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				@ -508,33 +508,34 @@ access DF memory and allow for easier development of new tools.</p>
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				<li><a class="reference internal" href="#in-game-interface-tools" id="id131">In-game interface tools</a><ul>
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				<li><a class="reference internal" href="#dwarf-manipulator" id="id132">Dwarf Manipulator</a></li>
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				<li><a class="reference internal" href="#search" id="id133">Search</a></li>
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				<li><a class="reference internal" href="#gui-liquids" id="id134">gui/liquids</a></li>
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				<li><a class="reference internal" href="#gui-mechanisms" id="id135">gui/mechanisms</a></li>
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				<li><a class="reference internal" href="#gui-rename" id="id136">gui/rename</a></li>
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				<li><a class="reference internal" href="#gui-room-list" id="id137">gui/room-list</a></li>
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				<li><a class="reference internal" href="#gui-choose-weapons" id="id138">gui/choose-weapons</a></li>
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				<li><a class="reference internal" href="#gui-guide-path" id="id139">gui/guide-path</a></li>
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				<li><a class="reference internal" href="#gui-workshop-job" id="id140">gui/workshop-job</a></li>
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				<li><a class="reference internal" href="#gui-workflow" id="id141">gui/workflow</a></li>
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				<li><a class="reference internal" href="#gui-assign-rack" id="id142">gui/assign-rack</a></li>
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				<li><a class="reference internal" href="#automaterial" id="id134">AutoMaterial</a></li>
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				<li><a class="reference internal" href="#gui-liquids" id="id135">gui/liquids</a></li>
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				<li><a class="reference internal" href="#gui-mechanisms" id="id136">gui/mechanisms</a></li>
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				<li><a class="reference internal" href="#gui-rename" id="id137">gui/rename</a></li>
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				<li><a class="reference internal" href="#gui-room-list" id="id138">gui/room-list</a></li>
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				<li><a class="reference internal" href="#gui-choose-weapons" id="id139">gui/choose-weapons</a></li>
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				<li><a class="reference internal" href="#gui-guide-path" id="id140">gui/guide-path</a></li>
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				<li><a class="reference internal" href="#gui-workshop-job" id="id141">gui/workshop-job</a></li>
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				<li><a class="reference internal" href="#gui-workflow" id="id142">gui/workflow</a></li>
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				<li><a class="reference internal" href="#gui-assign-rack" id="id143">gui/assign-rack</a></li>
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				</ul>
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				</li>
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				<li><a class="reference internal" href="#behavior-mods" id="id143">Behavior Mods</a><ul>
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				<li><a class="reference internal" href="#siege-engine" id="id144">Siege Engine</a><ul>
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				<li><a class="reference internal" href="#rationale" id="id145">Rationale</a></li>
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				<li><a class="reference internal" href="#configuration-ui" id="id146">Configuration UI</a></li>
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				<li><a class="reference internal" href="#behavior-mods" id="id144">Behavior Mods</a><ul>
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				<li><a class="reference internal" href="#siege-engine" id="id145">Siege Engine</a><ul>
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				<li><a class="reference internal" href="#rationale" id="id146">Rationale</a></li>
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				<li><a class="reference internal" href="#configuration-ui" id="id147">Configuration UI</a></li>
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				</ul>
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				</li>
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				<li><a class="reference internal" href="#power-meter" id="id147">Power Meter</a></li>
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				<li><a class="reference internal" href="#steam-engine" id="id148">Steam Engine</a><ul>
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				<li><a class="reference internal" href="#id1" id="id149">Rationale</a></li>
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				<li><a class="reference internal" href="#construction" id="id150">Construction</a></li>
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				<li><a class="reference internal" href="#operation" id="id151">Operation</a></li>
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				<li><a class="reference internal" href="#explosions" id="id152">Explosions</a></li>
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				<li><a class="reference internal" href="#save-files" id="id153">Save files</a></li>
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				<li><a class="reference internal" href="#power-meter" id="id148">Power Meter</a></li>
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				<li><a class="reference internal" href="#steam-engine" id="id149">Steam Engine</a><ul>
