Use command name only for internal hyperlinks

Because it's not actually that important to the user how a command is
implemented, and the docs should reflect that.  This also makes them
easier to write!
develop
PeridexisErrant 2015-10-19 14:16:19 +11:00
parent bd5eb82554
commit c5d6e693f8
7 changed files with 96 additions and 98 deletions

@ -8,11 +8,11 @@ and plugins implementing a wide variety of useful functions and tools.
For users, it provides a significant suite of bugfixes and interface For users, it provides a significant suite of bugfixes and interface
enhancements by default, and more can be enabled. There are also many tools enhancements by default, and more can be enabled. There are also many tools
(such as `plugins/workflow` or `plugins/autodump`) which can make life easier. (such as `workflow` or `autodump`) which can make life easier.
You can even add third-party scripts and plugins to do almost anything! You can even add third-party scripts and plugins to do almost anything!
For modders, DFHack makes many things possible. Custom reactions, new For modders, DFHack makes many things possible. Custom reactions, new
interactions, magic creature abilities, and more can be set through `scripts <scripts/modtools>` interactions, magic creature abilities, and more can be set through `modtools`
and custom raws. Non-standard DFHack scripts and inits can be stored in the and custom raws. Non-standard DFHack scripts and inits can be stored in the
raw directory, making raws or saves fully self-contained for distribution - raw directory, making raws or saves fully self-contained for distribution -
or for coexistence in a single DF install, even with incompatible components. or for coexistence in a single DF install, even with incompatible components.

@ -7,7 +7,7 @@ Patching the DF binary
Writing scripts and plugins for DFHack is not the only way to modify Dwarf Writing scripts and plugins for DFHack is not the only way to modify Dwarf
Fortress. Before DFHack, it was common for tools to manually patch the Fortress. Before DFHack, it was common for tools to manually patch the
binary to change behaviour, and DFHack still contains tools to do this via binary to change behaviour, and DFHack still contains tools to do this via
the `scripts/binpatch` command. the `binpatch` command.
.. warning:: .. warning::
@ -45,7 +45,7 @@ There are two methods to apply a patch.
Patching at runtime Patching at runtime
------------------- -------------------
The `scripts/binpatch` script checks, applies or removes binary patches The `binpatch` script checks, applies or removes binary patches
directly in memory at runtime:: directly in memory at runtime::
binpatch [check|apply|remove] <patchname> binpatch [check|apply|remove] <patchname>
@ -107,7 +107,7 @@ armor stands, and in containers.
.. note:: .. note::
In order to actually be used, weapon racks have to be patched and In order to actually be used, weapon racks have to be patched and
manually assigned to a squad. See `scripts/gui/assign-rack`. manually assigned to a squad. See `gui/assign-rack`.
Note that the buildings in the armory are used as follows: Note that the buildings in the armory are used as follows:
@ -171,7 +171,7 @@ work again. The existing issues are:
.. _`the bug report`: http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445 .. _`the bug report`: http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445
* Haulers still take equipment stored in the armory away to the stockpiles, * Haulers still take equipment stored in the armory away to the stockpiles,
unless `plugins/fix-armory` is used. unless `fix-armory` is used.
The script interface simply lets you designate one of the squads that The script interface simply lets you designate one of the squads that
are assigned to the barracks/armory containing the selected stand as are assigned to the barracks/armory containing the selected stand as

@ -158,12 +158,12 @@ describe the effect::
If it would be helpful to mention another DFHack command, don't just type the If it would be helpful to mention another DFHack command, don't just type the
name - add a hyperlink! Specify the link target in backticks, and it will be name - add a hyperlink! Specify the link target in backticks, and it will be
replaced with the corresponding title and linked: eg ```plugins/autolabor``` replaced with the corresponding title and linked: eg ```autolabor```
=> `plugins/autolabor`. Link targets should be the path to the file => `autolabor`. Link targets should be equivalent to the command
described (without file extension), and placed above the heading of that described (without file extension), and placed above the heading of that
section like this:: section like this::
.. _plugins/autolabor: .. _autolabor:
autolabor autolabor
========= =========

@ -112,7 +112,7 @@ However, bindings created this way are not automatically remembered between runs
of the game, so it becomes necessary to use the dfhack.init file to ensure that of the game, so it becomes necessary to use the dfhack.init file to ensure that
they are re-created every time it is loaded. they are re-created every time it is loaded.
