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@ -199,7 +199,8 @@ Examples:
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changevein
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==========
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Changes material of the vein under cursor to the specified inorganic RAW
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material.
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material. Only affects tiles within the current 16x16 block - for veins and
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large clusters, you will need to use this command multiple times.
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Example:
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--------
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@ -512,12 +513,6 @@ Removes invalid references to mineral inclusions and restores missing ones.
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Use this if you broke your embark with tools like tiletypes, or if you
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accidentally placed a construction on top of a valuable mineral floor.
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fixwagons
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=========
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Due to a bug in all releases of version 0.31, merchants no longer bring wagons
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with their caravans. This command re-enables them for all appropriate
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civilizations.
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flows
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=====
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A tool for checking how many tiles contain flowing liquids. If you suspect that
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@ -707,6 +702,8 @@ Options
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interface.
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:rename unit-profession "custom profession": Change proffession name of the
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highlighted unit/creature.
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:rename building "name": Set a custom name for the selected building.
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The building must be one of stockpile, workshop, furnace, trap or siege engine.
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reveal
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======
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@ -907,6 +904,23 @@ Options
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and are not flagged as tame), but you are allowed to mark them
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for slaughter. Grabbing wagons results in some funny spam, then
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they are scuttled.
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:stable-cursor: Saves the exact cursor position between t/q/k/d/etc menus of dwarfmode.
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:patrol-duty: Makes Train orders not count as patrol duty to stop unhappy thoughts.
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Does NOT fix the problem when soldiers go off-duty (i.e. civilian).
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:readable-build-plate: Fixes rendering of creature weight limits in pressure plate build menu.
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:stable-temp: Fixes performance bug 6012 by squashing jitter in temperature updates.
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In very item-heavy forts with big stockpiles this can improve FPS by 50-100%
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:fast-heat: Further improves temperature update performance by ensuring that 1 degree
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of item temperature is crossed in no more than specified number of frames
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when updating from the environment temperature. This reduces the time it
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takes for stable-temp to stop updates again when equilibrium is disturbed.
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:fix-dimensions: Fixes subtracting small amount of thread/cloth/liquid from a stack
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by splitting the stack and subtracting from the remaining single item.
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This is a necessary addition to the binary patch in bug 808.
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:advmode-contained: Works around bug 6202, i.e. custom reactions with container inputs
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in advmode. The issue is that the screen tries to force you to select
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the contents separately from the container. This forcefully skips child
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reagents.
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tubefill
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========
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@ -1414,16 +1428,16 @@ using this mode for birds is not recommanded.)
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Will target any unit on a revealed tile of the map, including ambushers.
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Ex:
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::
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Ex::
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slayrace gob
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To kill a single creature, select the unit with the 'v' cursor and:
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::
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To kill a single creature, select the unit with the 'v' cursor and::
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slayrace him
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To purify all elves on the map with fire (may have side-effects):
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::
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To purify all elves on the map with fire (may have side-effects)::
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slayrace elve magma
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@ -1435,8 +1449,8 @@ This script registers a map tile as a magma source, and every 12 game ticks
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that tile receives 1 new unit of flowing magma.
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Place the game cursor where you want to create the source (must be a
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flow-passable tile, and not too high in the sky) and call
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::
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flow-passable tile, and not too high in the sky) and call::
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magmasource here
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To add more than 1 unit everytime, call the command again.
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@ -1446,3 +1460,253 @@ To remove all placed sources, call ``magmasource stop``.
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With no argument, this command shows an help message and list existing sources.
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=======================
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In-game interface tools
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=======================
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These tools work by displaying dialogs or overlays in the game window, and
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are mostly implemented by lua scripts.
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Dwarf Manipulator
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=================
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Implemented by the manipulator plugin. To activate, open the unit screen and
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press 'l'.
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This tool implements a Dwarf Therapist-like interface within the game UI. The
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far left column displays the unit's Happiness (color-coded based on its
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value), and the right half of the screen displays each dwarf's labor settings
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and skill levels (0-9 for Dabbling thru Professional, A-E for Great thru Grand
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Master, and U-Z for Legendary thru Legendary+5). Cells with red backgrounds
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denote skills not controlled by labors.