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				<li><a class="reference internal" href="#id1" id="id150">Rationale</a></li>
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				<li><a class="reference internal" href="#construction" id="id151">Construction</a></li>
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				<li><a class="reference internal" href="#operation" id="id152">Operation</a></li>
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				<li><a class="reference internal" href="#explosions" id="id153">Explosions</a></li>
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				<li><a class="reference internal" href="#save-files" id="id154">Save files</a></li>
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				</ul>
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				</li>
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				<li><a class="reference internal" href="#add-spatter" id="id154">Add Spatter</a></li>
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				<li><a class="reference internal" href="#add-spatter" id="id155">Add Spatter</a></li>
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				</ul>
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				</li>
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				</ul>
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				@ -1887,7 +1888,14 @@ screen from constantly resetting to the top.</p>
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				<tr class="field"><th class="field-name" colspan="2">military-color-assigned:</th></tr>
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				<tr class="field"><td> </td><td class="field-body"><p class="first">Color squad candidates already assigned to other squads in yellow/green
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				to make them stand out more in the list.</p>
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				<img alt="images/tweak-mil-color.png" class="last" src="images/tweak-mil-color.png" />
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				<img alt="images/tweak-mil-color.png" src="images/tweak-mil-color.png" />
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				</td>
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				</tr>
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				<tr class="field"><th class="field-name" colspan="2">military-training:</th></tr>
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				<tr class="field"><td> </td><td class="field-body"><p class="first last">Speeds up melee squad training by removing an almost certainly
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				unintended inverse dependency of training speed on unit count
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				(i.e. the more units you have, the slower it becomes), and making
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				the units spar more.</p>
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				</td>
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				</tr>
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				</tbody>
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				@ -2776,6 +2784,8 @@ are mostly implemented by lua scripts.</p>
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				<p class="first admonition-title">Note</p>
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				<p>In order to avoid user confusion, as a matter of policy all these tools
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				display the word "DFHack" on the screen somewhere while active.</p>
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				<p>When that is not appropriate because they merely add keybinding hints to
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				existing DF screens, they deliberately use red instead of green for the key.</p>
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				<p class="last">As an exception, the tweak plugin described above does not follow this
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				guideline because it arguably just fixes small usability bugs in the game UI.</p>
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				</div>
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				@ -2836,15 +2846,42 @@ are actually visible in the list; the same effect applies to the Trade
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				Value numbers displayed by the screen. Because of this, pressing the 't'
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				key while search is active clears the search instead of executing the trade.</p>
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				</div>
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				<div class="section" id="automaterial">
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				<h2><a class="toc-backref" href="#id134">AutoMaterial</a></h2>
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				<p>The automaterial plugin makes building constructions (walls, floors, fortifications,
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				etc) a little bit easier by saving you from having to trawl through long lists of
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				materials each time you place one.</p>
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				<p>Firstly, it moves the last used material for a given construction type to the top of
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				the list, if there are any left. So if you build a wall with chalk blocks, the next
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				time you place a wall the chalk blocks will be at the top of the list, regardless of
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				distance (it only does this in "grouped" mode, as individual item lists could be huge).
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				This should mean you can place most constructions without having to search for your
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				preferred material type.</p>
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				<img alt="images/automaterial-mat.png" src="images/automaterial-mat.png" />