Interactive commands like `plugins/liquids` cannot be used as hotkeys. Interactive commands like `liquids` cannot be used as hotkeys.
Many commands come from plugins, which are stored in ``hack/plugins/`` Many commands come from plugins, which are stored in ``hack/plugins/``
and must be compiled with the same version of DFHack. Others come and must be compiled with the same version of DFHack. Others come

@ -18,7 +18,7 @@ Informative Plugins
Visualizer and data export Visualizer and data export
========================== ==========================
.. _plugins/stonesense: .. _stonesense:
stonesense stonesense
---------- ----------
@ -61,7 +61,7 @@ Options (If only region and name are given, export all):
:place: Export stockpile commands to "<name>-place.csv" :place: Export stockpile commands to "<name>-place.csv"
:query: Export query commands to "<name>-query.csv" :query: Export query commands to "<name>-query.csv"
Goes very well with `plugins/fortplan`, for re-importing. Goes very well with `fortplan`, for re-importing.
Map inspection Map inspection
@ -120,7 +120,7 @@ probe
----- -----
Can be used to determine tile properties like temperature. Can be used to determine tile properties like temperature.
.. _plugins/prospect: .. _prospect:
prospect prospect
-------- --------
@ -148,7 +148,7 @@ Options:
:all: Also estimate vein mineral amounts. :all: Also estimate vein mineral amounts.
.. _plugins/reveal: .. _reveal:
reveal reveal
------ ------
@ -248,7 +248,7 @@ Usage:
:petcapRemover pregtime n: sets the pregnancy duration to n ticks. natural pregnancies are :petcapRemover pregtime n: sets the pregnancy duration to n ticks. natural pregnancies are
300000 ticks for the current race and 200000 for everyone else 300000 ticks for the current race and 200000 for everyone else
.. _plugins/tweak: .. _tweak:
tweak tweak
===== =====
@ -328,7 +328,7 @@ Subcommands that persist until disabled or DF quits:
:stable-cursor: Saves the exact cursor position between t/q/k/d/b/etc menus of fortress mode. :stable-cursor: Saves the exact cursor position between t/q/k/d/b/etc menus of fortress mode.
:tradereq-pet-gender: Displays pet genders on the trade request screen :tradereq-pet-gender: Displays pet genders on the trade request screen
.. _plugins/fix-armory: .. _fix-armory:
fix-armory fix-armory
========== ==========
@ -501,7 +501,7 @@ furniture placement. You can then place furniture and other buildings before
the required materials are available, and the job will be unsuspended when the required materials are available, and the job will be unsuspended when
the item is created. the item is created.
Very useful when combined with `plugins/workflow` - you can set a constraint Very useful when combined with `workflow` - you can set a constraint
to always have one or two doors/beds/tables/chairs/etc available, and place to always have one or two doors/beds/tables/chairs/etc available, and place
as many as you like. The plugins then take over and fulfill the orders, as many as you like. The plugins then take over and fulfill the orders,
with minimal space dedicated to stockpiles. with minimal space dedicated to stockpiles.
@ -542,7 +542,7 @@ Usage::
mousequery [plugin] [rbutton] [track] [edge] [live] [enable|disable] mousequery [plugin] [rbutton] [track] [edge] [live] [enable|disable]
.. _plugins/resume: .. _resume:
resume resume
------ ------
@ -566,12 +566,12 @@ Toggle between displaying/not displaying liquid depth as numbers.
stockpile management stockpile management
-------------------- --------------------
.. _plugins/stocksettings: .. _stocksettings:
import/export import/export
~~~~~~~~~~~~~ ~~~~~~~~~~~~~
The following commands allow you to save and load stockpile settings. The following commands allow you to save and load stockpile settings.
See `scripts/gui/stockpiles` for an in-game interface. See `gui/stockpiles` for an in-game interface.
:copystock: Copies the parameters of the currently highlighted stockpile to the custom :copystock: Copies the parameters of the currently highlighted stockpile to the custom
stockpile settings and switches to custom stockpile placement mode, effectively stockpile settings and switches to custom stockpile placement mode, effectively
@ -609,11 +609,11 @@ designated to be taken to the Trade Depot whenever merchants are on the map.
When autodump is enabled for a stockpile, any items placed in this stockpile will When autodump is enabled for a stockpile, any items placed in this stockpile will
automatically be designated to be dumped. automatically be designated to be dumped.
