From 9a2cb5ea4492783d4b8cb52c49fea92dad402838 Mon Sep 17 00:00:00 2001 From: myk002 Date: Wed, 28 Sep 2022 14:49:03 -0700 Subject: [PATCH] fix ALL the typos done by copying everything into Google docs and running spellcheck --- docs/Compile.rst | 8 ++-- docs/Documentation.rst | 2 +- docs/Introduction.rst | 4 +- docs/Lua API.rst | 58 ++++++++++++------------- docs/NEWS.rst | 2 +- docs/Structures-intro.rst | 2 +- docs/Tags.rst | 2 +- docs/guides/modding-guide.rst | 10 ++--- docs/guides/quickfort-alias-guide.rst | 6 +-- docs/guides/quickfort-library-guide.rst | 2 +- docs/guides/quickfort-user-guide.rst | 10 ++--- docs/plugins/autobutcher.rst | 4 +- docs/plugins/autolabor.rst | 6 +-- docs/plugins/automaterial.rst | 4 +- docs/plugins/burrows.rst | 2 +- docs/plugins/changelayer.rst | 2 +- docs/plugins/changevein.rst | 2 +- docs/plugins/command-prompt.rst | 2 +- docs/plugins/cursecheck.rst | 2 +- docs/plugins/debug.rst | 8 ++-- docs/plugins/dwarfmonitor.rst | 2 +- docs/plugins/dwarfvet.rst | 12 ++--- docs/plugins/embark-tools.rst | 2 +- docs/plugins/fix-unit-occupancy.rst | 4 +- docs/plugins/forceequip.rst | 2 +- docs/plugins/labormanager.rst | 4 +- docs/plugins/lair.rst | 2 +- docs/plugins/manipulator.rst | 2 +- docs/plugins/map-render.rst | 2 +- docs/plugins/power-meter.rst | 2 +- docs/plugins/regrass.rst | 2 +- docs/plugins/rendermax.rst | 2 +- docs/plugins/resume.rst | 2 +- docs/plugins/search.rst | 2 +- docs/plugins/seedwatch.rst | 2 +- docs/plugins/stocks.rst | 2 +- docs/plugins/tiletypes.rst | 2 +- docs/plugins/tubefill.rst | 2 +- docs/plugins/tweak.rst | 2 +- docs/plugins/workflow.rst | 2 +- docs/plugins/zone.rst | 4 +- 41 files changed, 98 insertions(+), 98 deletions(-) diff --git a/docs/Compile.rst b/docs/Compile.rst index 0f3880816..ae23a1b73 100644 --- a/docs/Compile.rst +++ b/docs/Compile.rst @@ -289,7 +289,7 @@ DF, which causes DF to use your system libstdc++ instead:: rm libs/libstdc++.so.6 Note that distributing binaries compiled with newer GCC versions may result in -the opposite compatibily issue: users with *older* GCC versions may encounter +the opposite compatibility issue: users with *older* GCC versions may encounter similar errors. This is why DFHack distributes both GCC 4.8 and GCC 7 builds. If you are planning on distributing binaries to other users, we recommend using an older GCC (but still at least 4.8) version if possible. @@ -314,7 +314,7 @@ Notes for GCC 8+ or OS X 10.10+ users If none of these situations apply to you, skip to `osx-setup`. -If you have issues building on OS X 10.10 (Yosemite) or above, try definining +If you have issues building on OS X 10.10 (Yosemite) or above, try defining the following environment variable:: export MACOSX_DEPLOYMENT_TARGET=10.9 @@ -503,7 +503,7 @@ in their name. If this redirect doesn't occur, just copy, paste, and enter the download link again and you should see the options. You need to get: Visual C++ Build Tools for Visual Studio 2015 with Update 3. Click the download button next to it and a dropdown of download formats will appear. -Select the DVD format to download an ISO file. When the donwload is complete, +Select the DVD format to download an ISO file. When the download is complete, click on the ISO file and a folder will popup with the following contents: * packages (folder) @@ -561,7 +561,7 @@ Additional dependencies: installing with the Chocolatey Package Manager ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The remainder of dependencies - Git, CMake, StrawberryPerl, and Python - can be -most easily installed using the Chocolatey Package Manger. Chocolatey is a +most easily installed using the Chocolatey Package Manager. Chocolatey is a \*nix-style package manager for Windows. It's fast, small (8-20MB on disk) and very capable. Think "``apt-get`` for Windows." diff --git a/docs/Documentation.rst b/docs/Documentation.rst index 13ae58dca..6ac5ef382 100644 --- a/docs/Documentation.rst +++ b/docs/Documentation.rst @@ -76,7 +76,7 @@ replaced with the corresponding title and linked: e.g. ```autolabor``` => `autolabor`. Scripts and plugins have link targets that match their names created for you automatically. -If you want to link to a heading in your own page, you can specifiy it like this:: +If you want to link to a heading in your own page, you can specify it like this:: `Heading text exactly as written`_ diff --git a/docs/Introduction.rst b/docs/Introduction.rst index d90983d8c..798a9c3c8 100644 --- a/docs/Introduction.rst +++ b/docs/Introduction.rst @@ -28,7 +28,7 @@ or for coexistence in a single DF install, even with incompatible components. For developers, DFHack unites the various ways tools access DF memory and allows easier development of new tools. As an open-source project under -`various open-source licences `, contributions are welcome. +`various open-source licenses `, contributions are welcome. .. contents:: Contents @@ -54,7 +54,7 @@ used by the DFHack console. to be used this way. * Commands can also run at startup via `init files `, - on in batches at other times with the `script` command. + or in batches at other times with the `script` command. * Finally, some commands are persistent once enabled, and will sit in the background managing or changing some aspect of the game if you `enable` them. diff --git a/docs/Lua API.rst b/docs/Lua API.rst index 64ccdd595..4aa8d78cb 100644 --- a/docs/Lua API.rst +++ b/docs/Lua API.rst @@ -740,7 +740,7 @@ Functions: * ``dfhack.matinfo.decode(type,index)`` - Looks up material info for the given number pair; if not found, returs *nil*. + Looks up material info for the given number pair; if not found, returns *nil*. * ``....decode(matinfo)``, ``....decode(item)``, ``....decode(obj)`` @@ -1099,7 +1099,7 @@ Other * ``dfhack.gui.getDepthAt(x, y)`` Returns the distance from the z-level of the tile at map coordinates (x, y) to - the closest ground z-level below. Defaults to 0, unless overriden by plugins. + the closest ground z-level below. Defaults to 0, unless overridden by plugins. Job module ---------- @@ -1869,7 +1869,7 @@ Among them are: - ``full_rectangle = true`` For buildings like stockpiles or farm plots that can normally - accomodate individual tile exclusion, forces an error if any + accommodate individual tile exclusion, forces an error if any tiles within the specified width*height are obstructed. - ``items = { item, item ... }``, or ``filters = { {...