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Use the arrow keys or number pad to move the cursor around, holding Shift to
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move 10 tiles at a time.
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Press the Z-Up (<) and Z-Down (>) keys to move quickly between labor/skill
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categories.
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Press Enter to toggle the selected labor for the selected unit, or Shift+Enter
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to toggle all labors within the selected category.
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Press the ``+-`` keys to sort the unit list according to the currently selected
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skill/labor, and press the ``*/`` keys to sort the unit list by Name, Profession,
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or Happiness (using Tab to select which sort method to use here).
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With a unit selected, you can press the "v" key to view its properties (and
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possibly set a custom nickname or profession) or the "c" key to exit
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Manipulator and zoom to its position within your fortress.
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The following mouse shortcuts are also available:
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* Click on a column header to sort the unit list. Left-click to sort it in one
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direction (descending for happiness or labors/skills, ascending for name or
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profession) and right-click to sort it in the opposite direction.
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* Left-click on a labor cell to toggle that labor. Right-click to move the
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cursor onto that cell instead of toggling it.
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* Left-click on a unit's name or profession to view its properties.
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* Right-click on a unit's name or profession to zoom to it.
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Liquids
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=======
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Implemented by the gui/liquids script. To use, bind to a key and activate in the 'k' mode.
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While active, use the suggested keys to switch the usual liquids parameters, and Enter
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to select the target area and apply changes.
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Mechanisms
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==========
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Implemented by the gui/mechanims script. To use, bind to a key and activate in the 'q' mode.
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Lists mechanisms connected to the building, and their links. Navigating the list centers
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the view on the relevant linked buildings.
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To exit, press ESC or Enter; ESC recenters on the original building, while Enter leaves
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focus on the current one. Shift-Enter has an effect equivalent to pressing Enter, and then
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re-entering the mechanisms ui.
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Power Meter
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===========
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Front-end to the power-meter plugin implemented by the gui/power-meter script. Bind to a
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key and activate after selecting Pressure Plate in the build menu.
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The script follows the general look and feel of the regular pressure plate build
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configuration page, but configures parameters relevant to the modded power meter building.
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Rename
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======
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Backed by the rename plugin, the gui/rename script allows entering the desired name
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via a simple dialog in the game ui.
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* ``gui/rename [building]`` in 'q' mode changes the name of a building.
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The selected building must be one of stockpile, workshop, furnace, trap or siege engine.
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* ``gui/rename [unit]`` with a unit selected changes the nickname.
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* ``gui/rename unit-profession`` changes the selected unit's custom profession name.
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The ``building`` or ``unit`` are automatically assumed when in relevant ui state.
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Room List
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=========
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Implemented by the gui/room-list script. To use, bind to a key and activate in the 'q' mode,
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either immediately or after opening the assign owner page.
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The script lists other rooms owned by the same owner, or by the unit selected in the assign
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list, and allows unassigning them.
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Siege Engine
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============
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Front-end to the siege-engine plugin implemented by the gui/siege-engine script. Bind to a
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key and activate after selecting a siege engine in 'q' mode.
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The main mode displays the current target, selected ammo item type, linked stockpiles and
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the allowed operator skill range. The map tile color is changed to signify if it can be
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hit by the selected engine: green for fully reachable, blue for out of range, red for blocked,
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yellow for partially blocked.
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Pressing 'r' changes into the target selection mode, which works by highlighting two points
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with Enter like all designations. When a target area is set, the engine projectiles are
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aimed at that area, or units within it, instead of the vanilla four directions.
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After setting the target in this way for one engine, you can 'paste' the same area into others
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just by pressing 'p' in the main page of this script. The area to paste is kept until you quit
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DF, or select another area manually.
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Pressing 't' switches to a mode for selecting a stockpile to take ammo from.
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Exiting from the siege engine script via ESC reverts the view to the state prior to starting
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the script. Shift-ESC retains the current viewport, and also exits from the 'q' mode to main
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menu.
