Add a couple of screenshots for tweaks, and comment on example config keys.

develop
Alexander Gavrilov 2012-11-21 14:56:41 +04:00
parent 5b5c674f6e
commit be8f87ade9
5 changed files with 85 additions and 44 deletions

@ -10,13 +10,13 @@ DFHack future
- fastdwarf: new mode using debug flags, and some internal consistency fixes.
- added a small stand-alone utility for applying and removing binary patches.
- removebadthoughts: add --dry-run option
New tweaks:
- tweak military-training: speed up melee squad training up to 10x (depends on unit count).
- superdwarf: work in adventure mode too
New tweaks:
- tweak military-training: speed up melee squad training up to 10x (normally 3-5x).
New scripts:
- binpatch: the same as the stand-alone binpatch.exe, but works at runtime.
- region-pops: displays animal populations of the region and allows tweaking them.
- lua: lua interpreter.
- lua: lua interpreter front-end converted to a script from a native command.
- dfusion: misc scripts with a text based menu.
- embark: lets you embark anywhere.
New GUI scripts:

@ -1840,43 +1840,55 @@ they are scuttled.</td>
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name">stable-cursor:</th><td class="field-body">Saves the exact cursor position between t/q/k/d/etc menus of dwarfmode.</td>
<tr class="field"><th class="field-name">stable-cursor:</th><td class="field-body"><p class="first">Saves the exact cursor position between t/q/k/d/etc menus of dwarfmode.</p>
</td>
</tr>
<tr class="field"><th class="field-name">patrol-duty:</th><td class="field-body">Makes Train orders not count as patrol duty to stop unhappy thoughts.
Does NOT fix the problem when soldiers go off-duty (i.e. civilian).</td>
<tr class="field"><th class="field-name">patrol-duty:</th><td class="field-body"><p class="first">Makes Train orders not count as patrol duty to stop unhappy thoughts.
Does NOT fix the problem when soldiers go off-duty (i.e. civilian).</p>
</td>
</tr>
<tr class="field"><th class="field-name" colspan="2">readable-build-plate:</th></tr>
<tr class="field"><td>&nbsp;</td><td class="field-body">Fixes rendering of creature weight limits in pressure plate build menu.</td>
<tr class="field"><td>&nbsp;</td><td class="field-body"><p class="first">Fixes rendering of creature weight limits in pressure plate build menu.</p>
<img alt="images/tweak-plate.png" src="images/tweak-plate.png" />
</td>
</tr>
<tr class="field"><th class="field-name">stable-temp:</th><td class="field-body">Fixes performance bug 6012 by squashing jitter in temperature updates.
In very item-heavy forts with big stockpiles this can improve FPS by 50-100%</td>
<tr class="field"><th class="field-name">stable-temp:</th><td class="field-body"><p class="first">Fixes performance bug 6012 by squashing jitter in temperature updates.
In very item-heavy forts with big stockpiles this can improve FPS by 50-100%</p>
</td>
</tr>
<tr class="field"><th class="field-name">fast-heat:</th><td class="field-body">Further improves temperature update performance by ensuring that 1 degree
<tr class="field"><th class="field-name">fast-heat:</th><td class="field-body"><p class="first">Further improves temperature update performance by ensuring that 1 degree
of item temperature is crossed in no more than specified number of frames
when updating from the environment temperature. This reduces the time it
takes for stable-temp to stop updates again when equilibrium is disturbed.</td>
takes for stable-temp to stop updates again when equilibrium is disturbed.</p>
</td>
</tr>
<tr class="field"><th class="field-name">fix-dimensions:</th><td class="field-body">Fixes subtracting small amount of thread/cloth/liquid from a stack
<tr class="field"><th class="field-name">fix-dimensions:</th><td class="field-body"><p class="first">Fixes subtracting small amount of thread/cloth/liquid from a stack
by splitting the stack and subtracting from the remaining single item.