}, {...}... }`` @@ -2169,7 +2169,7 @@ Supported callbacks and fields are: Called when keyboard or mouse events are available. If any keys are pressed, the keys argument is a table mapping them to *true*. - Note that this refers to logical keybingings computed from real keys via + Note that this refers to logical keybindings computed from real keys via options; if multiple interpretations exist, the table will contain multiple keys. The table also may contain special keys: @@ -2494,7 +2494,7 @@ Core context specific functions: unit of time used, and may be one of ``'frames'`` (raw FPS), ``'ticks'`` (unpaused FPS), ``'days'``, ``'months'``, ``'years'`` (in-game time). All timers other than - ``'frames'`` are cancelled when the world is unloaded, + ``'frames'`` are canceled when the world is unloaded, and cannot be queued until it is loaded again. Returns the timer id, or *nil* if unsuccessful due to world being unloaded. @@ -2677,7 +2677,7 @@ environment by the mandatory init file dfhack.lua: .. _lua-string: -String class extentions +String class extensions ----------------------- DFHack extends Lua's basic string class to include a number of convenience @@ -2698,7 +2698,7 @@ functions. These are invoked just like standard string functions, e.g.:: * ``string:split([delimiter[, plain]])`` Split a string by the given delimiter. If no delimiter is specified, space - (``' '``) is used. The delimter is treated as a pattern unless a ``plain`` is + (``' '``) is used. The delimiter is treated as a pattern unless a ``plain`` is specified and set to ``true``. To treat multiple successive delimiter characters as a single delimiter, e.g. to avoid getting empty string elements, pass a pattern like ``' +'``. Be aware that passing patterns that match empty @@ -2975,10 +2975,10 @@ parameters. (e.g. combining the previous two examples into ``-abcdparam``) Long options focus on clarity. They are usually entire words, or several words - combined with hypens (``-``) or underscores (``_``). If they take an argument, - the argument can be separated from the option name by a space or an equals - sign (``=``). For example, the following two commandlines are equivalent: - ``yourscript --style pretty`` and ``yourscript --style=pretty``. + combined with hyphens (``-``) or underscores (``_``). If they take an + argument, the argument can be separated from the option name by a space or an + equals sign (``=``). For example, the following two commandlines are + equivalent: ``yourscript --style pretty`` and ``yourscript --style=pretty``. Another reason to use long options is if they represent an esoteric parameter that you don't expect to be commonly used and that you don't want to "waste" a @@ -3172,7 +3172,7 @@ create profiler objects which can be used to profile and generate report. * ``profiler.newProfiler([variant[, sampling_frequency]])`` - Returns an profile object with ``variant`` either ``'time'`` or ``'call'``. + Returns a profile object with ``variant`` either ``'time'`` or ``'call'``. ``'time'`` variant takes optional ``sampling_frequency`` parameter to select lua instruction counts between samples. Default is ``'time'`` variant with ``10*1000`` frequency. @@ -3257,7 +3257,7 @@ Implements a trivial single-inheritance class system. The main difference is that attributes are processed as a separate initialization step, before any ``init`` methods are called. They - also make the directy relation between instance fields and constructor + also make the direct relation between instance fields and constructor arguments more explicit. * ``new_obj = Class{ foo = arg, bar = arg, ... }`` @@ -3267,8 +3267,8 @@ Implements a trivial single-inheritance class system. 1. An empty instance table is created, and its metatable set. 2. The ``preinit`` methods are called via ``invoke_before`` (see below) - with the table used as argument to the class. These methods are intended - for validating and tweaking that argument table. + with the table used as the argument to the class. These methods are + intended for validating and tweaking that argument table. 3. Declared ATTRS are initialized from the argument table or their default values. 