From d6f1bb93b5397338d9c6761ed9ce4d3a6d01e999 Mon Sep 17 00:00:00 2001
From: Alexander Gavrilov
Pressing ESC normally returns to the unit screen, but Shift-ESC would exit directly to the main dwarf mode screen.
+The search plugin adds search to the Stocks, Trading and Unit List screens.
+Searching works the same way as the search option in "Move to Depot" does. +You will see the Search option displayed on screen with a hotkey (usually 's'). +Pressing it lets you start typing a query and the relevant list will start +filtering automatically.
+Pressing ENTER, ESC or the arrow keys will return you to browsing the now +filtered list, which still functions as normal. You can clear the filter +by either going back into search mode and backspacing to delete it, or +pressing the "shifted" version of the search hotkey while browsing the +list (e.g. if the hotkey is 's', then hitting 'shift-s' will clear any +filter).
+Leaving any screen automatically clears the filter.
+In the Trade screen, the actual trade will always only act on items that +are actually visible in the list; the same effect applies to the Trade +Value numbers displayed by the screen. Because of this, pressing the 't' +key while search is active clears the search instead of executing the trade.
+To use, bind to a key and activate in the 'k' mode.
While active, use the suggested keys to switch the usual liquids parameters, and Enter to select the target area and apply changes.
To use, bind to a key and activate in the 'q' mode.
Lists mechanisms connected to the building, and their links. Navigating the list centers the view on the relevant linked buildings.
@@ -2707,7 +2727,7 @@ focus on the current one. Shift-Enter has an effect equivalent to pressing Enter re-entering the mechanisms ui.Backed by the rename plugin, this script allows entering the desired name via a simple dialog in the game ui.
The building or unit options are automatically assumed when in relevant ui state.
To use, bind to a key and activate in the 'q' mode, 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 list, and allows unassigning them.
Bind to a key, 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 @@ -2740,13 +2760,13 @@ only that entry, and does it even if it is not 'individual choice'.
and may lead to inappropriate weapons being selected.Bind to a key, and activate in the Hauling menu with the cursor over a Guide order.
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.
Bind to a key, and activate with a job selected in a workshop in the 'q' mode.
The script shows a list of the input reagents of the selected job, and allows changing them like the job item-type and job item-material commands.
@@ -2774,7 +2794,7 @@ and then try to change the input item type, now it won't let you select plan you have to unset the material first.Bind to a key, and activate with a job selected in a workshop in the 'q' mode.
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 @@ -2796,7 +2816,7 @@ as described in workflow documentation above. can be used for troubleshooting jobs that don't match the right constraints.
Bind to a key, and activate when viewing a weapon rack in the 'q' mode.
This script is part of a group of related fixes to make the armory storage work again. The existing issues are:
@@ -2816,7 +2836,7 @@ the intended user.These plugins, when activated via configuration UI or by detecting certain structures in RAWs, modify the game engine behavior concerning the target objects to add features not otherwise present.
@@ -2827,20 +2847,20 @@ technical challenge, and do not represent any long-term plans to produce more similar modifications of the game.The siege-engine plugin enables siege engines to be linked to stockpiles, and aimed at an arbitrary rectangular area across Z levels, instead of the original four directions. Also, catapults can be ordered to load arbitrary objects, not just stones.
Siege engines are a very interesting feature, but sadly almost useless in the current state because they haven't been updated since 2D and can only aim in four directions. This is an attempt to bring them more up to date until Toady has time to work on it. Actual improvements, e.g. like making siegers bring their own, are something only Toady can do.
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.
The main mode displays the current target, selected ammo item type, linked stockpiles and @@ -2861,7 +2881,7 @@ menu.
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.
The configuration front-end is implemented by the gui/power-meter script. Bind it to a @@ -2870,11 +2890,11 @@ key and activate after selecting Pressure Plate in the build menu.
configuration page, but configures parameters relevant to the modded power meter building.The steam-engine plugin detects custom workshops with STEAM_ENGINE in their token, and turns them into real steam engines.
The vanilla game contains only water wheels and windmills as sources of power, but windmills give relatively little power, and water wheels require flowing water, which must either be a real river and thus immovable and @@ -2885,7 +2905,7 @@ it can be done just by combining existing features of the game engine in a new way with some glue code and a bit of custom logic.
The workshop needs water as its input, which it takes via a passable floor tile below it, like usual magma workshops do. The magma version also needs magma.
@@ -2909,7 +2929,7 @@ short axles that can be built later than both of the engines.In order to operate the engine, queue the Stoke Boiler job (optionally on repeat). A furnace operator will come, possibly bringing a bar of fuel, and perform it. As a result, a "boiling water" item will appear @@ -2940,7 +2960,7 @@ decrease it by further 4%, and also decrease the whole steam use rate by 10%.
The engine must be constructed using barrel, pipe and piston from fire-safe, or in the magma version magma-safe metals.
During operation weak parts get gradually worn out, and @@ -2949,7 +2969,7 @@ toppled during operation by a building destroyer, or a tantruming dwarf.
It should be safe to load and view engine-using fortresses from a DF version without DFHack installed, except that in such case the engines won't work. However actually making modifications @@ -2960,7 +2980,7 @@ being generated.
This plugin makes reactions with names starting with SPATTER_ADD_ produce contaminants on the items instead of improvements. The produced contaminants are immune to being washed away by water or destroyed by diff --git a/Readme.rst b/Readme.rst index 0b2fbc378..d9021c7cb 100644 --- a/Readme.rst +++ b/Readme.rst @@ -1898,6 +1898,31 @@ Pressing ESC normally returns to the unit screen, but Shift-ESC would exit directly to the main dwarf mode screen. +Search +====== + +The search plugin adds search to the Stocks, Trading and Unit List screens. + +Searching works the same way as the search option in "Move to Depot" does. +You will see the Search option displayed on screen with a hotkey (usually 's'). +Pressing it lets you start typing a query and the relevant list will start +filtering automatically. + +Pressing ENTER, ESC or the arrow keys will return you to browsing the now +filtered list, which still functions as normal. You can clear the filter +by either going back into search mode and backspacing to delete it, or +pressing the "shifted" version of the search hotkey while browsing the +list (e.g. if the hotkey is 's', then hitting 'shift-s' will clear any +filter). + +Leaving any screen automatically clears the filter. + +In the Trade screen, the actual trade will always only act on items that +are actually visible in the list; the same effect applies to the Trade +Value numbers displayed by the screen. Because of this, pressing the 't' +key while search is active clears the search instead of executing the trade. + + gui/liquids ===========