble ; p sh wall ; p sp normal ; r 10 10 ``
Prepare to paint a 10x10 area of marble walls, ready for harvesting for
flux.
`` tiletypes-command f any ; f designated 1 ; p any ; p hidden 0 ; block ; run ``
Set the filter to match designated tiles, the paint specification to unhide
them, and the brush to cover all tiles in the current block. Then run itThis is useful
for unhiding tiles you wish to dig out of an aquifer so the game doesn't
pause and undesignate adjacent tiles every time a new damp tile is
"discovered".
Options
-------
`` -c `` , `` --cursor <x>,<y>,<z> ``
Use the specified map coordinates instead of the current cursor position. If
this option is specified, then an active game map cursor is not necessary.
:`` -h `` , `` --help `` :
Show command help text.
:`` -q `` , `` --quiet `` :
`` -q `` , `` --quiet ``
Suppress non-error status output.
Commands
--------
Commands can set the brush or modify the filter or paint options. When at the
interactive `` tiletypes> `` prompt, the command `` run `` (or hitting enter on an
empty line) will apply the current filter and paint specification with the
current brush at the current cursor position. The command `` quit `` will exit.
Brush commands
`` ` ` ` ` ` ` ` ` ` ` ``
`` p `` , `` point ``
Use the point brush.
`` r `` , `` range <width> <height> [<depth>] ``
Use the range brush with the specified width, height, and depth. If not
specified, depth is 1, meaning just the current z-level. The range starts at
the position of the cursor and goes to the east, south and up (towards the
sky).
`` block ``
Use the block brush, which includes all tiles in the 16x16 block that
includes the cursor.
`` column ``
Use the column brush, which ranges from the current cursor position to the
first solid tile above it. This is useful for filling the empty space in a
cavern.
Filter and paint commands
`` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ``
The general forms for modifying the filter or paint specification are:
`` f `` , `` filter <options> ``
Modify the filter.
`` p `` , `` paint <options> ``
Modify the paint specification.
The options identify the property of the tile and the value of that property:
`` any ``
Reset to default (no filter/paint).
`` s `` , `` sh `` , `` shape <shape> ``
Tile shape information. Run `` :lua @df.tiletype_shape `` to see valid shapes,
or use a shape of `` any `` to clear the current setting.
`` m `` , `` mat `` , `` material <material> ``
Tile material information. Run `` :lua @df.tiletype_material `` to see valid
materials, or use a material of `` any `` to clear the current setting.
`` sp `` , `` special <special> ``
Tile special information. Run `` :lua @df.tiletype_special `` to see valid
special values, or use a special value of `` any `` to clear the current
setting.
`` v `` , `` var `` , `` variant <variant> ``
Tile variant information. Run `` :lua @df.tiletype_variant `` to see valid
variant values, or use a variant value of `` any `` to clear the current
setting.
`` a `` , `` all [<shape>] [<material>] [<special>] [<variant>] ``
Set values for any or all of shape, material, special, and/or variant, in
any order.
`` d `` , `` designated 0|1 ``
Only useful for the filter, since you can't "paint" designations.
`` h `` , `` hidden 0|1 ``
Whether a tile is hidden. A value of `` 0 `` means "revealed".
`` l `` , `` light 0|1 ``
Whether a tile is marked as "Light". A value of `` 0 `` means "dark".
`` st `` , `` subterranean 0|1 ``
Whether a tile is marked as "Subterranean".
`` sv `` , `` skyview 0|1 ``
Whether a tile is marked as "Outside". A value of `` 0 `` means "inside".
`` aqua `` , `` aquifer 0|1 ``
Whether a tile is marked as an aquifer.
`` stone <stone type> ``
Set a particular type of stone, creating veins as required. To see a list of
valid stone types, run: `` :lua for _,mat in ipairs(df.global.world.raws.inorganics) do if mat.material.flags.IS_STONE and not mat.material.flags.NO_STONE_STOCKPILE then print(mat.id) end end ``
Note that this command paints under ice and constructions, instead of
overwriting them. Also note that specifying a specific `` stone `` will cancel
out anything you have specified for `` material `` , and vice-versa.
`` veintype <vein type> ``
Set a particular vein type for the `` stone `` option to take advantage of the
different boulder drop rates. To see valid vein types, run
`` :lua @df.inclusion_type `` , or use vein type `` CLUSTER `` to reset to the
default.