4. The ``init`` methods are called via ``invoke_after`` with the argument table. This is the main constructor method. @@ -3339,7 +3339,7 @@ A module for reading custom tokens added to the raws by mods. Where ``typeInstance`` is a unit, entity, item, job, projectile, building, plant, or interaction instance. Gets ``typeDefinition`` and then returns the same as ``getToken(typeDefinition, token)``. - For units, it gets the token from the race or caste instead if appplicable. For plants growth items, + For units, it gets the token from the race or caste instead if applicable. For plants growth items, it gets the token from the plant or plant growth instead if applicable. For plants it does the same but with growth number -1. @@ -3661,7 +3661,7 @@ It also always has the following fields: These fields are computed by the layout process: -:frame_parent_rect: The ViewRect represeting the client area of the parent view. +:frame_parent_rect: The ViewRect representing the client area of the parent view. :frame_rect: The ``mkdims`` rect of the outer frame in parent-local coordinates. :frame_body: The ViewRect representing the body part of the View's own frame. @@ -3897,13 +3897,13 @@ Base of all the widgets. Inherits from View and has the following attributes: :r: gap between the right edges of the frame and the parent. :b: gap between the bottom edges of the frame and the parent. :w: maximum width of the frame. - :h: maximum heigth of the frame. + :h: maximum height of the frame. :xalign: X alignment of the frame. :yalign: Y alignment of the frame. First the ``l,t,r,b`` fields restrict the available area for placing the frame. If ``w`` and ``h`` are not specified or - larger then the computed area, it becomes the frame. Otherwise + larger than the computed area, it becomes the frame. Otherwise the smaller frame is placed within the are based on the ``xalign/yalign`` fields. If the align hints are omitted, they are assumed to be 0, 1, or 0.5 based on which of the ``l/r/t/b`` @@ -4437,7 +4437,7 @@ Functions .. note:: this is the only mandatory field. :fix_impassible: - if true make impassible tiles impassible to liquids too + if true make impassable tiles impassable to liquids too :consume: how much machine power is needed to work. Disables reactions if not supplied enough and ``needs_power==1`` @@ -4461,7 +4461,7 @@ Functions :canBeRoomSubset: a flag if this building can be counted in room. 1 means it can, 0 means it can't and -1 default building behaviour :auto_gears: - a flag that automatically fills up gears and animate. It looks over building definition for gear icons and maps them. + a flag that automatically fills up gears and animations. It looks over the building definition for gear icons and maps them. Animate table also might contain: @@ -4472,7 +4472,7 @@ Functions ``getPower(building)`` returns two number - produced and consumed power if building can be modified and returns nothing otherwise -``setPower(building,produced,consumed)`` sets current productiona and consumption for a building. +``setPower(building,produced,consumed)`` sets current power production and consumption for a building. Examples -------- @@ -4506,7 +4506,7 @@ Native functions provided by the `buildingplan` plugin: * ``bool isPlanModeEnabled(df::building_type type, int16_t subtype, int32_t custom)`` returns whether the buildingplan UI is enabled for the specified building type. * ``bool isPlannedBuilding(df::building *bld)`` returns whether the given building is managed by buildingplan. * ``void addPlannedBuilding(df::building *bld)`` suspends the building jobs and adds the building to the monitor list. -* ``void doCycle()`` runs a check for whether buildlings in the monitor list can be assigned items and unsuspended. This method runs automatically twice a game day, so you only need to call it directly if you want buildingplan to do a check right now. +* ``void doCycle()`` runs a check for whether buildings in the monitor list can be assigned items and unsuspended. This method runs automatically twice a game day, so you only need to call it directly if you want buildingplan to do a check right now. * ``void scheduleCycle()`` schedules a cycle to be run during the next non-paused game frame. Can be called multiple times while the game is paused and only one cycle will be scheduled. burrows @@ -4740,7 +4740,7 @@ List of events 1. ``onReactionCompleting(reaction,reaction_product,unit,input_items,input_reagents,output_items,call_native)`` - Is called once per reaction product, before reaction had a chance to call native code for item creation. + Is called once per reaction product, before the reaction has a chance to call native code for item creation. Setting ``call_native.value=false`` cancels further processing: no items are created and ``onReactionComplete`` is not called. 2. ``onReactionComplete(reaction,reaction_product,unit,input_items,input_reagents,output_items)`` @@ -4796,7 +4796,7 @@ These events are straight from EventManager module. Each of them first needs to 4. ``onJobCompleted(job)`` - Gets called when job is finished. The job that is passed to this function is a copy. Requires a frequency of 0 in order to distinguish between workshop jobs that were cancelled by the user and workshop jobs that completed successfully. + Gets called when job is finished. The job that is passed to this function is a copy. Requires a frequency of 0 in order to distinguish between workshop jobs that were canceled by the user and workshop jobs that completed successfully. 5. ``onUnitDeath(unit_id)`` @@ -4855,7 +4855,7 @@ Functions 5. ``registerSidebar(shop_name,callback)`` - Enable callback when sidebar for ``shop_name`` is drawn. Usefull for custom workshop views e.g. using gui.dwarfmode lib. Also accepts a ``class`` instead of function + Enable callback when sidebar for ``shop_name`` is drawn. Useful for custom workshop views e.g. using gui.dwarfmode lib. Also accepts a ``class`` instead of function as callback. Best used with ``gui.dwarfmode`` class ``WorkshopOverlay``. Examples @@ -4898,7 +4898,7 @@ luasocket ========= A way to access csocket from lua. The usage is made similar to luasocket in vanilla lua distributions. Currently -only subset of functions exist and only tcp mode is implemented. +only a subset of the functions exist and only tcp mode is implemented. .. contents:: :local: @@ -4977,7 +4977,7 @@ Functions - ``render_map_rect(x,y,z,w,h)`` - returns a table with w*h*4 entries of rendered tiles. The format is same as ``df.global.gps.screen`` (tile,foreground,bright,background). + returns a table with w*h*4 entries of rendered tiles. The format is the same as ``df.global.gps.screen`` (tile,foreground,bright,background). .. _pathable-api: @@ -5094,7 +5094,7 @@ Scripts :local: Any files with the ``.lua`` extension placed into the :file:`hack/scripts` folder -are automatically made avaiable as DFHack commands. The command corresponding to +are automatically made available as DFHack commands. The command corresponding to a script is simply the script's filename, relative to the scripts folder, with the extension omitted. For example: diff --git a/docs/NEWS.rst b/docs/NEWS.rst index fb33aebf9..13d5e38de 100644 --- a/docs/NEWS.rst +++ b/docs/NEWS.rst @@ -22,6 +22,6 @@ See `dev-changelog` for a list of changes grouped by development releases. Older Changelogs ================ -Are kept in a seperate file: `History` +Are kept in a separate file: `History` .. that's ``docs/History.rst``, if you're reading the raw text. diff --git a/docs/Structures-intro.rst b/docs/Structures-intro.rst index 48aa571c8..9d304949f 100644 --- a/docs/Structures-intro.rst +++ b/docs/Structures-intro.rst @@ -18,7 +18,7 @@ layout changes, and will need to be recompiled for every new DF version. Addresses of DF global objects and vtables are stored in a separate file, :file:`symbols.xml`. Since these are only absolute addresses, they do not need -to be compiled in to DFHack code, and are instead loaded at runtime. This makes +to be compiled into DFHack code, and are instead loaded at runtime. This makes fixes and additions to global addresses possible without recompiling DFHack. In an installed copy of DFHack, this file can be found at the root of the ``hack`` folder. diff --git a/docs/Tags.rst b/docs/Tags.rst index 45bfeb9b3..2ee18de48 100644 --- a/docs/Tags.rst +++ b/docs/Tags.rst @@ -43,6 +43,6 @@ for the tag assignment spreadsheet. - `map `: Tools that interact with the game map. - `military `: Tools that interact with the military. - `plants `: Tools that interact with trees, shrubs, and crops. -- `stockpiles `: Tools that interact wtih stockpiles. +- `stockpiles `: Tools that interact with stockpiles. - `units `: Tools that interact with units. - `workorders `: Tools that interact with workorders. diff --git a/docs/guides/modding-guide.rst b/docs/guides/modding-guide.rst index 4b768be58..da33a5a9d 100644 --- a/docs/guides/modding-guide.rst +++ b/docs/guides/modding-guide.rst @@ -129,7 +129,7 @@ provides two libraries for this, ``repeat-util`` and `eventful `. ``repeat-util`` is used to run a function once per a configurable number of frames (paused or unpaused), ticks (unpaused), in-game days, months, or years. If you need to be aware the instant something happens, you'll need to run a -check once a tick. Be careful not to do this gratuitiously, though, since +check once a tick. Be careful not to do this gratuitously, though, since running that often can slow down the game! ``eventful``, on the other hand, is much more performance-friendly since it will @@ -176,10 +176,10 @@ you can react to with ``eventful``. Now, you may have noticed that you won't be able to register multiple callbacks with a single key named after your mod. You can, of course, call all the -functions you want from a single registed callback. Alternately, you can create -multiple callbacks using different keys, using your mod ID as a key name prefix. -If you do register multiple callbacks, though, there are no guarantees about the -call order. +functions you want from a single registered callback. Alternately, you can +create multiple callbacks using different keys, using your mod ID as a key name +prefix. If you do register multiple callbacks, though, there are no guarantees +about the call order. Custom raw tokens ----------------- diff --git a/docs/guides/quickfort-alias-guide.rst b/docs/guides/quickfort-alias-guide.rst index 50e5d7650..a89e6f338 100644 --- a/docs/guides/quickfort-alias-guide.rst +++ b/docs/guides/quickfort-alias-guide.rst @@ -80,7 +80,7 @@ sequence, potentially with other aliases. If the alias is the only text in the cell, the alias name is matched and its expansion is used. If the alias has other keys before or after it, the alias name must be surrounded in curly brackets (:kbd:`{` and :kbd:`}`). An alias can be surrounded in curly brackets -even if it is the only text in the cell, it just isn't necesary. For example, +even if it is the only text in the cell, it just isn't necessary. For example, the following blueprint uses the ``aliasname`` alias by itself in the first two rows and uses it as part of a longer sequence in the third row:: @@ -454,7 +454,7 @@ be used for either the ``quantum_enable`` or ``route_enable`` sub-aliases. Experienced Dwarf Fortress players may be wondering how the same aliases can work in both contexts since the keys for entering the configuration screen differ. Fear not! There is some sub-alias magic at work here. If you define -your own stockpile configuraiton aliases, you can use the magic yourself by +your own stockpile configuration aliases, you can use the magic yourself by building your aliases on the ``*prefix`` aliases described later in this guide. @@ -652,7 +652,7 @@ sheetprefix enablesheet disablesheet Then, for each item category, there are aliases that manipulate interesting subsets of that category: -* Exclusive aliases forbid everthing within a category and then enable only +* Exclusive aliases forbid everything within a category and then enable only