This is a necessary addition to the binary patch in bug 808.</td>
This is a necessary addition to the binary patch in bug 808.</p>
</td>
</tr>
<tr class="field"><th class="field-name" colspan="2">advmode-contained:</th></tr>
<tr class="field"><td>&nbsp;</td><td class="field-body">Works around bug 6202, i.e. custom reactions with container inputs
<tr class="field"><td>&nbsp;</td><td class="field-body"><p class="first">Works around bug 6202, i.e. custom reactions with container inputs
in advmode. The issue is that the screen tries to force you to select
the contents separately from the container. This forcefully skips child
reagents.</td>
reagents.</p>
</td>
</tr>
<tr class="field"><th class="field-name">fast-trade:</th><td class="field-body">Makes Shift-Enter in the Move Goods to Depot and Trade screens select
the current item (fully, in case of a stack), and scroll down one line.</td>
<tr class="field"><th class="field-name">fast-trade:</th><td class="field-body"><p class="first">Makes Shift-Enter in the Move Goods to Depot and Trade screens select
the current item (fully, in case of a stack), and scroll down one line.</p>
</td>
</tr>
<tr class="field"><th class="field-name" colspan="2">military-stable-assign:</th></tr>
<tr class="field"><td>&nbsp;</td><td class="field-body">Preserve list order and cursor position when assigning to squad,
<tr class="field"><td>&nbsp;</td><td class="field-body"><p class="first">Preserve list order and cursor position when assigning to squad,
i.e. stop the rightmost list of the Positions page of the military
screen from constantly resetting to the top.</td>
screen from constantly resetting to the top.</p>
</td>
</tr>
<tr class="field"><th class="field-name" colspan="2">military-color-assigned:</th></tr>
<tr class="field"><td>&nbsp;</td><td class="field-body">Color squad candidates already assigned to other squads in brown/green
to make them stand out more in the list.</td>
<tr class="field"><td>&nbsp;</td><td class="field-body"><p class="first">Color squad candidates already assigned to other squads in yellow/green
to make them stand out more in the list.</p>
<img alt="images/tweak-mil-color.png" class="last" src="images/tweak-mil-color.png" />
</td>
</tr>
</tbody>
</table>
@ -2826,14 +2838,14 @@ key while search is active clears the search instead of executing the trade.</p>
</div>
<div class="section" id="gui-liquids">
<h2><a class="toc-backref" href="#id134">gui/liquids</a></h2>
<p>To use, bind to a key and activate in the 'k' mode.</p>
<p>To use, bind to a key (the example config uses Alt-L) and activate in the 'k' mode.</p>
<img alt="images/liquids.png" src="images/liquids.png" />
<p>While active, use the suggested keys to switch the usual liquids parameters, and Enter
to select the target area and apply changes.</p>
</div>
<div class="section" id="gui-mechanisms">
<h2><a class="toc-backref" href="#id135">gui/mechanisms</a></h2>
<p>To use, bind to a key and activate in the 'q' mode.</p>
<p>To use, bind to a key (the example config uses Ctrl-M) and activate in the 'q' mode.</p>
<img alt="images/mechanisms.png" src="images/mechanisms.png" />
<p>Lists mechanisms connected to the building, and their links. Navigating the list centers
the view on the relevant linked buildings.</p>
@ -2861,18 +2873,21 @@ their species string.</p>
</li>
</ul>
<p>The <tt class="docutils literal">building</tt> or <tt class="docutils literal">unit</tt> options are automatically assumed when in relevant ui state.</p>
<p>The example config binds building/unit rename to Ctrl-Shift-N, and
unit profession change to Ctrl-Shift-T.</p>
</div>
<div class="section" id="gui-room-list">
<h2><a class="toc-backref" href="#id137">gui/room-list</a></h2>
<p>To use, bind to a key and activate in the 'q' mode, either immediately or after opening
the assign owner page.</p>
<p>To use, bind to a key (the example config uses Alt-R) and activate in the 'q' mode,
either immediately or after opening the assign owner page.</p>
<img alt="images/room-list.png" src="images/room-list.png" />
<p>The script lists other rooms owned by the same owner, or by the unit selected in the assign
list, and allows unassigning them.</p>
</div>
<div class="section" id="gui-choose-weapons">
<h2><a class="toc-backref" href="#id138">gui/choose-weapons</a></h2>
<p>Bind to a key, and activate in the Equip-&gt;View/Customize page of the military screen.</p>
<p>Bind to a key (the example config uses Ctrl-W), and activate in the Equip-&gt;View/Customize
page of the military screen.</p>
