fix ALL the typos

done by copying everything into Google docs and running spellcheck
develop
myk002 2022-09-28 14:49:03 -07:00
parent 3fada2f300
commit 9a2cb5ea44
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41 changed files with 98 additions and 98 deletions

@ -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."

@ -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`_

@ -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 <license>`, contributions are welcome.
`various open-source licenses <license>`, 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 <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.

@ -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:

@ -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.

@ -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.

@ -43,6 +43,6 @@ for the tag assignment spreadsheet.
- `map <map-tag-index>`: Tools that interact with the game map.
- `military <military-tag-index>`: Tools that interact with the military.
- `plants <plants-tag-index>`: Tools that interact with trees, shrubs, and crops.
- `stockpiles <stockpiles-tag-index>`: Tools that interact wtih stockpiles.
- `stockpiles <stockpiles-tag-index>`: Tools that interact with stockpiles.
- `units <units-tag-index>`: Tools that interact with units.
- `workorders <workorders-tag-index>`: Tools that interact with workorders.

@ -129,7 +129,7 @@ provides two libraries for this, ``repeat-util`` and `eventful <eventful-api>`.
``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
-----------------

@ -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.

@ -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``.

@ -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 <data/blueprints/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 <quickfort-dig-priorities>`.
Use dig priorities to control ramp creation.
We can `ensure <https://docs.google.com/spreadsheets/d/1IBy6_pGEe6WSBCLukDz_5I-4vi_mpHuJJyOp2j6SJlY/edit#gid=962076234>`__
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).

@ -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,

@ -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``

@ -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.

@ -34,7 +34,7 @@ Usage
``burrow remove-units target-burrow <burrow> [<burrow> ...]``
Remove units in source burrows from the target.
``burrow set-tiles target-burrow <burrow> [<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 <burrow> [<burrow> ...]``
Add tiles from the source burrows to the target.
``burrow remove-tiles target-burrow <burrow> [<burrow> ...]``

@ -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.

@ -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.

@ -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 <lua>` or `:rb <rb>`
portions of the command already filled in.

@ -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::

@ -42,13 +42,13 @@ Usage
-----
``debugfilter category [<plugin regex>] [<category regex>]``
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 [<id>]``
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 [<level>] [<plugin regex>] [<category regex>]``
Create a new debug filter to set category verbosity levels. This filter
@ -61,7 +61,7 @@ Usage
``debugfilter disable <id> [<id> ...]``
Disable a space separated list of filters but keep it in the filter list.
``debugfilter enable <id> [<id> ...]``
Enable a space sperate list of filters.
Enable a space separated list of filters.
``debugfilter header [enable] | [disable] [<element> ...]``
Control which header metadata is shown along with each log message. Run it
without parameters to see the list of configurable elements. Include an

@ -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,

@ -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
-----

@ -14,7 +14,7 @@ Usage
embark-tools enable|disable all
embark-tools enable|disable <tool> [<tool> ...]
Avaliable tools are:
Available tools are:
``anywhere``
Allows embarking anywhere (including sites, mountain-only biomes, and

@ -18,7 +18,7 @@ Usage
fix-unit-occupancy interval <num_ticks>
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 <num_ticks>``
Set how often the plugin will check for and fix issues when it is enabled.
The default is 1200 ticks, or 1 game day.

@ -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

@ -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 <labor> <value>``
Set the priority value for labor <labor> to <value>.
``labormanager max <labor> <value>``
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 <labor> none``
Unrestrict the number of dwarves that can be assigned to a labor.
``labormanager max <labor> disable``

@ -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).

@ -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)

@ -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:

@ -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:

@ -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.

@ -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 <hour>|cycle``

@ -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
-----

@ -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.

@ -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 <type> <target>``
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 <type>``

@ -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.

@ -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.

@ -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.

@ -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

@ -122,7 +122,7 @@ The constraint spec consists of 4 parts, separated with ``/`` characters::
ITEM[:SUBTYPE]/[GENERIC_MAT,...]/[SPECIFIC_MAT:...]/[LOCAL,<quality>]
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 <Material_token>`.
The subsequent parts are optional:

@ -74,8 +74,8 @@ Filters
:all: Process all units.
:count <n>: Process only up to n units.
:unassigned: Not assigned to zone, chain or built cage.
:minage <years>: Minimum age. Must be followed by number.
:maxage <years>: Maximum age. Must be followed by number.
:minage <years>: Minimum age. Must be followed by a number.
:maxage <years>: 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,