Alphabetizes the "Map modification" section

develop
Josh Cooper 2022-04-17 13:55:44 -07:00 committed by Myk
parent 1c825baac1
commit b13b927a70
1 changed files with 80 additions and 81 deletions

@ -2171,6 +2171,34 @@ Features:
This final '+' may be omitted in burrow name args of commands above.
Digging 1-wide corridors with the miner inside the burrow is SLOW.
.. _changeitem:
changeitem
==========
Allows changing item material and base quality. By default the item currently
selected in the UI will be changed (you can select items in the 'k' list
or inside containers/inventory). By default change is only allowed if materials
is of the same subtype (for example wood<->wood, stone<->stone etc). But since
some transformations work pretty well and may be desired you can override this
with 'force'. Note that some attributes will not be touched, possibly resulting
in weirdness. To get an idea how the RAW id should look like, check some items
with 'info'. Using 'force' might create items which are not touched by
crafters/haulers.
Options:
:info: Don't change anything, print some info instead.
:here: Change all items at the cursor position. Requires in-game cursor.
:material, m: Change material. Must be followed by valid material RAW id.
:quality, q: Change base quality. Must be followed by number (0-5).
:force: Ignore subtypes, force change to new material.
Examples:
``changeitem m INORGANIC:GRANITE here``
Change material of all items under the cursor to granite.
``changeitem q 5``
Change currently selected item to masterpiece quality.
.. _changelayer:
@ -2248,35 +2276,6 @@ Example:
``changevein NATIVE_PLATINUM``
Convert vein at cursor position into platinum ore.
.. _changeitem:
changeitem
==========
Allows changing item material and base quality. By default the item currently
selected in the UI will be changed (you can select items in the 'k' list
or inside containers/inventory). By default change is only allowed if materials
is of the same subtype (for example wood<->wood, stone<->stone etc). But since
some transformations work pretty well and may be desired you can override this
with 'force'. Note that some attributes will not be touched, possibly resulting
in weirdness. To get an idea how the RAW id should look like, check some items
with 'info'. Using 'force' might create items which are not touched by
crafters/haulers.
Options:
:info: Don't change anything, print some info instead.
:here: Change all items at the cursor position. Requires in-game cursor.
:material, m: Change material. Must be followed by valid material RAW id.
:quality, q: Change base quality. Must be followed by number (0-5).
:force: Ignore subtypes, force change to new material.
Examples:
``changeitem m INORGANIC:GRANITE here``
Change material of all items under the cursor to granite.
``changeitem q 5``
Change currently selected item to masterpiece quality.
.. _cleanconst:
cleanconst
@ -2323,40 +2322,6 @@ Basic commands:
where ``#`` is a number from 1 to 7. If a priority is not specified, the
priority selected in-game is used as the default.
.. _digexp:
digexp
======
This command is for :wiki:`exploratory mining <Exploratory_mining>`.
There are two variables that can be set: pattern and filter.
Patterns:
:diag5: diagonals separated by 5 tiles
:diag5r: diag5 rotated 90 degrees
:ladder: A 'ladder' pattern
:ladderr: ladder rotated 90 degrees
:clear: Just remove all dig designations
:cross: A cross, exactly in the middle of the map.
Filters:
:all: designate whole z-level
:hidden: designate only hidden tiles of z-level (default)
:designated: Take current designation and apply pattern to it.
After you have a pattern set, you can use ``expdig`` to apply it again.
Examples:
``expdig diag5 hidden``
Designate the diagonal 5 patter over all hidden tiles
``expdig``
Apply last used pattern and filter
``expdig ladder designated``
Take current designations and replace them with the ladder pattern
.. _digcircle:
digcircle
@ -2395,27 +2360,39 @@ Examples:
``digcircle``
Do it again.
.. _digtype:
.. _digexp:
digtype
=======
For every tile on the map of the same vein type as the selected tile,
this command designates it to have the same designation as the
selected tile. If the selected tile has no designation, they will be
dig designated.
If an argument is given, the designation of the selected tile is
ignored, and all appropriate tiles are set to the specified
designation.
digexp
======
This command is for :wiki:`exploratory mining <Exploratory_mining>`.
Options:
There are two variables that can be set: pattern and filter.
:dig:
:channel:
:ramp:
:updown: up/down stairs
:up: up stairs
:down: down stairs
:clear: clear designation
Patterns:
:diag5: diagonals separated by 5 tiles
:diag5r: diag5 rotated 90 degrees
:ladder: A 'ladder' pattern
:ladderr: ladder rotated 90 degrees
:clear: Just remove all dig designations
:cross: A cross, exactly in the middle of the map.
Filters:
:all: designate whole z-level
:hidden: designate only hidden tiles of z-level (default)
:designated: Take current designation and apply pattern to it.
After you have a pattern set, you can use ``expdig`` to apply it again.
Examples:
``expdig diag5 hidden``
Designate the diagonal 5 patter over all hidden tiles
``expdig``
Apply last used pattern and filter
``expdig ladder designated``
Take current designations and replace them with the ladder pattern
.. _digFlood:
@ -2438,6 +2415,28 @@ Usage:
:digFlood digAll1: ignore the monitor list and dig any vein
:digFlood digAll0: disable digAll mode
.. _digtype:
digtype
=======
For every tile on the map of the same vein type as the selected tile,
this command designates it to have the same designation as the
selected tile. If the selected tile has no designation, they will be
dig designated.
If an argument is given, the designation of the selected tile is
ignored, and all appropriate tiles are set to the specified
designation.
Options:
:dig:
:channel:
:ramp:
:updown: up/down stairs
:up: up stairs
:down: down stairs
:clear: clear designation
.. _filltraffic:
filltraffic