.. _plugins/rename: .. _rename:
rename rename
------ ------
Allows renaming various things. Use `scripts/gui/rename` for an in-game interface. Allows renaming various things. Use `gui/rename` for an in-game interface.
Options: Options:
@ -893,7 +893,7 @@ all valid plant IDs will be listed.
Job and Fortress management Job and Fortress management
=========================== ===========================
.. _plugins/autolabor: .. _autolabor:
autolabor autolabor
========= =========
@ -951,7 +951,7 @@ Advanced usage:
:autolabor list: List current status of all labors. :autolabor list: List current status of all labors.
:autolabor status: Show basic status information. :autolabor status: Show basic status information.
See `scripts/autolabor-artisans` for a differently-tunde setup. See `autolabor-artisans` for a differently-tunde setup.
Examples: Examples:
@ -989,7 +989,7 @@ ALCHEMIST labor but can be changed by the user.
Job management Job management
============== ==============
.. _plugins/job: .. _job:
job job
--- ---
@ -1060,13 +1060,13 @@ number of identical orders already in the queue.
In fast mode, new work orders will be enqueued once per day, instead of In fast mode, new work orders will be enqueued once per day, instead of
waiting for the bookkeeper. waiting for the bookkeeper.
.. _plugins/workflow: .. _workflow:
workflow workflow
-------- --------
Manage control of repeat jobs. Manage control of repeat jobs.
Check out `scripts/gui/workflow` for a simple front-end integrated Check out `gui/workflow` for a simple front-end integrated
in the game UI. in the game UI.
Usage: Usage:
@ -1183,7 +1183,7 @@ Maintain 10-100 locally-made crafts of exceptional quality::
Cleanup and garbage disposal Cleanup and garbage disposal
============================ ============================
.. _plugins/clean: .. _clean:
clean clean
----- -----
@ -1207,7 +1207,7 @@ spotclean
Works like ``clean map snow mud``, but only for the tile under the cursor. Ideal Works like ``clean map snow mud``, but only for the tile under the cursor. Ideal
if you want to keep that bloody entrance ``clean map`` would clean up. if you want to keep that bloody entrance ``clean map`` would clean up.
.. _plugins/autodump: .. _autodump:
autodump autodump
-------- --------
@ -1360,7 +1360,7 @@ Examples:
``seedwatch all 30`` ``seedwatch all 30``
adds all plants from the abbreviation list to the watch list, the limit being 30. adds all plants from the abbreviation list to the watch list, the limit being 30.
.. _plugins/zone: .. _zone:
zone zone
---- ----
@ -1509,7 +1509,7 @@ Options:
:sleep: Must be followed by number X. Changes the timer to sleep X :sleep: Must be followed by number X. Changes the timer to sleep X
frames between runs. frames between runs.
.. _plugins/autobutcher: .. _autobutcher:
autobutcher autobutcher
----------- -----------
@ -1518,8 +1518,8 @@ you add the target race(s) to a watch list. Only tame units will be processed.
Units will be ignored if they are: Units will be ignored if they are:
* Nicknamed (for custom protection; you can use the `plugins/rename` ``unit`` tool * Nicknamed (for custom protection; you can use the `rename` ``unit`` tool
individually, or `plugins/zone` ``nick`` for groups) individually, or `zone` ``nick`` for groups)
* Caged, if and only if the cage is defined as a room (to protect zoos) * Caged, if and only if the cage is defined as a room (to protect zoos)
* Trained for war or hunting * Trained for war or hunting
@ -1528,7 +1528,7 @@ opposite sex or have been gelded) will be butchered before those who will.
Older adults and younger children will be butchered first if the population Older adults and younger children will be butchered first if the population
is above the target (default 1 male, 5 female kids and adults). Note that is above the target (default 1 male, 5 female kids and adults). Note that
you may need to set a target above 1 to have a reliable breeding population you may need to set a target above 1 to have a reliable breeding population
due to asexuality etc. See `scripts/fix-ster` if this is a problem. due to asexuality etc. See `fix-ster` if this is a problem.
Options: Options:
@ -1675,7 +1675,7 @@ the command for the second time should produce no change. It is best to
run it just once immediately after embark. run it just once immediately after embark.
This command is intended as only a cosmetic change, so it takes This command is intended as only a cosmetic change, so it takes
care to exactly preserve the mineral counts reported by `plugins/prospect` ``all``. care to exactly preserve the mineral counts reported by `prospect` ``all``.
