align remaining plugin docs to plugin names

develop
myk002 2022-07-25 06:08:59 -07:00
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@ -1,4 +1,6 @@
.. _alltraffic:
.. _restrictice:
.. _restrictliquids:
filltraffic
===========
@ -29,3 +31,13 @@ Options:
:N: Normal Traffic
:L: Low 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
=======
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)
:column: Column from cursor, up through free space
: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
=====
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
========

@ -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
======
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.
Only useful where (e.g.) you abandoned with the fort revealed
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 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 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
=========
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.
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::
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).