align remaining plugin docs to plugin names
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02cc085a43
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fix-job-postings
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----------------
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This command fixes crashes caused by previous versions of workflow, mostly in
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DFHack 0.40.24-r4, and should be run automatically when loading a world (but can
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also be run manually if desired).
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job-duplicate
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=============
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In :kbd:`q` mode, when a job is highlighted within a workshop or furnace
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building, calling ``job-duplicate`` instantly duplicates the job.
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:dfhack-keybind:`job-duplicate`
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job-material
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============
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Alter the material of the selected job. Similar to ``job item-material ...``
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Invoked as::
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job-material <inorganic-token>
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:dfhack-keybind:`job-material`
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* In :kbd:`q` mode, when a job is highlighted within a workshop or furnace,
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changes the material of the job. Only inorganic materials can be used
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in this mode.
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* In :kbd:`b` mode, during selection of building components positions the cursor
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over the first available choice with the matching material.
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job
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===
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Command for general job query and manipulation.
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Options:
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*no extra options*
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Print details of the current job. The job can be selected
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in a workshop, or the unit/jobs screen.
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**list**
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Print details of all jobs in the selected workshop.
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**item-material <item-idx> <material[:subtoken]>**
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Replace the exact material id in the job item.
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**item-type <item-idx> <type[:subtype]>**
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Replace the exact item type id in the job item.
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.. _job:
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job
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===
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Command for general job query and manipulation.
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Options:
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*no extra options*
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Print details of the current job. The job can be selected
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in a workshop, or the unit/jobs screen.
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**list**
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Print details of all jobs in the selected workshop.
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**item-material <item-idx> <material[:subtoken]>**
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Replace the exact material id in the job item.
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**item-type <item-idx> <type[:subtype]>**
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Replace the exact item type id in the job item.
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job-duplicate
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=============
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In :kbd:`q` mode, when a job is highlighted within a workshop or furnace
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building, calling ``job-duplicate`` instantly duplicates the job.
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:dfhack-keybind:`job-duplicate`
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job-material
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============
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Alter the material of the selected job. Similar to ``job item-material ...``
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Invoked as::
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job-material <inorganic-token>
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:dfhack-keybind:`job-material`
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* In :kbd:`q` mode, when a job is highlighted within a workshop or furnace,
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changes the material of the job. Only inorganic materials can be used
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in this mode.
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* In :kbd:`b` mode, during selection of building components positions the cursor
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over the first available choice with the matching material.
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liquids-here
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------------
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Run the liquid spawner with the current/last settings made in liquids (if no
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settings in liquids were made it paints a point of 7/7 magma by default).
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Intended to be used as keybinding. Requires an active in-game cursor.
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nopause
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=======
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Disables pausing (both manual and automatic) with the exception of pause forced
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by `reveal` ``hell``. This is nice for digging under rivers.
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.. _plant:
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plant
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=====
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A tool for creating shrubs, growing, or getting rid of them.
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prospect
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========
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**Usage:**
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``prospect [all|hell] [<options>]``
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Shows a summary of resources that exist on the map. By default, only the visible
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part of the map is scanned. Include the ``all`` keyword if you want ``prospect``
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to scan the whole map as if it were revealed. Use ``hell`` instead of ``all`` if
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you also want to see the Z range of HFS tubes in the 'features' report section.
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**Options:**
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:``-h``, ``--help``:
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Shows this help text.
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:``-s``, ``--show <sections>``:
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Shows only the named comma-separated list of report sections. Report section
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names are: summary, liquids, layers, features, ores, gems, veins, shrubs,
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and trees. If run during pre-embark, only the layers, ores, gems, and veins
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report sections are available.
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:``-v``, ``--values``:
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Includes material value in the output. Most useful for the 'gems' report
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section.
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**Examples:**
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``prospect all``
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Shows the entire report for the entire map.
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``prospect hell --show layers,ores,veins``
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Shows only the layers, ores, and other vein stone report sections, and
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includes information on HFS tubes when a fort is loaded.
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``prospect all -sores``
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Show only information about ores for the pre-embark or fortress map report.
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**Pre-embark estimate:**
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If prospect is called during the embark selection screen, it displays an
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estimate of layer stone availability. If the ``all`` keyword is specified, it
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also estimates ores, gems, and vein material. The estimate covers all tiles of
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the embark rectangle.
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.. note::
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The results of pre-embark prospect are an *estimate*, and can at best be
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expected to be somewhere within +/- 30% of the true amount; sometimes it
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does a lot worse. Especially, it is not clear how to precisely compute how
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many soil layers there will be in a given embark tile, so it can report a
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whole extra layer, or omit one that is actually present.
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ruby
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====
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Ruby language plugin, which evaluates the following arguments as a ruby string.
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Best used as ``:rb [string]``, for the special parsing mode. Alias ``rb_eval``.
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restrictice
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===========
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Restrict traffic on all tiles on top of visible ice.
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See also `alltraffic`, `filltraffic`, and `restrictliquids`.
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restrictliquids
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===============
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Restrict traffic on all visible tiles with liquid.
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See also `alltraffic`, `filltraffic`, and `restrictice`.
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reveal
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======
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This reveals the map. By default, HFS will remain hidden so that the demons
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don't spawn. You can use ``reveal hell`` to reveal everything. With hell revealed,
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you won't be able to unpause until you hide the map again. If you really want
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to unpause with hell revealed, use ``reveal demons``.
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Reveal also works in adventure mode, but any of its effects are negated once
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you move. When you use it this way, you don't need to run ``unreveal``.