The amounts of different layer stones may slightly change in some cases The amounts of different layer stones may slightly change in some cases
if vein mass shifts between Z layers. if vein mass shifts between Z layers.
@ -1692,7 +1692,7 @@ changes only the layer at the cursor position. Note that one layer can stretch
across lots of z levels. By default changes only the geology which is linked across lots of z levels. By default changes only the geology which is linked
to the biome under the cursor. That geology might be linked to other biomes to the biome under the cursor. That geology might be linked to other biomes
as well, though. Mineral veins and gem clusters will stay on the map. Use as well, though. Mineral veins and gem clusters will stay on the map. Use
`plugins/changevein` for them. `changevein` for them.
tl;dr: You will end up with changing quite big areas in one go, especially if tl;dr: You will end up with changing quite big areas in one go, especially if
you use it in lower z levels. Use with care. you use it in lower z levels. Use with care.
@ -1744,7 +1744,7 @@ Examples:
Try reverting the changes manually or even better use an older savegame. Try reverting the changes manually or even better use an older savegame.
You did save your game, right? You did save your game, right?
.. _plugins/changevein: .. _changevein:
changevein changevein
========== ==========
@ -1823,14 +1823,14 @@ Options:
:show X: Marks the selected map feature as discovered. :show X: Marks the selected map feature as discovered.
:hide X: Marks the selected map feature as undiscovered. :hide X: Marks the selected map feature as undiscovered.
.. _plugins/fortplan: .. _fortplan:
fortplan fortplan
======== ========
Usage: fortplan [filename] Usage: fortplan [filename]
Designates furniture for building according to a .csv file with Designates furniture for building according to a .csv file with
quickfort-style syntax. Companion to `scripts/digfort`. quickfort-style syntax. Companion to `digfort`.
The first line of the file must contain the following:: The first line of the file must contain the following::
@ -1842,7 +1842,7 @@ is an optional description of where that is. You may also leave a description
of the contents of the file itself following the closing parenthesis on the of the contents of the file itself following the closing parenthesis on the
same line. same line.
The syntax of the file itself is similar to `scripts/digfort` or The syntax of the file itself is similar to `digfort` or
`quickfort <http://www.bay12forums.com/smf/index.php?topic=35931>`_. At present, `quickfort <http://www.bay12forums.com/smf/index.php?topic=35931>`_. At present,
only buildings constructed of an item with the same name as the building only buildings constructed of an item with the same name as the building
are supported. All other characters are ignored. For example:: are supported. All other characters are ignored. For example::
@ -1878,7 +1878,7 @@ Usage:
cause cave-ins. Saving and loading after creating new z-levels should cause cave-ins. Saving and loading after creating new z-levels should
fix the problem. fix the problem.
.. _plugins/liquids: .. _liquids:
liquids liquids
======= =======
@ -2138,7 +2138,7 @@ but do jobs at the same speed.
:fastdwarf 0 1: disables speedydwarf and enables teledwarf :fastdwarf 0 1: disables speedydwarf and enables teledwarf
:fastdwarf 1 1: enables both :fastdwarf 1 1: enables both
.. _plugins/forceequip: .. _forceequip:
forceequip forceequip
========== ==========
@ -2146,14 +2146,14 @@ Forceequip moves local items into a unit's inventory. It is typically used to
equip specific clothing/armor items onto a dwarf, but can also be used to put equip specific clothing/armor items onto a dwarf, but can also be used to put
armor onto a war animal or to add unusual items (such as crowns) to any unit. armor onto a war animal or to add unusual items (such as crowns) to any unit.
For more information run ``forceequip help``. See also `scripts/modtools/equip-item`. For more information run ``forceequip help``. See also `modtools/equip-item`.
lair lair
==== ====
This command allows you to mark the map as a monster lair, preventing item This command allows you to mark the map as a monster lair, preventing item
scatter on abandon. When invoked as ``lair reset``, it does the opposite. scatter on abandon. When invoked as ``lair reset``, it does the opposite.
Unlike `plugins/reveal`, this command doesn't save the information about tiles - you Unlike `reveal`, this command doesn't save the information about tiles - you
won't be able to restore state of real monster lairs using ``lair reset``. won't be able to restore state of real monster lairs using ``lair reset``.