<p>Depending on the cursor location, it rewrites all 'individual choice weapon' entries
in the selected squad or position to use a specific weapon type matching the assigned
unit's top skill. If the cursor is in the rightmost list over a weapon entry, it rewrites
@ -2882,14 +2897,16 @@ and may lead to inappropriate weapons being selected.</p>
</div>
<div class="section" id="gui-guide-path">
<h2><a class="toc-backref" href="#id139">gui/guide-path</a></h2>
<p>Bind to a key, and activate in the Hauling menu with the cursor over a Guide order.</p>
<p>Bind to a key (the example config uses Alt-P), and activate in the Hauling menu with
the cursor over a Guide order.</p>
<img alt="images/guide-path.png" src="images/guide-path.png" />
<p>The script displays the cached path that will be used by the order; the game
computes it when the order is executed for the first time.</p>
</div>
<div class="section" id="gui-workshop-job">
<h2><a class="toc-backref" href="#id140">gui/workshop-job</a></h2>
<p>Bind to a key, and activate with a job selected in a workshop in the 'q' mode.</p>
<p>Bind to a key (the example config uses Alt-A), and activate with a job selected in
a workshop in the 'q' mode.</p>
<img alt="images/workshop-job.png" src="images/workshop-job.png" />
<p>The script shows a list of the input reagents of the selected job, and allows changing
them like the <tt class="docutils literal">job <span class="pre">item-type</span></tt> and <tt class="docutils literal">job <span class="pre">item-material</span></tt> commands.</p>
@ -2924,7 +2941,8 @@ you have to unset the material first.</p>
</div>
<div class="section" id="gui-workflow">
<h2><a class="toc-backref" href="#id141">gui/workflow</a></h2>
<p>Bind to a key, and activate with a job selected in a workshop in the 'q' mode.</p>
<p>Bind to a key (the example config uses Alt-W), and activate with a job selected
in a workshop in the 'q' mode.</p>
<img alt="images/workflow.png" src="images/workflow.png" />
<p>This script provides a simple interface to constraints managed by the workflow
plugin. When active, it displays a list of all constraints applicable to the
@ -2953,7 +2971,8 @@ suit your need, and set the item count range.</p>
</div>
<div class="section" id="gui-assign-rack">
<h2><a class="toc-backref" href="#id142">gui/assign-rack</a></h2>
<p>Bind to a key, and activate when viewing a weapon rack in the 'q' mode.</p>
<p>Bind to a key (the example config uses P), and activate when viewing a weapon
rack in the 'q' mode.</p>
<img alt="images/assign-rack.png" src="images/assign-rack.png" />
<p>This script is part of a group of related fixes to make the armory storage
work again. The existing issues are:</p>
@ -3002,7 +3021,8 @@ e.g. like making siegers bring their own, are something only Toady can do.</p>
<div class="section" id="configuration-ui">
<h3><a class="toc-backref" href="#id146">Configuration UI</a></h3>
<p>The configuration front-end to the plugin is implemented by the gui/siege-engine
script. Bind it to a key and activate after selecting a siege engine in 'q' mode.</p>
script. Bind it to a key (the example config uses Alt-A) and activate after selecting
a siege engine in 'q' mode.</p>
<img alt="images/siege-engine.png" src="images/siege-engine.png" />
<p>The main mode displays the current target, selected ammo item type, linked stockpiles and
the allowed operator skill range. The map tile color is changed to signify if it can be
@ -3026,7 +3046,8 @@ menu.</p>
<p>The power-meter plugin implements a modified pressure plate that detects power being
supplied to gear boxes built in the four adjacent N/S/W/E tiles.</p>
<p>The configuration front-end is implemented by the gui/power-meter script. Bind it to a
key and activate after selecting Pressure Plate in the build menu.</p>
key (the example config uses Ctrl-Shift-M) and activate after selecting Pressure Plate
in the build menu.</p>
<img alt="images/power-meter.png" src="images/power-meter.png" />
<p>The script follows the general look and feel of the regular pressure plate build
configuration page, but configures parameters relevant to the modded power meter building.</p>

@ -1077,6 +1077,9 @@ Subcommands that persist until disabled or DF quit:
:patrol-duty: Makes Train orders not count as patrol duty to stop unhappy thoughts.
Does NOT fix the problem when soldiers go off-duty (i.e. civilian).
:readable-build-plate: Fixes rendering of creature weight limits in pressure plate build menu.
.. image:: images/tweak-plate.png
:stable-temp: Fixes performance bug 6012 by squashing jitter in temperature updates.
