align remaining plugin docs to plugin names

develop
myk002 2022-07-25 06:08:59 -07:00
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29 changed files with 132 additions and 253 deletions

@ -1,4 +1,6 @@
.. _alltraffic: .. _alltraffic:
.. _restrictice:
.. _restrictliquids:
filltraffic filltraffic
=========== ===========
@ -29,3 +31,13 @@ Options:
:N: Normal Traffic :N: Normal Traffic
:L: Low Traffic :L: Low Traffic
:R: Restricted Traffic :R: Restricted Traffic
restrictice
===========
Restrict traffic on all tiles on top of visible ice.
See also `alltraffic`, `filltraffic`, and `restrictliquids`.
restrictliquids
===============
Restrict traffic on all visible tiles with liquid.
See also `alltraffic`, `filltraffic`, and `restrictice`.

@ -1,5 +0,0 @@
fix-job-postings
----------------
This command fixes crashes caused by previous versions of workflow, mostly in
DFHack 0.40.24-r4, and should be run automatically when loading a world (but can
also be run manually if desired).

@ -1,6 +0,0 @@
job-duplicate
=============
In :kbd:`q` mode, when a job is highlighted within a workshop or furnace
building, calling ``job-duplicate`` instantly duplicates the job.
:dfhack-keybind:`job-duplicate`

@ -1,15 +0,0 @@
job-material
============
Alter the material of the selected job. Similar to ``job item-material ...``
Invoked as::
job-material <inorganic-token>
:dfhack-keybind:`job-material`
* In :kbd:`q` mode, when a job is highlighted within a workshop or furnace,
changes the material of the job. Only inorganic materials can be used
in this mode.
* In :kbd:`b` mode, during selection of building components positions the cursor
over the first available choice with the matching material.

@ -1,15 +0,0 @@
job
===
Command for general job query and manipulation.
Options:
*no extra options*
Print details of the current job. The job can be selected
in a workshop, or the unit/jobs screen.
**list**
Print details of all jobs in the selected workshop.
**item-material <item-idx> <material[:subtoken]>**
Replace the exact material id in the job item.
**item-type <item-idx> <type[:subtype]>**
Replace the exact item type id in the job item.

@ -0,0 +1,40 @@
.. _job:
job
===
Command for general job query and manipulation.
Options:
*no extra options*
Print details of the current job. The job can be selected
in a workshop, or the unit/jobs screen.
**list**
Print details of all jobs in the selected workshop.
**item-material <item-idx> <material[:subtoken]>**
Replace the exact material id in the job item.
**item-type <item-idx> <type[:subtype]>**
Replace the exact item type id in the job item.
job-duplicate
=============
In :kbd:`q` mode, when a job is highlighted within a workshop or furnace
building, calling ``job-duplicate`` instantly duplicates the job.
:dfhack-keybind:`job-duplicate`
job-material
============
Alter the material of the selected job. Similar to ``job item-material ...``
Invoked as::
job-material <inorganic-token>
:dfhack-keybind:`job-material`
* In :kbd:`q` mode, when a job is highlighted within a workshop or furnace,
changes the material of the job. Only inorganic materials can be used
in this mode.
* In :kbd:`b` mode, during selection of building components positions the cursor
over the first available choice with the matching material.

@ -1,6 +0,0 @@
liquids-here
------------
Run the liquid spawner with the current/last settings made in liquids (if no
settings in liquids were made it paints a point of 7/7 magma by default).
Intended to be used as keybinding. Requires an active in-game cursor.

@ -1,3 +1,5 @@
.. _liquids-here:
liquids liquids
======= =======
Allows adding magma, water and obsidian to the game. It replaces the normal Allows adding magma, water and obsidian to the game. It replaces the normal
@ -63,3 +65,10 @@ Brush size and shape:
:block: DF map block with cursor in it (regular spaced 16x16x1 blocks) :block: DF map block with cursor in it (regular spaced 16x16x1 blocks)
:column: Column from cursor, up through free space :column: Column from cursor, up through free space
:flood: Flood-fill water tiles from cursor (only makes sense with wclean) :flood: Flood-fill water tiles from cursor (only makes sense with wclean)
liquids-here
------------
Run the liquid spawner with the current/last settings made in liquids (if no
settings in liquids were made it paints a point of 7/7 magma by default).
Intended to be used as keybinding. Requires an active in-game cursor.

@ -1,4 +0,0 @@
nopause
=======
Disables pausing (both manual and automatic) with the exception of pause forced
by `reveal` ``hell``. This is nice for digging under rivers.

@ -1,3 +1,5 @@
.. _plant:
plant plant
===== =====
A tool for creating shrubs, growing, or getting rid of them. A tool for creating shrubs, growing, or getting rid of them.