Options: Options:
@ -2197,7 +2197,7 @@ Examples:
* You switch to the adventure game mode, assume control of a creature, then save or retire. * You switch to the adventure game mode, assume control of a creature, then save or retire.
* You just created a returnable mountain home and gained an adventurer. * You just created a returnable mountain home and gained an adventurer.
.. _plugins/strangemood: .. _strangemood:
strangemood strangemood
=========== ===========
@ -2227,7 +2227,7 @@ These plugins, when activated via configuration UI or by detecting certain
structures in RAWs, modify the game engine behavior concerning the target structures in RAWs, modify the game engine behavior concerning the target
objects to add features not otherwise present. objects to add features not otherwise present.
.. _plugins/siege-engine: .. _siege-engine:
Siege Engine Siege Engine
------------ ------------
@ -2243,7 +2243,7 @@ just stones.
Configuration UI Configuration UI
~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~
The configuration front-end to the plugin is implemented by `scripts/gui/siege-engine`. The configuration front-end to the plugin is implemented by `gui/siege-engine`.
Bind it to a key (the example config uses Alt-A) and activate after selecting Bind it to a key (the example config uses Alt-A) and activate after selecting
a siege engine in ``q`` mode. a siege engine in ``q`` mode.
@ -2269,14 +2269,14 @@ Exiting from the siege engine script via ESC reverts the view to the state prior
the script. Shift-ESC retains the current viewport, and also exits from the ``q`` mode to main the script. Shift-ESC retains the current viewport, and also exits from the ``q`` mode to main
menu. menu.
.. _plugins/power-meter: .. _power-meter:
Power Meter Power Meter
----------- -----------
The power-meter plugin implements a modified pressure plate that detects power being 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. supplied to gear boxes built in the four adjacent N/S/W/E tiles.
The configuration front-end is implemented by `scripts/gui/power-meter`. Bind it to a The configuration front-end is implemented by `gui/power-meter`. Bind it to a
key (the example config uses Ctrl-Shift-M) and activate after selecting Pressure Plate key (the example config uses Ctrl-Shift-M) and activate after selecting Pressure Plate
in the build menu. in the build menu.
@ -2384,11 +2384,11 @@ add-spatter
This plugin makes reactions with names starting with ``SPATTER_ADD_`` This plugin makes reactions with names starting with ``SPATTER_ADD_``
produce contaminants on the items instead of improvements. The produced produce contaminants on the items instead of improvements. The produced
contaminants are immune to being washed away by water or destroyed by contaminants are immune to being washed away by water or destroyed by
the `plugins/clean` ``items`` command. the `clean` ``items`` command.
The plugin is intended to give some use to all those poisons that can The plugin is intended to give some use to all those poisons that can
be bought from caravans. :) be bought from caravans. :)
To be really useful this needs patches from bug 808, `plugins/tweak` To be really useful this needs patches from bug 808, `tweak`
``fix-dimensions`` and `plugins/tweak` ``advmode-contained``. ``fix-dimensions`` and `tweak` ``advmode-contained``.

@ -113,7 +113,7 @@ fix/stable-temp
=============== ===============
Instantly sets the temperature of all free-lying items to be in equilibrium with Instantly sets the temperature of all free-lying items to be in equilibrium with
the environment and stops temperature updates. In order to maintain this efficient the environment and stops temperature updates. In order to maintain this efficient
state however, use `plugins/tweak` ``stable-temp`` and `plugins/tweak` ``fast-heat``. state however, use `tweak` ``stable-temp`` and `tweak` ``fast-heat``.
fix/stuckdoors fix/stuckdoors
============== ==============
@ -162,7 +162,7 @@ gui/advfort_items
================= =================
Does something with items in adventure mode jobs. Does something with items in adventure mode jobs.
.. _scripts/gui/assign-rack: .. _gui/assign-rack:
gui/assign-rack gui/assign-rack
=============== ===============
@ -171,7 +171,7 @@ been available since DF 0.34.11
gui/autobutcher gui/autobutcher
=============== ===============
An in-game interface for `plugins/autobutcher`. An in-game interface for `autobutcher`.
gui/choose-weapons gui/choose-weapons
================== ==================
@ -210,7 +210,7 @@ case. Must be in look or talk mode to issue command on tile.