the named item type (or named class of items) * ``forbid*`` aliases forbid the named type and leave the rest of the stockpile untouched. diff --git a/docs/guides/quickfort-library-guide.rst b/docs/guides/quickfort-library-guide.rst index 86c82ac60..157bb10a1 100644 --- a/docs/guides/quickfort-library-guide.rst +++ b/docs/guides/quickfort-library-guide.rst @@ -198,7 +198,7 @@ Light aquifer tap ~~~~~~~~~~~~~~~~~ The aquifer tap helps you create a safe, everlasting source of fresh water from -a light aquifer. See the step-by-step guide, including informaton on how to +a light aquifer. See the step-by-step guide, including information on how to create a drainage system so your dwarves don't drown when digging the tap, by running ``quickfort run library/aquifer_tap.csv -n /help``. diff --git a/docs/guides/quickfort-user-guide.rst b/docs/guides/quickfort-user-guide.rst index 693ab033c..71a80818c 100644 --- a/docs/guides/quickfort-user-guide.rst +++ b/docs/guides/quickfort-user-guide.rst @@ -245,7 +245,7 @@ If there weren't an alias named ``booze`` then the literal characters spell those aliases correctly! You can save a lot of time and effort by using aliases instead of adding all -key seqences directly to your blueprints. For more details, check out the +key sequences directly to your blueprints. For more details, check out the `quickfort-alias-guide`. You can also see examples of aliases being used in the query blueprints in the :source:`DFHack blueprint library `. You can create @@ -683,7 +683,7 @@ three vertical tiles like this:: ` end here ` # # # # # -Then to carve the cross, you'd do a horizonal segment:: +Then to carve the cross, you'd do a horizontal segment:: ` ` ` # start here ` end here # @@ -740,7 +740,7 @@ Or you could use the aliases to specify tile by tile:: # # # # The aliases can also be used to designate a solid block of track. This is -epecially useful for obliterating low-quality engravings so you can re-smooth +especially useful for obliterating low-quality engravings so you can re-smooth and re-engrave with higher quality. For example, you could use the following sequence of blueprints to ensure a 10x10 floor area contains only masterwork engravings:: @@ -1157,7 +1157,7 @@ blueprint:: "#meta label(help) message(This is the help text for the blueprint set contained in this file. - First, make sure that you embark in...) blueprint set walkthough" + First, make sure that you embark in...) blueprint set walkthrough" could more naturally be written as a ``#notes`` blueprint:: @@ -1739,7 +1739,7 @@ priorities `. Use dig priorities to control ramp creation. We can `ensure `__ -the bottom level is carved out before the layer above is channelled by assigning +the bottom level is carved out before the layer above is channeled by assigning the channel designations lower priorities (the ``h5``\s in the third layer -- scroll down). diff --git a/docs/plugins/autobutcher.rst b/docs/plugins/autobutcher.rst index 83c99271a..f288f9073 100644 --- a/docs/plugins/autobutcher.rst +++ b/docs/plugins/autobutcher.rst @@ -6,7 +6,7 @@ autobutcher :tags: fort auto fps animals This plugin monitors how many pets you have of each gender and age and assigns -excess lifestock for slaughter. It requires that you add the target race(s) to a +excess livestock for slaughter. It requires that you add the target race(s) to a watch list. Units will be ignored if they are: * Untamed @@ -44,7 +44,7 @@ Usage - fa = number of female adults - ma = number of female adults If you specify ``all``, then this command will set the counts for all races - on your current watchlist (including the races which are currenly set to + on your current watchlist (including the races which are currently set to 'unwatched') and sets the new default for future watch commands. If you specify ``new``, then this command just sets the new default counts for future watch commands without changing your current watchlist. Otherwise, diff --git a/docs/plugins/autolabor.rst b/docs/plugins/autolabor.rst index 861655ab4..b39884957 100644 --- a/docs/plugins/autolabor.rst +++ b/docs/plugins/autolabor.rst @@ -11,7 +11,7 @@ dwarves to specialize in specific skills. Autolabor frequently checks how many jobs of each type are available and sets labors proportionally in order to get them all done quickly. Labors with equipment -- mining, hunting, and woodcutting -- which are abandoned if labors -change mid-job, are handled slightly differently to minimise churn. +change mid-job, are handled slightly differently to minimize churn. Dwarves on active military duty or dwarves assigned to burrows are left untouched by autolabor. @@ -39,7 +39,7 @@ and filling ponds. Other jobs are automatically assigned as described above. Each of these settings can be adjusted. Jobs are rarely assigned to nobles with responsibilities for meeting diplomats -or merchants, never to the chief medical dwarf, and less often to the bookeeper +or merchants, never to the chief medical dwarf, and less often to the bookkeeper and manager. Hunting is never assigned without a butchery, and fishing is never assigned @@ -63,7 +63,7 @@ Examples ``autolabor MINE 5`` Keep at least 5 dwarves with mining enabled. ``autolabor CUT_GEM 1 1`` - Keep exactly 1 dwarf with gemcutting enabled. + Keep exactly 1 dwarf with gem cutting enabled. ``autolabor COOK 1 1 3`` Keep 1 dwarf with cooking enabled, selected only from the top 3. ``autolabor FEED_WATER_CIVILIANS haulers`` diff --git a/docs/plugins/automaterial.rst b/docs/plugins/automaterial.rst index 068664638..ac1b3a1da 100644 --- a/docs/plugins/automaterial.rst +++ b/docs/plugins/automaterial.rst @@ -48,6 +48,6 @@ construction menu after selecting materials, it returns you back to this screen. If you use this along with several autoselect enabled materials, you should be able to place complex constructions more conveniently. -The ``automaterial`` plugin also enables extra contruction placement modes, such -as designating areas larger than 10x10 and allowing you to designate hollow +The ``automaterial`` plugin also enables extra construction placement modes, +such as designating areas larger than 10x10 and allowing you to designate hollow rectangles instead of the default filled ones. diff --git a/docs/plugins/burrows.rst b/docs/plugins/burrows.rst index 50d736b95..fb3876e97 100644 --- a/docs/plugins/burrows.rst +++ b/docs/plugins/burrows.rst @@ -34,7 +34,7 @@ Usage ``burrow remove-units target-burrow [ ...]