@ -1,51 +0,0 @@
prospect
========
**Usage:**
``prospect [all|hell] [<options>]``
Shows a summary of resources that exist on the map. By default, only the visible
part of the map is scanned. Include the ``all`` keyword if you want ``prospect``
to scan the whole map as if it were revealed. Use ``hell`` instead of ``all`` if
you also want to see the Z range of HFS tubes in the 'features' report section.
**Options:**
:``-h``, ``--help``:
Shows this help text.
:``-s``, ``--show <sections>``:
Shows only the named comma-separated list of report sections. Report section
names are: summary, liquids, layers, features, ores, gems, veins, shrubs,
and trees. If run during pre-embark, only the layers, ores, gems, and veins
report sections are available.
:``-v``, ``--values``:
Includes material value in the output. Most useful for the 'gems' report
section.
**Examples:**
``prospect all``
Shows the entire report for the entire map.
``prospect hell --show layers,ores,veins``
Shows only the layers, ores, and other vein stone report sections, and
includes information on HFS tubes when a fort is loaded.
``prospect all -sores``
Show only information about ores for the pre-embark or fortress map report.
**Pre-embark estimate:**
If prospect is called during the embark selection screen, it displays an
estimate of layer stone availability. If the ``all`` keyword is specified, it
also estimates ores, gems, and vein material. The estimate covers all tiles of
the embark rectangle.
.. note::
The results of pre-embark prospect are an *estimate*, and can at best be
expected to be somewhere within +/- 30% of the true amount; sometimes it
does a lot worse. Especially, it is not clear how to precisely compute how
many soil layers there will be in a given embark tile, so it can report a
whole extra layer, or omit one that is actually present.

@ -1,3 +1,5 @@
.. _prospect:
prospect prospect
======== ========

@ -1,4 +0,0 @@
ruby
====
Ruby language plugin, which evaluates the following arguments as a ruby string.
Best used as ``:rb [string]``, for the special parsing mode. Alias ``rb_eval``.

@ -1,4 +0,0 @@
restrictice
===========
Restrict traffic on all tiles on top of visible ice.
See also `alltraffic`, `filltraffic`, and `restrictliquids`.

@ -1,4 +0,0 @@
restrictliquids
===============
Restrict traffic on all visible tiles with liquid.
See also `alltraffic`, `filltraffic`, and `restrictice`.

@ -1,3 +1,5 @@
.. _revflood:
reveal reveal
====== ======
This reveals the map. By default, HFS will remain hidden so that the demons This reveals the map. By default, HFS will remain hidden so that the demons
@ -21,3 +23,8 @@ Usage and related commands:
:revforget: Discard info about what was visible before revealing the map. :revforget: Discard info about what was visible before revealing the map.
Only useful where (e.g.) you abandoned with the fort revealed Only useful where (e.g.) you abandoned with the fort revealed
and no longer want the data. and no longer want the data.
nopause
=======
Disables pausing (both manual and automatic) with the exception of pause forced
by `reveal` ``hell``. This is nice for digging under rivers.

@ -1,23 +0,0 @@
reveal
======
This reveals the map. By default, HFS will remain hidden so that the demons
don't spawn. You can use ``reveal hell`` to reveal everything. With hell revealed,
you won't be able to unpause until you hide the map again. If you really want
to unpause with hell revealed, use ``reveal demons``.
Reveal also works in adventure mode, but any of its effects are negated once
you move. When you use it this way, you don't need to run ``unreveal``.
Usage and related commands:
:reveal: Reveal the whole map, except for HFS to avoid demons spawning
:reveal hell: Also show hell, but requires ``unreveal`` before unpausing
:reveal demon: Reveals everything and allows unpausing - good luck!
:unreveal: Reverts the effects of ``reveal``
:revtoggle: Switches between ``reveal`` and ``unreveal``
:revflood: Hide everything, then reveal tiles with a path to the cursor.
Note that tiles behind constructed walls are also revealed as a
workaround for :bug:`1871`.
:revforget: Discard info about what was visible before revealing the map.
Only useful where (e.g.) you abandoned with the fort revealed
and no longer want the data.

@ -1,23 +0,0 @@
reveal
======
This reveals the map. By default, HFS will remain hidden so that the demons
don't spawn. You can use ``reveal hell`` to reveal everything. With hell revealed,
you won't be able to unpause until you hide the map again. If you really want
to unpause with hell revealed, use ``reveal demons``.
Reveal also works in adventure mode, but any of its effects are negated once
you move. When you use it this way, you don't need to run ``unreveal``.
Usage and related commands:
:reveal: Reveal the whole map, except for HFS to avoid demons spawning
:reveal hell: Also show hell, but requires ``unreveal`` before unpausing
:reveal demon: Reveals everything and allows unpausing - good luck!
:unreveal: Reverts the effects of ``reveal``
:revtoggle: Switches between ``reveal`` and ``unreveal``
:revflood: Hide everything, then reveal tiles with a path to the cursor.
Note that tiles behind constructed walls are also revealed as a
workaround for :bug:`1871`.
:revforget: Discard info about what was visible before revealing the map.
Only useful where (e.g.) you abandoned with the fort revealed
and no longer want the data.