* follow - rejoin the party after "wait" * follow - rejoin the party after "wait"
* leave - remove from party (can be rejoined by talking) * leave - remove from party (can be rejoined by talking)
.. _scripts/gui/create-item: .. _gui/create-item:
gui/create-item gui/create-item
=============== ===============
@ -255,7 +255,7 @@ computes it when the order is executed for the first time.
gui/hack-wish gui/hack-wish
============= =============
An alias for `scripts/gui/create-item`. Deprecated. An alias for `gui/create-item`. Deprecated.
gui/hello-world gui/hello-world
=============== ===============
@ -267,7 +267,7 @@ To use, bind to a key (the example config uses Alt-L) and activate in the 'k' mo
.. image:: images/liquids.png .. image:: images/liquids.png
This script is a gui front-end to `plugins/liquids` and works similarly, This script is a gui front-end to `liquids` and works similarly,
allowing you to add or remove water & magma, and create obsidian walls & floors. allowing you to add or remove water & magma, and create obsidian walls & floors.
.. warning:: .. warning::
@ -318,17 +318,17 @@ gui/no-dfhack-init
================== ==================
Shows a warning at startup if no valid ``dfhack.init`` file is found. Shows a warning at startup if no valid ``dfhack.init`` file is found.
.. _scripts/gui/power-meter: .. _gui/power-meter:
gui/power-meter gui/power-meter
=============== ===============
An in-game interface for `plugins/power-meter`. An in-game interface for `power-meter`.
.. _scripts/gui/rename: .. _gui/rename:
gui/rename gui/rename
========== ==========
Backed by `plugins/rename`, this script allows entering the desired name Backed by `rename`, this script allows entering the desired name
via a simple dialog in the game ui. via a simple dialog in the game ui.
* ``gui/rename [building]`` in 'q' mode changes the name of a building. * ``gui/rename [building]`` in 'q' mode changes the name of a building.
@ -364,17 +364,17 @@ either immediately or after opening the assign owner page.
The script lists other rooms owned by the same owner, or by the unit selected in the assign The script lists other rooms owned by the same owner, or by the unit selected in the assign
list, and allows unassigning them. list, and allows unassigning them.
.. _scripts/gui/siege-engine: .. _gui/siege-engine:
gui/siege-engine gui/siege-engine
================ ================
An in-game interface for `plugins/siege-engine`. An in-game interface for `siege-engine`.
.. _scripts/gui/stockpiles: .. _gui/stockpiles:
gui/stockpiles gui/stockpiles
============== ==============
An in-game interface for `plugins/stocksettings`, to An in-game interface for `stocksettings`, to
load and save stockpile settings from the 'q' menu. load and save stockpile settings from the 'q' menu.
Usage: Usage:
@ -392,7 +392,7 @@ gui/unit-info-viewer
Displays age, birth, maxage, shearing, milking, grazing, egg laying, body size, Displays age, birth, maxage, shearing, milking, grazing, egg laying, body size,
and death info about a unit. Recommended keybinding Alt-I. and death info about a unit. Recommended keybinding Alt-I.
.. _scripts/gui/workflow: .. _gui/workflow:
gui/workflow gui/workflow
============ ============
@ -401,7 +401,7 @@ in a workshop in the 'q' mode.
.. image:: images/workflow.png .. image:: images/workflow.png
This script provides a simple interface to constraints managed by `plugins/workflow`. This script provides a simple interface to constraints managed by `workflow`.
When active, it displays a list of all constraints applicable to the When active, it displays a list of all constraints applicable to the
current job, and their current status. current job, and their current status.
@ -419,8 +419,8 @@ items and expanding the range each gives a 2x bonus).
Pressing 'A' produces a list of possible outputs of this job as guessed by Pressing 'A' produces a list of possible outputs of this job as guessed by
workflow, and lets you create a new constraint by choosing one as template. If you workflow, and lets you create a new constraint by choosing one as template. If you
don't see the choice you want in the list, it likely means you have to adjust don't see the choice you want in the list, it likely means you have to adjust
the job material first using `plugins/job` ``item-material`` or `scripts/gui/workshop-job`, the job material first using `job` ``item-material`` or `gui/workshop-job`,
as described in `plugins/workflow` documentation. In this manner, this feature as described in `workflow` documentation. In this manner, this feature
can be used for troubleshooting jobs that don't match the right constraints. can be used for troubleshooting jobs that don't match the right constraints.