`` Remove units in source burrows from the target. ``burrow set-tiles target-burrow [ ...]`` - Clear target burrow tiles and adds tiles from the names source burrows. + Clear target burrow tiles and add tiles from the names source burrows. ``burrow add-tiles target-burrow [ ...]`` Add tiles from the source burrows to the target. ``burrow remove-tiles target-burrow [ ...]`` diff --git a/docs/plugins/changelayer.rst b/docs/plugins/changelayer.rst index f9467315f..f986a1e3d 100644 --- a/docs/plugins/changelayer.rst +++ b/docs/plugins/changelayer.rst @@ -35,7 +35,7 @@ Examples ``changelayer GRANITE`` Convert the layer at the cursor position into granite. ``changelayer SILTY_CLAY force`` - Convert teh layer at the cursor position into clay, even if it's stone. + Convert the layer at the cursor position into clay, even if it's stone. ``changelayer MARBLE all_biomes all_layers`` Convert all layers of all biomes which are not soil into marble. diff --git a/docs/plugins/changevein.rst b/docs/plugins/changevein.rst index f033a4a6a..4e4512bb1 100644 --- a/docs/plugins/changevein.rst +++ b/docs/plugins/changevein.rst @@ -5,7 +5,7 @@ changevein :summary: Change the material of a mineral inclusion. :tags: fort armok map -You can change a vein to any incorganic material RAW id. Note that this command +You can change a vein to any inorganic material RAW id. Note that this command only affects tiles within the current 16x16 block - for large veins and clusters, you will need to use this command multiple times. diff --git a/docs/plugins/command-prompt.rst b/docs/plugins/command-prompt.rst index 7ccad6c71..c4b464a80 100644 --- a/docs/plugins/command-prompt.rst +++ b/docs/plugins/command-prompt.rst @@ -13,7 +13,7 @@ Usage command-prompt [entry] If called with parameters, it starts with that text in the command edit area. -This is most useful for developers, who can set a keybinding to open a laungage +This is most useful for developers, who can set a keybinding to open a language interpreter for lua or Ruby by starting with the `:lua ` or `:rb ` portions of the command already filled in. diff --git a/docs/plugins/cursecheck.rst b/docs/plugins/cursecheck.rst index 2d623241c..94012919b 100644 --- a/docs/plugins/cursecheck.rst +++ b/docs/plugins/cursecheck.rst @@ -33,7 +33,7 @@ Examples - ``cursecheck detail all`` Give detailed info about all cursed creatures including deceased ones. - ``cursecheck nick`` - Give a nickname all living/active cursed creatures. + Give a nickname to all living/active cursed creatures. .. note:: diff --git a/docs/plugins/debug.rst b/docs/plugins/debug.rst index 0e184595f..0c5a587fb 100644 --- a/docs/plugins/debug.rst +++ b/docs/plugins/debug.rst @@ -42,13 +42,13 @@ Usage ----- ``debugfilter category [] []`` - List available debug plugin and category names. If filters aren't givenm + List available debug plugin and category names. If filters aren't given then all plugins/categories are matched. This command is a good way to test regex parameters before you pass them to ``set``. ``debugfilter filter []`` List active and passive debug print level changes. The optional ``id`` - parameter is the id listed as first column in the filter list. If ``id`` is - given, then the command shows extended information for the given filter + parameter is the id listed as the first column in the filter list. If ``id`` + is given, then the command shows extended information for the given filter only. ``debugfilter set [] [] []`` Create a new debug filter to set category verbosity levels. This filter @@ -61,7 +61,7 @@ Usage ``debugfilter disable [ ...]`` Disable a space separated list of filters but keep it in the filter list. ``debugfilter enable [ ...]`` - Enable a space sperate list of filters. + Enable a space separated list of filters. ``debugfilter header [enable] | [disable] [ ...]`` Control which header metadata is shown along with each log message. Run it without parameters to see the list of configurable elements. Include an diff --git a/docs/plugins/dwarfmonitor.rst b/docs/plugins/dwarfmonitor.rst index bfdbd13b5..79472ae58 100644 --- a/docs/plugins/dwarfmonitor.rst +++ b/docs/plugins/dwarfmonitor.rst @@ -87,7 +87,7 @@ Some widgets support additional options: * ``cursor`` widget: * ``format``: Specifies the format. ``X``, ``x``, ``Y``, and ``y`` are - replaced with the corresponding cursor cordinates, while all other + replaced with the corresponding cursor coordinates, while all other characters are unmodified. * ``show_invalid``: If set to ``true``, the mouse coordinates will both be displayed as ``-1`` when the cursor is outside of the DF window; otherwise, diff --git a/docs/plugins/dwarfvet.rst b/docs/plugins/dwarfvet.rst index e7ddf73d6..fa165250d 100644 --- a/docs/plugins/dwarfvet.rst +++ b/docs/plugins/dwarfvet.rst @@ -5,12 +5,12 @@ dwarfvet :summary: Allows