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				<p>Pressing 'a' while highlighting any material will enable that material for "auto select"
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				for this construction type. You can enable multiple materials as autoselect. Now the next
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				time you place this type of construction, the plugin will automatically choose materials
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				for you from the kinds you enabled. If there is enough to satisfy the whole placement,
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				you won't be prompted with the material screen - the construction will be placed and you
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				will be back in the construction menu as if you did it manually.</p>
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				<p>When choosing the construction placement, you will see a couple of options:</p>
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				<img alt="images/automaterial-pos.png" src="images/automaterial-pos.png" />
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				<p>Use 'a' here to temporarily disable the material autoselection, e.g. if you need
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				to go to the material selection screen so you can toggle some materials on or off.</p>
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				<p>The other option (auto type selection, off by default) can be toggled on with 't'. If you
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				toggle this option on, instead of returning you to the main construction menu after selecting
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				materials, it returns you back to this screen. If you use this along with several autoselect
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				enabled materials, you should be able to place complex constructions more conveniently.</p>
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				</div>
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				<div class="section" id="gui-liquids">
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				<h2><a class="toc-backref" href="#id134">gui/liquids</a></h2>
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				<h2><a class="toc-backref" href="#id135">gui/liquids</a></h2>
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				<p>To use, bind to a key (the example config uses Alt-L) and activate in the 'k' mode.</p>
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				<img alt="images/liquids.png" src="images/liquids.png" />
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				<p>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.</p>
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				</div>
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				<div class="section" id="gui-mechanisms">
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				<h2><a class="toc-backref" href="#id135">gui/mechanisms</a></h2>
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				<h2><a class="toc-backref" href="#id136">gui/mechanisms</a></h2>
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				<p>To use, bind to a key (the example config uses Ctrl-M) and activate in the 'q' mode.</p>
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				<img alt="images/mechanisms.png" src="images/mechanisms.png" />
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				<p>Lists mechanisms connected to the building, and their links. Navigating the list centers
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				@ -2854,7 +2891,7 @@ focus on the current one. Shift-Enter has an effect equivalent to pressing Enter
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				re-entering the mechanisms ui.</p>
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				</div>
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				<div class="section" id="gui-rename">
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				<h2><a class="toc-backref" href="#id136">gui/rename</a></h2>
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				<h2><a class="toc-backref" href="#id137">gui/rename</a></h2>
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				<p>Backed by the rename plugin, this script allows entering the desired name
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				via a simple dialog in the game ui.</p>
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				<ul>
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				@ -2877,7 +2914,7 @@ their species string.</p>
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				unit profession change to Ctrl-Shift-T.</p>
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				</div>
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				<div class="section" id="gui-room-list">
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				<h2><a class="toc-backref" href="#id137">gui/room-list</a></h2>
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				<h2><a class="toc-backref" href="#id138">gui/room-list</a></h2>
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				<p>To use, bind to a key (the example config uses Alt-R) and activate in the 'q' mode,
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				either immediately or after opening the assign owner page.</p>
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				<img alt="images/room-list.png" src="images/room-list.png" />
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				@ -2885,7 +2922,7 @@ either immediately or after opening the assign owner page.</p>
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				list, and allows unassigning them.</p>
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				</div>
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				<div class="section" id="gui-choose-weapons">
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				<h2><a class="toc-backref" href="#id138">gui/choose-weapons</a></h2>
 | 
			