In very item-heavy forts with big stockpiles this can improve FPS by 50-100%
:fast-heat: Further improves temperature update performance by ensuring that 1 degree
@ -1095,9 +1098,16 @@ Subcommands that persist until disabled or DF quit:
:military-stable-assign: Preserve list order and cursor position when assigning to squad,
i.e. stop the rightmost list of the Positions page of the military
screen from constantly resetting to the top.
:military-color-assigned: Color squad candidates already assigned to other squads in brown/green
:military-color-assigned: Color squad candidates already assigned to other squads in yellow/green
to make them stand out more in the list.
.. image:: images/tweak-mil-color.png
:military-training: Speeds up melee squad training by removing an almost certainly
unintended inverse dependency of training speed on unit count
(i.e. the more units you have, the slower it becomes), and making
the units spar more.
fix-armory
----------
@ -2039,7 +2049,7 @@ key while search is active clears the search instead of executing the trade.
gui/liquids
===========
To use, bind to a key and activate in the 'k' mode.
To use, bind to a key (the example config uses Alt-L) and activate in the 'k' mode.
.. image:: images/liquids.png
@ -2050,7 +2060,7 @@ to select the target area and apply changes.
gui/mechanisms
==============
To use, bind to a key and activate in the 'q' mode.
To use, bind to a key (the example config uses Ctrl-M) and activate in the 'q' mode.
.. image:: images/mechanisms.png
@ -2088,12 +2098,15 @@ via a simple dialog in the game ui.
The ``building`` or ``unit`` options are automatically assumed when in relevant ui state.
The example config binds building/unit rename to Ctrl-Shift-N, and
unit profession change to Ctrl-Shift-T.
gui/room-list
=============
To use, bind to a key and activate in the 'q' mode, either immediately or after opening
the assign owner page.
To use, bind to a key (the example config uses Alt-R) and activate in the 'q' mode,
either immediately or after opening the assign owner page.
.. image:: images/room-list.png
@ -2104,7 +2117,8 @@ list, and allows unassigning them.
gui/choose-weapons
==================
Bind to a key, and activate in the Equip->View/Customize page of the military screen.
Bind to a key (the example config uses Ctrl-W), and activate in the Equip->View/Customize
page of the military screen.
Depending on the cursor location, it rewrites all 'individual choice weapon' entries
in the selected squad or position to use a specific weapon type matching the assigned
@ -2118,7 +2132,8 @@ and may lead to inappropriate weapons being selected.
gui/guide-path
==============
Bind to a key, and activate in the Hauling menu with the cursor over a Guide order.
Bind to a key (the example config uses Alt-P), and activate in the Hauling menu with
the cursor over a Guide order.
.. image:: images/guide-path.png
@ -2129,7 +2144,8 @@ computes it when the order is executed for the first time.
gui/workshop-job
================
Bind to a key, and activate with a job selected in a workshop in the 'q' mode.
Bind to a key (the example config uses Alt-A), and activate with a job selected in
a workshop in the 'q' mode.
.. image:: images/workshop-job.png
@ -2176,7 +2192,8 @@ you have to unset the material first.
gui/workflow
============
Bind to a key, and activate with a job selected in a workshop in the 'q' mode.
Bind to a key (the example config uses Alt-W), and activate with a job selected
in a workshop in the 'q' mode.
.. image:: images/workflow.png
@ -2217,7 +2234,8 @@ If you don't need advanced settings, you can just press 'y' to confirm creation.
gui/assign-rack
===============
Bind to a key, and activate when viewing a weapon rack in the 'q' mode.
Bind to a key (the example config uses P), and activate when viewing a weapon
rack in the 'q' mode.
.. image:: images/assign-rack.png
@ -2278,7 +2296,8 @@ Configuration UI
----------------
The configuration front-end to the plugin is implemented by the gui/siege-engine
script. Bind it to a key and activate after selecting a siege engine in 'q' mode.
script. Bind it to a key (the example config uses Alt-A) and activate after selecting
a siege engine in 'q' mode.
.. image:: images/siege-engine.png
@ -2310,7 +2329,8 @@ The power-meter plugin implements a modified pressure plate that detects power b
supplied to gear boxes built in the four adjacent N/S/W/E tiles.
The configuration front-end is implemented by the gui/power-meter script. Bind it to a
key and activate after selecting Pressure Plate in the build menu.
key (the example config uses Ctrl-Shift-M) and activate after selecting Pressure Plate
in the build menu.
.. image:: images/power-meter.png

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