animals to be treated at animal hospitals. :tags: fort gameplay animals -Annoyed your dragons become useless after a minor injury? Well, with dwarfvet, -injured animals will be treated at an animal hospital, which is simply a hospital -that is also an animal training zone. Dwarfs with the Animal Caretaker labor -enabled will come to the hospital to treat animals. Normal medical skills are -used (and trained), but no experience is given to the Animal Caretaker skill -itself. +Annoyed that your dragons become useless after a minor injury? Well, with +dwarfvet, injured animals will be treated at an animal hospital, which is simply +a hospital that is also an animal training zone. Dwarfs with the Animal +Caretaker labor enabled will come to the hospital to treat animals. Normal +medical skills are used (and trained), but no experience is given to the Animal +Caretaker skill itself. Usage ----- diff --git a/docs/plugins/embark-tools.rst b/docs/plugins/embark-tools.rst index 64db27953..781d66e90 100644 --- a/docs/plugins/embark-tools.rst +++ b/docs/plugins/embark-tools.rst @@ -14,7 +14,7 @@ Usage embark-tools enable|disable all embark-tools enable|disable [ ...] -Avaliable tools are: +Available tools are: ``anywhere`` Allows embarking anywhere (including sites, mountain-only biomes, and diff --git a/docs/plugins/fix-unit-occupancy.rst b/docs/plugins/fix-unit-occupancy.rst index 991c77314..0559d4a2f 100644 --- a/docs/plugins/fix-unit-occupancy.rst +++ b/docs/plugins/fix-unit-occupancy.rst @@ -18,7 +18,7 @@ Usage fix-unit-occupancy interval When run without arguments (or with just the ``here`` or ``-n`` parameters), -the fix just runs once. You can also have it run periodically by enbling the +the fix just runs once. You can also have it run periodically by enabling the plugin. Examples @@ -35,7 +35,7 @@ Options ``here`` Only operate on the tile at the cursor. ``-n`` - Report issues, but do not any write changes to the map. + Report issues, but do not write any changes to the map. ``interval `` Set how often the plugin will check for and fix issues when it is enabled. The default is 1200 ticks, or 1 game day. diff --git a/docs/plugins/forceequip.rst b/docs/plugins/forceequip.rst index a32af524b..26ab378ee 100644 --- a/docs/plugins/forceequip.rst +++ b/docs/plugins/forceequip.rst @@ -64,7 +64,7 @@ Examples ``forceequip v bp QQQ`` List the bodyparts of the selected unit. ``forceequip bp LH`` - Equips an appopriate item onto the unit's left hand. + Equips an appropriate item onto the unit's left hand. ``forceequip m bp LH`` Equips ALL appropriate items onto the unit's left hand. The unit may end up wearing a dozen left-handed mittens. Use with caution, and remember that diff --git a/docs/plugins/labormanager.rst b/docs/plugins/labormanager.rst index 5c3632b6a..e3443280d 100644 --- a/docs/plugins/labormanager.rst +++ b/docs/plugins/labormanager.rst @@ -37,7 +37,7 @@ explicitly disable it, even if you save and reload your game. The default priorities for each labor vary (some labors are higher priority by default than others). The way the plugin works is that, once it determines how -many jobs of each labor is needed, it then sorts them by adjusted priority. +many jobs of each labor are needed, it then sorts them by adjusted priority. (Labors other than hauling have a bias added to them based on how long it's been since they were last used to prevent job starvation.) The labor with the highest priority is selected, the "best fit" dwarf for that labor is assigned to that @@ -112,7 +112,7 @@ Advanced usage ``labormanager priority `` Set the priority value for labor to . ``labormanager max `` - Set maximum number of dwarves that can be assigned to a labor. + Set the maximum number of dwarves that can be assigned to a labor. ``labormanager max none`` Unrestrict the number of dwarves that can be assigned to a labor. ``labormanager max disable`` diff --git a/docs/plugins/lair.rst b/docs/plugins/lair.rst index ed2816818..9bded57ab 100644 --- a/docs/plugins/lair.rst +++ b/docs/plugins/lair.rst @@ -11,7 +11,7 @@ Usage ----- ``lair`` - Mark the map as monster lair. + Mark the map as a monster lair. ``lair reset`` Mark the map as ordinary (not lair). diff --git a/docs/plugins/manipulator.rst b/docs/plugins/manipulator.rst index 3dc7f35b7..f333f3be0 100644 --- a/docs/plugins/manipulator.rst +++ b/docs/plugins/manipulator.rst @@ -102,7 +102,7 @@ and how many you are likely to need in a mature fort. These are just approximations. Your playstyle may demand more or fewer of each profession. - ``Chef`` (needed: 0, 3) - Buchery, Tanning, and Cooking. It is important to focus just a few dwarves + Butchery, Tanning, and Cooking. It is important to focus just a few dwarves on cooking since well-crafted meals make dwarves very happy. They are also an excellent trade good. - ``Craftsdwarf`` (needed: 0, 4-6) diff --git a/docs/plugins/map-render.rst b/docs/plugins/map-render.rst index efe3ed0c6..935fc1010 100644 --- a/docs/plugins/map-render.rst +++ b/docs/plugins/map-render.rst @@ -2,7 +2,7 @@ map-render ========== .. dfhack-tool:: - :summary: Provides a Lua API for rerendering portions of the map. + :summary: Provides a Lua API for re-rendering portions of the map. :tags: dev graphics :no-command: diff --git a/docs/plugins/power-meter.rst b/docs/plugins/power-meter.rst index 5e608ca46..701a656b5 100644 --- a/docs/plugins/power-meter.rst +++ b/docs/plugins/power-meter.rst @@ -2,7 +2,7 @@ power-meter =========== .. dfhack-tool:: - :summary: Allow presure plates to measure power. + :summary: Allow pressure plates to measure power. :tags: fort gameplay buildings :no-command: diff --git