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**DISCLAIMER**: Siege engines are a very interesting feature, but currently nearly useless
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because they haven't been updated since 2D and can only aim in four directions. This is an
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attempt to bring them more up to date until Toady has time to work on it. Actual improvements,
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e.g. like making siegers bring their own, are something only Toady can do.
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=========
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RAW hacks
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=========
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These plugins detect certain structures in RAWs, and enhance them in various ways.
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Steam Engine
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============
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The steam-engine plugin detects custom workshops with STEAM_ENGINE in
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their token, and turns them into real steam engines.
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Rationale
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---------
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The vanilla game contains only water wheels and windmills as sources of
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power, but windmills give relatively little power, and water wheels require
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flowing water, which must either be a real river and thus immovable and
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limited in supply, or actually flowing and thus laggy.
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Steam engines are an alternative to water reactors that actually makes
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sense, and hopefully doesn't lag. Also, unlike e.g. animal treadmills,
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it can be done just by combining existing features of the game engine
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in a new way with some glue code and a bit of custom logic.
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Construction
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------------
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The workshop needs water as its input, which it takes via a
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passable floor tile below it, like usual magma workshops do.
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The magma version also needs magma.
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**ISSUE**: Since this building is a machine, and machine collapse
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code cannot be modified, it would collapse over true open space.
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As a loophole, down stair provides support to machines, while
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being passable, so use them.
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After constructing the building itself, machines can be connected
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to the edge tiles that look like gear boxes. Their exact position
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is extracted from the workshop raws.
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**ISSUE**: Like with collapse above, part of the code involved in
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machine connection cannot be modified. As a result, the workshop
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can only immediately connect to machine components built AFTER it.
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This also means that engines cannot be chained without intermediate
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short axles that can be built later.
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Operation
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---------
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In order to operate the engine, queue the Stoke Boiler job (optionally
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on repeat). A furnace operator will come, possibly bringing a bar of fuel,
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and perform it. As a result, a "boiling water" item will appear
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in the 't' view of the workshop.
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**NOTE**: The completion of the job will actually consume one unit
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of the appropriate liquids from below the workshop.
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Every such item gives 100 power, up to a limit of 300 for coal,
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and 500 for a magma engine. The building can host twice that
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amount of items to provide longer autonomous running. When the
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boiler gets filled to capacity, all queued jobs are suspended;
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once it drops back to 3+1 or 5+1 items, they are re-enabled.
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While the engine is providing power, steam is being consumed.
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The consumption speed includes a fixed 10% waste rate, and
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the remaining 90% are applied proportionally to the actual
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load in the machine. With the engine at nominal 300 power with
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150 load in the system, it will consume steam for actual
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300*(10% + 90%*150/300) = 165 power.
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Masterpiece mechanism and chain will decrease the mechanical
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power drawn by the engine itself from 10 to 5. Masterpiece
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barrel decreases waste rate by 4%. Masterpiece piston and pipe
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decrease it by further 4%, and also decrease the whole steam
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use rate by 10%.
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Explosions
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----------
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The engine must be constructed using barrel, pipe and piston
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from fire-safe, or in the magma version magma-safe metals.
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During operation weak parts get gradually worn out, and
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eventually the engine explodes. It should also explode if
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toppled during operation by a building destroyer, or a
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tantruming dwarf.
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Save files
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----------
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It should be safe to load and view engine-using fortresses
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from a DF version without DFHack installed, except that in such
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case the engines won't work. However actually making modifications
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to them, or machines they connect to (including by pulling levers),
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can easily result in inconsistent state once this plugin is
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available again. The effects may be as weird as negative power
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being generated.
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Add Spatter
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===========
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This plugin makes reactions with names starting with ``SPATTER_ADD_``
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produce contaminants on the items instead of improvements.
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Intended to give some use to all those poisons that can be bought from caravans.
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To be really useful this needs patches from bug 808, ``tweak fix-dimensions``
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and ``tweak advmode-contained``.
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