@ -1,23 +0,0 @@
reveal
======
This reveals the map. By default, HFS will remain hidden so that the demons
don't spawn. You can use ``reveal hell`` to reveal everything. With hell revealed,
you won't be able to unpause until you hide the map again. If you really want
to unpause with hell revealed, use ``reveal demons``.
Reveal also works in adventure mode, but any of its effects are negated once
you move. When you use it this way, you don't need to run ``unreveal``.
Usage and related commands:
:reveal: Reveal the whole map, except for HFS to avoid demons spawning
:reveal hell: Also show hell, but requires ``unreveal`` before unpausing
:reveal demon: Reveals everything and allows unpausing - good luck!
:unreveal: Reverts the effects of ``reveal``
:revtoggle: Switches between ``reveal`` and ``unreveal``
:revflood: Hide everything, then reveal tiles with a path to the cursor.
Note that tiles behind constructed walls are also revealed as a
workaround for :bug:`1871`.
:revforget: Discard info about what was visible before revealing the map.
Only useful where (e.g.) you abandoned with the fort revealed
and no longer want the data.

@ -1,3 +1,5 @@
.. _rb:
ruby ruby
==== ====
Ruby language plugin, which evaluates the following arguments as a ruby string. Ruby language plugin, which evaluates the following arguments as a ruby string.

@ -1,17 +0,0 @@
.. _sort:
sort-items
==========
Sort the visible item list::
sort-items order [order...]
Sort the item list using the given sequence of comparisons.
The ``<`` prefix for an order makes undefined values sort first.
The ``>`` prefix reverses the sort order for defined values.
Item order examples::
description material wear type quality
The orderings are defined in ``hack/lua/plugins/sort/*.lua``

@ -1,3 +1,19 @@
sort-items
==========
Sort the visible item list::
sort-items order [order...]
Sort the item list using the given sequence of comparisons.
The ``<`` prefix for an order makes undefined values sort first.
The ``>`` prefix reverses the sort order for defined values.
Item order examples::
description material wear type quality
The orderings are defined in ``hack/lua/plugins/sort/*.lua``
sort-units sort-units
========== ==========
Sort the visible unit list:: Sort the visible unit list::

@ -1,10 +0,0 @@
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.

@ -1,6 +0,0 @@
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.

@ -1,14 +0,0 @@
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
this option is specified, then an active game map cursor is not necessary.
:``-h``, ``--help``:
Show command help text.
:``-q``, ``--quiet``:
Suppress non-error status output.

@ -1,3 +1,6 @@
.. _tiletypes-here:
.. _tiletypes-here-point:
tiletypes tiletypes
========= =========
Can be used for painting map tiles and is an interactive command, much like Can be used for painting map tiles and is an interactive command, much like
@ -80,3 +83,36 @@ The range starts at the position of the cursor and goes to the east, south and
up. up.
For more details, use ``tiletypes help``. 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
this option is specified, then an active game map cursor is not necessary.
:``-h``, ``--help``:
Show command help text.
:``-q``, ``--quiet``:
Suppress non-error status output.

@ -1,23 +0,0 @@
reveal
======
This reveals the map. By default, HFS will remain hidden so that the demons
don't spawn. You can use ``reveal hell`` to reveal everything. With hell revealed,
you won't be able to unpause until you hide the map again. If you really want
to unpause with hell revealed, use ``reveal demons``.
Reveal also works in adventure mode, but any of its effects are negated once
you move. When you use it this way, you don't need to run ``unreveal``.
Usage and related commands:
:reveal: Reveal the whole map, except for HFS to avoid demons spawning
:reveal hell: Also show hell, but requires ``unreveal`` before unpausing
:reveal demon: Reveals everything and allows unpausing - good luck!
:unreveal: Reverts the effects of ``reveal``
:revtoggle: Switches between ``reveal`` and ``unreveal``
:revflood: Hide everything, then reveal tiles with a path to the cursor.
Note that tiles behind constructed walls are also revealed as a
workaround for :bug:`1871`.
:revforget: Discard info about what was visible before revealing the map.
Only useful where (e.g.) you abandoned with the fort revealed
and no longer want the data.

@ -111,3 +111,9 @@ Make sure there are always 80-100 units of dimple dye::
Maintain 10-100 locally-made crafts of exceptional quality:: Maintain 10-100 locally-made crafts of exceptional quality::
workflow count CRAFTS///LOCAL,EXCEPTIONAL 100 90 workflow count CRAFTS///LOCAL,EXCEPTIONAL 100 90
fix-job-postings
----------------
This command fixes crashes caused by previous versions of workflow, mostly in
DFHack 0.40.24-r4, and should be run automatically when loading a world (but can
also be run manually if desired).