a/docs/plugins/regrass.rst b/docs/plugins/regrass.rst index 1a3fc7ed9..5512a428b 100644 --- a/docs/plugins/regrass.rst +++ b/docs/plugins/regrass.rst @@ -2,7 +2,7 @@ regrass ======= .. dfhack-tool:: - :summary: Regrows all the grass. + :summary: Regrow all the grass. :tags: adventure fort armok animals map Use this command if your grazers have eaten everything down to the dirt. diff --git a/docs/plugins/rendermax.rst b/docs/plugins/rendermax.rst index 747b74642..ee909fd9a 100644 --- a/docs/plugins/rendermax.rst +++ b/docs/plugins/rendermax.rst @@ -12,7 +12,7 @@ Usage ----- ``rendermax light`` - Light the map tiles realisitically. Outside tiles are light during the day + Light the map tiles realistically. Outside tiles are light during the day and dark at night. Inside tiles are always dark unless a nearby unit is lighting it up, as if they were carrying torches. ``rendermax light sun |cycle`` diff --git a/docs/plugins/resume.rst b/docs/plugins/resume.rst index d6e0b81cb..af3fe161d 100644 --- a/docs/plugins/resume.rst +++ b/docs/plugins/resume.rst @@ -12,7 +12,7 @@ resume When enabled, this plugin will display a colored 'X' over suspended buildings. When run as a command, it can resume all suspended building jobs, allowing you to quickly recover if a bunch of jobs were suspended due to the workers getting -scared off by wildlife or items temporarily blocking buildling sites. +scared off by wildlife or items temporarily blocking building sites. Usage ----- diff --git a/docs/plugins/search.rst b/docs/plugins/search.rst index c489b4c40..e588e3196 100644 --- a/docs/plugins/search.rst +++ b/docs/plugins/search.rst @@ -9,7 +9,7 @@ search :no-command: Search options are added to the Stocks, Animals, Trading, Stockpile, Noble -aassignment candidates), Military (position candidates), Burrows (unit list), +assignment candidates), Military (position candidates), Burrows (unit list), Rooms, Announcements, Job List, and Unit List screens all get hotkeys that allow you to dynamically filter the displayed lists. diff --git a/docs/plugins/seedwatch.rst b/docs/plugins/seedwatch.rst index c471f467d..b41f3a977 100644 --- a/docs/plugins/seedwatch.rst +++ b/docs/plugins/seedwatch.rst @@ -21,7 +21,7 @@ Usage Start managing seed and plant cooking. By default, no types are watched. You have to add them with further ``seedwatch`` commands. ``seedwatch `` - Adds the specifiied type to the watchlist (if it's not already there) and + Adds the specified type to the watchlist (if it's not already there) and sets the target number of seeds to the specified number. You can pass the keyword ``all`` instead of a specific type to set the target for all types. ``seedwatch `` diff --git a/docs/plugins/stocks.rst b/docs/plugins/stocks.rst index d8fae9579..03eb3a72c 100644 --- a/docs/plugins/stocks.rst +++ b/docs/plugins/stocks.rst @@ -21,4 +21,4 @@ Usage stocks show Running ``stocks show`` will bring you to the fortress-wide stock management -screen from whereever you are. +screen from wherever you are. diff --git a/docs/plugins/tiletypes.rst b/docs/plugins/tiletypes.rst index 44fba00df..7b93dd6de 100644 --- a/docs/plugins/tiletypes.rst +++ b/docs/plugins/tiletypes.rst @@ -58,7 +58,7 @@ 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. + Clear the paint specification 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. diff --git a/docs/plugins/tubefill.rst b/docs/plugins/tubefill.rst index 1085897c8..80282f6d9 100644 --- a/docs/plugins/tubefill.rst +++ b/docs/plugins/tubefill.rst @@ -2,7 +2,7 @@ tubefill ======== .. dfhack-tool:: - :summary: Replentishes mined-out adamantine. + :summary: Replenishes mined-out adamantine. :tags: fort armok map Veins that were originally hollow will be left alone. diff --git a/docs/plugins/tweak.rst b/docs/plugins/tweak.rst index bb125fc0d..aa1ad578b 100644 --- a/docs/plugins/tweak.rst +++ b/docs/plugins/tweak.rst @@ -66,7 +66,7 @@ Commands that persist until disabled or DF quits: ``civ-view-agreement`` Fixes overlapping text on the "view agreement" screen. ``condition-material`` - Fixes a crash in the work order contition material list (:bug:`9905`). + Fixes a crash in the work order condition material list (:bug:`9905`). ``craft-age-wear`` Fixes crafted items not wearing out over time (:bug:`6003`). With this tweak, items made from cloth and leather will gain a level of wear every 20 diff --git a/docs/plugins/workflow.rst b/docs/plugins/workflow.rst index 9013ba189..f085a40da 100644 --- a/docs/plugins/workflow.rst +++ b/docs/plugins/workflow.rst @@ -122,7 +122,7 @@ The constraint spec consists of 4 parts, separated with ``/`` characters:: ITEM[:SUBTYPE]/[GENERIC_MAT,...]/[SPECIFIC_MAT:...]/[LOCAL,] The first part is mandatory and specifies the item type and subtype, using the -raw tokens for items (the same syntax used custom reaction inputs). For more +raw tokens for items (the same syntax used for custom reaction inputs). For more information, see :wiki:`this wiki page `. The subsequent parts are optional: diff --git a/docs/plugins/zone.rst b/docs/plugins/zone.rst index 93b244399..0f77e1d3e 100644 --- a/docs/plugins/zone.rst +++ b/docs/plugins/zone.rst @@ -74,8 +74,8 @@ Filters :all: Process all units. :count : Process only up to n units. :unassigned: Not assigned to zone, chain or built cage. -:minage : Minimum age. Must be followed by number. -:maxage : Maximum age. Must be followed by number. +:minage : Minimum age. Must be followed by a number. +:maxage : Maximum age. Must be followed by a number. :not: Negates the next filter keyword. All of the keywords documented below are negatable. :race: Must be followed by a race RAW ID (e.g. BIRD_TURKEY, ALPACA,