.. image:: images/workflow-new1.png .. image:: images/workflow-new1.png
@ -455,7 +455,7 @@ of stock history for the selected item, with the rightmost point representing
the current stock value. The bright green dashed line is the target the current stock value. The bright green dashed line is the target
limit (maximum) and the dark green line is that minus the gap (minimum). limit (maximum) and the dark green line is that minus the gap (minimum).
.. _scripts/gui/workshop-job: .. _gui/workshop-job:
gui/workshop-job gui/workshop-job
================ ================
@ -465,7 +465,7 @@ a workshop in the 'q' mode.
.. image:: images/workshop-job.png .. image:: images/workshop-job.png
The script shows a list of the input reagents of the selected job, and allows changing The script shows a list of the input reagents of the selected job, and allows changing
them like the `plugins/job` ``item-type`` and `plugins/job` ``item-material`` commands. them like the `job` ``item-type`` and `job` ``item-material`` commands.
Specifically, pressing the 'i' key pops up a dialog that lets you select an item Specifically, pressing the 'i' key pops up a dialog that lets you select an item
type from a list. type from a list.
@ -503,7 +503,7 @@ material is matched against the barrel itself. Then, if you select, say, iron,
and then try to change the input item type, now it won't let you select *plant*; and then try to change the input item type, now it won't let you select *plant*;
you have to unset the material first. you have to unset the material first.
.. _scripts/modtools: .. _modtools:
======================== ========================
modtools/* - for modders modtools/* - for modders
@ -544,14 +544,14 @@ modtools/create-unit
==================== ====================
Creates a unit. Creates a unit.
.. _scripts/modtools/equip-item: .. _modtools/equip-item:
modtools/equip-item modtools/equip-item
=================== ===================
Force a unit to equip an item; useful in conjunction with the ``create`` Force a unit to equip an item; useful in conjunction with the ``create``
scripts above. scripts above.
See also `plugins/forceequip`. See also `forceequip`.
modtools/force modtools/force
============== ==============
@ -631,8 +631,6 @@ Other Scripts
============= =============
These scripts are not stored in any subdirectory, and can be invoked directly. These scripts are not stored in any subdirectory, and can be invoked directly.
.. include:: ../scripts/include-all.rst
add-thought add-thought
=========== ===========
Adds a thought or emotion to the selected unit. Can be used by other scripts, Adds a thought or emotion to the selected unit. Can be used by other scripts,
@ -646,8 +644,8 @@ between 0 and 800,000 inclusive.
armoks-blessing armoks-blessing
=============== ===============
Runs the equivalent of `scripts/rejuvenate`, `scripts/elevate-physical`, Runs the equivalent of `rejuvenate`, `elevate-physical`,
`scripts/elevate-mental`, and `scripts/brainwash` `elevate-mental`, and `brainwash`
on all dwarves currently on the map. This is an extreme change, which sets every on all dwarves currently on the map. This is an extreme change, which sets every
stat to an ideal - legendary skills, great traits, and easy-to-satisfy preferences. stat to an ideal - legendary skills, great traits, and easy-to-satisfy preferences.
Use in moderation; it's as 'cheaty' as DFHack gets. Use in moderation; it's as 'cheaty' as DFHack gets.
@ -664,18 +662,18 @@ Usage::
autofarm default 30 autofarm default 30
autofarm threshold 150 helmet_plump tail_pig autofarm threshold 150 helmet_plump tail_pig
.. _scripts/autolabor-artisans: .. _autolabor-artisans:
autolabor-artisans autolabor-artisans
================== ==================
Runs `plugins/autolabor`, with settings tuned for small but highly skilled workforces. Runs `autolabor`, with settings tuned for small but highly skilled workforces.
.. _scripts/autounsuspend: .. _autounsuspend:
autounsuspend autounsuspend
============= =============
Automatically unsuspend jobs in workshops, on a recurring basis. Automatically unsuspend jobs in workshops, on a recurring basis.
See `scripts/unsuspend` for one-off use, or `plugins/resume` ``all``. See `unsuspend` for one-off use, or `resume` ``all``.
ban-cooking ban-cooking
=========== ===========
@ -683,13 +681,13 @@ A more convenient way to ban cooking various categories of foods than the
kitchen interface. Usage: ``ban-cooking <type>``. Valid types are ``booze``, kitchen interface. Usage: ``ban-cooking <type>``. Valid types are ``booze``,
``honey``, ``tallow``, ``oil``, and ``seeds`` (non-tree plants with seeds). ``honey``, ``tallow``, ``oil``, and ``seeds`` (non-tree plants with seeds).