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Usage and related commands:
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:reveal: Reveal the whole map, except for HFS to avoid demons spawning
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:reveal hell: Also show hell, but requires ``unreveal`` before unpausing
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:reveal demon: Reveals everything and allows unpausing - good luck!
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:unreveal: Reverts the effects of ``reveal``
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:revtoggle: Switches between ``reveal`` and ``unreveal``
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:revflood: Hide everything, then reveal tiles with a path to the cursor.
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Note that tiles behind constructed walls are also revealed as a
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workaround for :bug:`1871`.
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:revforget: Discard info about what was visible before revealing the map.
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Only useful where (e.g.) you abandoned with the fort revealed
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and no longer want the data.
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reveal
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======
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This reveals the map. By default, HFS will remain hidden so that the demons
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don't spawn. You can use ``reveal hell`` to reveal everything. With hell revealed,
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you won't be able to unpause until you hide the map again. If you really want
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to unpause with hell revealed, use ``reveal demons``.
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Reveal also works in adventure mode, but any of its effects are negated once
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you move. When you use it this way, you don't need to run ``unreveal``.
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Usage and related commands:
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:reveal: Reveal the whole map, except for HFS to avoid demons spawning
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:reveal hell: Also show hell, but requires ``unreveal`` before unpausing
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:reveal demon: Reveals everything and allows unpausing - good luck!
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:unreveal: Reverts the effects of ``reveal``
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:revtoggle: Switches between ``reveal`` and ``unreveal``
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:revflood: Hide everything, then reveal tiles with a path to the cursor.
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Note that tiles behind constructed walls are also revealed as a
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workaround for :bug:`1871`.
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:revforget: Discard info about what was visible before revealing the map.
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Only useful where (e.g.) you abandoned with the fort revealed
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and no longer want the data.
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reveal
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======
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This reveals the map. By default, HFS will remain hidden so that the demons
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don't spawn. You can use ``reveal hell`` to reveal everything. With hell revealed,
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you won't be able to unpause until you hide the map again. If you really want
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to unpause with hell revealed, use ``reveal demons``.
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Reveal also works in adventure mode, but any of its effects are negated once
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you move. When you use it this way, you don't need to run ``unreveal``.
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Usage and related commands:
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:reveal: Reveal the whole map, except for HFS to avoid demons spawning
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:reveal hell: Also show hell, but requires ``unreveal`` before unpausing
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:reveal demon: Reveals everything and allows unpausing - good luck!
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:unreveal: Reverts the effects of ``reveal``
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:revtoggle: Switches between ``reveal`` and ``unreveal``
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:revflood: Hide everything, then reveal tiles with a path to the cursor.
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Note that tiles behind constructed walls are also revealed as a
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workaround for :bug:`1871`.
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:revforget: Discard info about what was visible before revealing the map.
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Only useful where (e.g.) you abandoned with the fort revealed
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and no longer want the data.
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.. _sort:
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sort-items
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==========
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Sort the visible item list::
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sort-items order [order...]
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Sort the item list using the given sequence of comparisons.
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The ``<`` prefix for an order makes undefined values sort first.
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The ``>`` prefix reverses the sort order for defined values.
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Item order examples::
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description material wear type quality
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The orderings are defined in ``hack/lua/plugins/sort/*.lua``
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sort-items
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==========
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Sort the visible item list::
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sort-items order [order...]
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Sort the item list using the given sequence of comparisons.
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The ``<`` prefix for an order makes undefined values sort first.
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The ``>`` prefix reverses the sort order for defined values.
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Item order examples::
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description material wear type quality
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The orderings are defined in ``hack/lua/plugins/sort/*.lua``
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sort-units
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==========
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Sort the visible unit list::
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tiletypes-command
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-----------------
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Runs tiletypes commands, separated by ``;``. This makes it possible to change
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tiletypes modes from a hotkey or via dfhack-run.
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Example::
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tiletypes-command p any ; p s wall ; p sp normal
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This resets the paint filter to unsmoothed walls.
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tiletypes-here-point
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--------------------
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Apply the current tiletypes options at the in-game cursor position to a single
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tile. Can be used from a hotkey.
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This command supports the same options as `tiletypes-here` above.
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tiletypes-here
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--------------
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Apply the current tiletypes options at the in-game cursor position, including
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the brush. Can be used from a hotkey.
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Options:
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:``-c``, ``--cursor <x>,<y>,<z>``:
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Use the specified map coordinates instead of the current cursor position. If
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this option is specified, then an active game map cursor is not necessary.
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:``-h``, ``--help``:
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Show command help text.
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:``-q``, ``--quiet``:
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Suppress non-error status output.
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reveal
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======
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This reveals the map. By default, HFS will remain hidden so that the demons
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don't spawn. You can use ``reveal hell`` to reveal everything. With hell revealed,
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you won't be able to unpause until you hide the map again. If you really want
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to unpause with hell revealed, use ``reveal demons``.
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Reveal also works in adventure mode, but any of its effects are negated once
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you move. When you use it this way, you don't need to run ``unreveal``.
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Usage and related commands:
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:reveal: Reveal the whole map, except for HFS to avoid demons spawning
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:reveal hell: Also show hell, but requires ``unreveal`` before unpausing
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:reveal demon: Reveals everything and allows unpausing - good luck!
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:unreveal: Reverts the effects of ``reveal``
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:revtoggle: Switches between ``reveal`` and ``unreveal``
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:revflood: Hide everything, then reveal tiles with a path to the cursor.
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Note that tiles behind constructed walls are also revealed as a
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workaround for :bug:`1871`.
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:revforget: Discard info about what was visible before revealing the map.
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Only useful where (e.g.) you abandoned with the fort revealed
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and no longer want the data.
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