		
		
	
		
			
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				<h2><a class="toc-backref" href="#id139">gui/choose-weapons</a></h2>
 | 
			
		
		
	
		
			
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				<p>Bind to a key (the example config uses Ctrl-W), and activate in the Equip->View/Customize
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				page of the military screen.</p>
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				<p>Depending on the cursor location, it rewrites all 'individual choice weapon' entries
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				@ -2896,7 +2933,7 @@ only that entry, and does it even if it is not 'individual choice'.</p>
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				and may lead to inappropriate weapons being selected.</p>
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				</div>
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				<div class="section" id="gui-guide-path">
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				<h2><a class="toc-backref" href="#id139">gui/guide-path</a></h2>
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				<h2><a class="toc-backref" href="#id140">gui/guide-path</a></h2>
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				<p>Bind to a key (the example config uses Alt-P), and activate in the Hauling menu with
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				the cursor over a Guide order.</p>
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				<img alt="images/guide-path.png" src="images/guide-path.png" />
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				@ -2904,7 +2941,7 @@ the cursor over a Guide order.</p>
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				computes it when the order is executed for the first time.</p>
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				</div>
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				<div class="section" id="gui-workshop-job">
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				<h2><a class="toc-backref" href="#id140">gui/workshop-job</a></h2>
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				<h2><a class="toc-backref" href="#id141">gui/workshop-job</a></h2>
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				<p>Bind to a key (the example config uses Alt-A), and activate with a job selected in
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				a workshop in the 'q' mode.</p>
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				<img alt="images/workshop-job.png" src="images/workshop-job.png" />
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				@ -2940,7 +2977,7 @@ and then try to change the input item type, now it won't let you select <em>plan
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				you have to unset the material first.</p>
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				</div>
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				<div class="section" id="gui-workflow">
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				<h2><a class="toc-backref" href="#id141">gui/workflow</a></h2>
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				<h2><a class="toc-backref" href="#id142">gui/workflow</a></h2>
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				<p>Bind to a key (the example config uses Alt-W), and activate with a job selected
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				in a workshop in the 'q' mode.</p>
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				<img alt="images/workflow.png" src="images/workflow.png" />
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				@ -2970,7 +3007,7 @@ suit your need, and set the item count range.</p>
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				<p>If you don't need advanced settings, you can just press 'y' to confirm creation.</p>
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				</div>
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				<div class="section" id="gui-assign-rack">
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				<h2><a class="toc-backref" href="#id142">gui/assign-rack</a></h2>
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				<h2><a class="toc-backref" href="#id143">gui/assign-rack</a></h2>
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				<p>Bind to a key (the example config uses P), and activate when viewing a weapon
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				rack in the 'q' mode.</p>
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				<img alt="images/assign-rack.png" src="images/assign-rack.png" />
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				@ -2995,7 +3032,7 @@ of currently assigned racks for every valid squad.</p>
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				</div>
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				</div>
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				<div class="section" id="behavior-mods">
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				<h1><a class="toc-backref" href="#id143">Behavior Mods</a></h1>
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				<h1><a class="toc-backref" href="#id144">Behavior Mods</a></h1>
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				<p>These plugins, when activated via configuration UI or by detecting certain
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				structures in RAWs, modify the game engine behavior concerning the target
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				objects to add features not otherwise present.</p>
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				@ -3006,20 +3043,20 @@ technical challenge, and do not represent any long-term plans to produce more
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				similar modifications of the game.</p>
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				</div>
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				<div class="section" id="siege-engine">
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				<h2><a class="toc-backref" href="#id144">Siege Engine</a></h2>
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				<h2><a class="toc-backref" href="#id145">Siege Engine</a></h2>
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				<p>The siege-engine plugin enables siege engines to be linked to stockpiles, and
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				aimed at an arbitrary rectangular area across Z levels, instead of the original
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				four directions. Also, catapults can be ordered to load arbitrary objects, not
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				just stones.</p>
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				<div class="section" id="rationale">
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				<h3><a class="toc-backref" href="#id145">Rationale</a></h3>
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				<h3><a class="toc-backref" href="#id146">Rationale</a></h3>
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				<p>Siege engines are a very interesting feature, but sadly almost useless in the current state
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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.</p>
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				</div>
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				<div class="section" id="configuration-ui">
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				<h3><a class="toc-backref" href="#id146">Configuration UI</a></h3>
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				<h3><a class="toc-backref" href="#id147">Configuration UI</a></h3>
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				<p>The configuration front-end to the plugin is implemented by the gui/siege-engine
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				script. Bind it to a key (the example config uses Alt-A) and activate after selecting
 | 
			
		
		
	
		
			
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				a siege engine in 'q' mode.</p>
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				@ -3042,7 +3079,7 @@ menu.</p>
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				</div>
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				</div>
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				<div class="section" id="power-meter">
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				<h2><a class="toc-backref" href="#id147">Power Meter</a></h2>
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				<h2><a class="toc-backref" href="#id148">Power Meter</a></h2>
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				<p>The power-meter plugin implements a modified pressure plate that detects power being
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				supplied to gear boxes built in the four adjacent N/S/W/E tiles.</p>
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				<p>The configuration front-end is implemented by the gui/power-meter script. Bind it to a
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				@ -3053,11 +3090,11 @@ in the build menu.</p>
 | 
			
		
		
	
		
			
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				configuration page, but configures parameters relevant to the modded power meter building.</p>
 | 
			
		
		
	
		
			
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				</div>
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				<div class="section" id="steam-engine">
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				<h2><a class="toc-backref" href="#id148">Steam Engine</a></h2>
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				<h2><a class="toc-backref" href="#id149">Steam Engine</a></h2>
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				<p>The steam-engine plugin detects custom workshops with STEAM_ENGINE in
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				 | 
			
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				their token, and turns them into real steam engines.</p>
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				<div class="section" id="id1">
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				<h3><a class="toc-backref" href="#id149">Rationale</a></h3>
 | 
			
		
		
	
		
			
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				<h3><a class="toc-backref" href="#id150">Rationale</a></h3>
 | 
			
		
		
	
		
			
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				<p>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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			 | 
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				flowing water, which must either be a real river and thus immovable and
 | 
			
		
		
	
	
		
			