.. _scripts/binpatch: .. _binpatch:
binpatch binpatch
======== ========
Implements functions for in-memory binpatches. See `binpatches`. Implements functions for in-memory binpatches. See `binpatches`.
.. _scripts/brainwash: .. _brainwash:
brainwash brainwash
========= =========
@ -747,7 +745,7 @@ dfusion
======= =======
Interface to a lecacy script system. Interface to a lecacy script system.
.. _scripts/digfort: .. _digfort:
digfort digfort
======= =======
@ -779,7 +777,7 @@ drain-aquifer
============= =============
Remove all 'aquifer' tag from the map blocks. Irreversible. Remove all 'aquifer' tag from the map blocks. Irreversible.
.. _scripts/elevate-mental: .. _elevate-mental:
elevate-mental elevate-mental
============== ==============
@ -787,7 +785,7 @@ Set all mental attributes of a dwarf to 2600, which is very high.
Other numbers can be passed as an argument: ``elevate-mental 100`` Other numbers can be passed as an argument: ``elevate-mental 100``
for example would make the dwarf very stupid indeed. for example would make the dwarf very stupid indeed.
.. _scripts/elevate-physical: .. _elevate-physical:
elevate-physical elevate-physical
================ ================
@ -853,7 +851,7 @@ fixnaked
======== ========
Removes all unhappy thoughts due to lack of clothing. Removes all unhappy thoughts due to lack of clothing.
.. _scripts/fix-ster: .. _fix-ster:
fix-ster fix-ster
======== ========
@ -916,7 +914,7 @@ Lists the key, name, and jump position of your hotkeys in the DFHack console.
item-descriptions item-descriptions
================= =================
Exports a table with custom description text for every item in the game. Exports a table with custom description text for every item in the game.
Used by `scripts/view-item-info`. Used by `view-item-info`.
lever lever
===== =====
@ -1063,7 +1061,7 @@ Usage:
:region-pops incr-all <pattern> <factor>: :region-pops incr-all <pattern> <factor>:
Same as above, but match using a pattern acceptable to list. Same as above, but match using a pattern acceptable to list.
.. _scripts/rejuvenate: .. _rejuvenate:
rejuvenate rejuvenate
========== ==========
@ -1080,7 +1078,7 @@ remove-wear
=========== ===========
Sets the wear on all items in your fort to zero. Sets the wear on all items in your fort to zero.
.. _scripts/repeat: .. _repeat:
repeat repeat
====== ======
@ -1183,7 +1181,7 @@ The number must be 7 or greater.
stripcaged stripcaged
========== ==========
For dumping items inside cages. Will mark selected items for dumping, then For dumping items inside cages. Will mark selected items for dumping, then
a dwarf may come and actually dump it. See also `plugins/autodump`. a dwarf may come and actually dump it. See also `autodump`.
With the ``items`` argument, only dumps items laying in the cage, excluding With the ``items`` argument, only dumps items laying in the cage, excluding
stuff worn by caged creatures. ``weapons`` will dump worn weapons, ``armor`` stuff worn by caged creatures. ``weapons`` will dump worn weapons, ``armor``
@ -1226,14 +1224,14 @@ undump-buildings
================ ================
Undesignates building base materials for dumping. Undesignates building base materials for dumping.
.. _scripts/unsuspend: .. _unsuspend:
unsuspend unsuspend
========= =========
Unsuspend jobs in workshops, on a one-off basis. See `scripts/autounsuspend` Unsuspend jobs in workshops, on a one-off basis. See `autounsuspend`
for regular use. for regular use.
.. _scripts/view-item-info: .. _view-item-info:
view-item-info view-item-info
============== ==============
@ -1250,6 +1248,6 @@ warn-starving
============= =============
If any (live) units are starving, very thirsty, or very drowsy, the game will If any (live) units are starving, very thirsty, or very drowsy, the game will
be paused and a warning shown and logged to the console. Use with the be paused and a warning shown and logged to the console. Use with the
`scripts/repeat` command for regular checks. `repeat` command for regular checks.
Use ``warn-starving all`` to display a list of all problematic units. Use ``warn-starving all`` to display a list of all problematic units.

@ -4,7 +4,7 @@
--[[ --[[
BEGIN_DOCS BEGIN_DOCS
.. _scripts/add-thought .. _add-thought:
add-thought add-thought
=========== ===========