@ -3,116 +3,149 @@
tiletypes
tiletypes
=========
=========
Can be used for painting map tiles and is an interactive command, much like
Tags:
`liquids` . Some properties of existing tiles can be looked up with `probe` . If
:dfhack-keybind: `tiletypes`
something goes wrong, `fixveins` may help.
:dfhack-keybind: `tiletypes-command`
:dfhack-keybind: `tiletypes-here`
The tool works with two set of options and a brush. The brush determines which
:dfhack-keybind: `tiletypes-here-point`
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
Paints tiles of specified types onto the map. You can use the `probe` command
set of options is the paint - this determines how the selected tiles are
to discover properties of existing tiles that you'd like to copy. If you
changed.
accidentally paint over a vein that you want back, `fixveins` may help.
Both paint and filter can have many different properties including things like
The tool works with a brush, a filter, and a paint specification. The brush
general shape (WALL, FLOOR, etc.), general material (SOIL, STONE, MINERAL,
determines the shape of the area to affect, the filter selects which tiles to
etc.), state of 'designated', 'hidden' and 'light' flags.
affect, and the paint specification determines how to affect those tiles.
The properties of filter and paint can be partially defined. This means that
Both paint and filter can have many different properties, like general shape
you can for example turn all stone fortifications into floors, preserving the
(WALL, FLOOR, etc.), general material (SOIL, STONE, MINERAL, etc.), specific
material::
materials (MICROCLINE, MARBLE, etc.), state of 'designated', 'hidden', and
'light' flags, and many others.
filter material STONE
filter shape FORTIFICATION
Usage:
paint shape FLOOR
`` tiletypes ``
Or turn mineral vein floors back into walls::
Start the interactive terminal prompt where you can iteratively modify
the brush, filter, and paint specification and get help on syntax
filter shape FLOOR
elements. When in the interactive prompt, type `` quit `` to get out.
filter material MINERAL
`` tiletypes-command <command> [; <command> ...] ``
paint shape WALL
Run `` tiletypes `` commands from outside the interactive prompt. You can
use this form from hotkeys or `dfhack-run` to set specific tiletypes
The tool also allows tweaking some tile flags::
properties. You can run multiple commands on one line by separating them
with :literal: `\ ; \ ` -- that's a semicolon with a space on either side.
paint hidden 1
See the Commands_ section below for an overview of commands you can run.
paint hidden 0
`` tiletypes-here [<options>] ``
Apply the current options set in `` tiletypes `` and/or `` tiletypes-command ``
This will hide previously revealed tiles (or show hidden with the 0 option).
at the in-game cursor position, including the brush. Can be used from a
hotkey.
More recently, the tool supports changing the base material of the tile to
`` tiletypes-here-point [<options>] ``
an arbitrary stone from the raws, by creating new veins as required. Note
Apply the current options set in `` tiletypes `` and/or `` tiletypes-command ``
that this mode paints under ice and constructions, instead of overwriting
at the in-game cursor position to a single tile (ignoring brush settings).
them. To enable, use::
Can be used from a hotkey.
paint stone MICROCLINE
Examples
--------
This mode is incompatible with the regular `` material `` setting, so changing
it cancels the specific stone selection::
`` tiletypes-command filter material STONE ; f shape WALL ; paint shape FLOOR ``
Turn all stone walls into floors, preserving the material.
paint material ANY
`` tiletypes-command p any ; p s wall ; p sp normal ``
Clear the paint specificaiton and set it to unsmoothed walls.
Since different vein types have different drop rates, it is possible to choose
`` tiletypes-command f any ; p stone marble ; p sh wall ; p sp normal ; r 10 10 ``
which one to use in painting::
Prepare to paint a 10x10 area of marble walls, ready for harvesting for
flux.
paint veintype CLUSTER_SMALL
`` 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
When the chosen type is `` CLUSTER `` (the default), the tool may automatically
them, and the brush to cover all tiles in the current block. Then run itThis is useful
choose to use layer stone or lava stone instead of veins if its material matches
for unhiding tiles you wish to dig out of an aquifer so the game doesn't
the desired one.
pause and undesignate adjacent tiles every time a new damp tile is
"discovered".
Any paint or filter option (or the entire paint or filter) can be disabled entirely by using the ANY keyword::
Options
paint hidden ANY
-------
paint shape ANY
filter material any
`` -c `` , `` --cursor <x>,<y>,<z> ``
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> `` :
Use the specified map coordinates instead of the current cursor position. If
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.
this option is specified, then an active game map cursor is not necessary.
:`` -h `` , `` --help `` :
`` -q `` , `` --quiet ``
Show command help text.
:`` -q `` , `` --quiet `` :
Suppress non-error status output.
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.