				
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				@ -3068,7 +3105,7 @@ it can be done just by combining existing features of the game engine
 | 
			
		
		
	
		
			
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				 | 
			
			 | 
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				in a new way with some glue code and a bit of custom logic.</p>
 | 
			
		
		
	
		
			
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				</div>
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				<div class="section" id="construction">
 | 
			
		
		
	
		
			
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				<h3><a class="toc-backref" href="#id150">Construction</a></h3>
 | 
			
		
		
	
		
			
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				<h3><a class="toc-backref" href="#id151">Construction</a></h3>
 | 
			
		
		
	
		
			
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				<p>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.</p>
 | 
			
		
		
	
	
		
			
				
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				@ -3092,7 +3129,7 @@ short axles that can be built later than both of the engines.</p>
 | 
			
		
		
	
		
			
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				</div>
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				</div>
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				<div class="section" id="operation">
 | 
			
		
		
	
		
			
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				<h3><a class="toc-backref" href="#id151">Operation</a></h3>
 | 
			
		
		
	
		
			
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				<h3><a class="toc-backref" href="#id152">Operation</a></h3>
 | 
			
		
		
	
		
			
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				<p>In order to operate the engine, queue the Stoke Boiler job (optionally
 | 
			
		
		
	
		
			
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				 | 
			
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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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				@ -3123,7 +3160,7 @@ decrease it by further 4%, and also decrease the whole steam
 | 
			
		
		
	
		
			
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				use rate by 10%.</p>
 | 
			
		
		
	
		
			
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				</div>
 | 
			
		
		
	
		
			
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				 | 
			
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				<div class="section" id="explosions">
 | 
			
		
		
	
		
			
				 | 
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				<h3><a class="toc-backref" href="#id152">Explosions</a></h3>
 | 
			
		
		
	
		
			
				 | 
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				<h3><a class="toc-backref" href="#id153">Explosions</a></h3>
 | 
			
		
		
	
		
			
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				<p>The engine must be constructed using barrel, pipe and piston
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				from fire-safe, or in the magma version magma-safe metals.</p>
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				<p>During operation weak parts get gradually worn out, and
 | 
			
		
		
	
	
		
			
				
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				@ -3132,7 +3169,7 @@ toppled during operation by a building destroyer, or a
 | 
			
		
		
	
		
			
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				 | 
			
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			 | 
			
				tantruming dwarf.</p>
 | 
			
		
		
	
		
			
				 | 
				 | 
			
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				</div>
 | 
			
		
		
	
		
			
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			 | 
			
				<div class="section" id="save-files">
 | 
			
		
		
	
		
			
				 | 
				 | 
			
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			 | 
			
				<h3><a class="toc-backref" href="#id153">Save files</a></h3>
 | 
			
		
		
	
		
			
				 | 
				 | 
			
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				<h3><a class="toc-backref" href="#id154">Save files</a></h3>
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				<p>It should be safe to load and view engine-using fortresses
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				from a DF version without DFHack installed, except that in such
 | 
			
		
		
	
		
			
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				 | 
			
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				case the engines won't work. However actually making modifications
 | 
			
		
		
	
	
		
			
				
					| 
						
						
						
							
								
							
						
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				@ -3143,7 +3180,7 @@ being generated.</p>
 | 
			
		
		
	
		
			
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				</div>
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				 | 
			
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				</div>
 | 
			
		
		
	
		
			
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			 | 
			
				<div class="section" id="add-spatter">
 | 
			
		
		
	
		
			
				 | 
				 | 
			
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			 | 
			
				<h2><a class="toc-backref" href="#id154">Add Spatter</a></h2>
 | 
			
		
		
	
		
			
				 | 
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			 | 
			
				<h2><a class="toc-backref" href="#id155">Add Spatter</a></h2>
 | 
			
		
		
	
		
			
				 | 
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				<p>This plugin makes reactions with names starting with <tt class="docutils literal">SPATTER_ADD_</tt>
 | 
			
		
		
	
		
			
				 | 
				 | 
			
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				produce contaminants on the items instead of improvements. The produced
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				contaminants are immune to being washed away by water or destroyed by
 | 
			
		
		
	
	
		
			
				
					| 
						
							
								
							
						
						
						
					 | 
				
			
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 |