Alphabetizes the "UI Upgrades" section

develop
Josh Cooper 2022-04-17 13:37:21 -07:00 committed by Myk
parent d5c4ad4ccc
commit e9c0c01364
1 changed files with 282 additions and 282 deletions

@ -473,6 +473,42 @@ UI Upgrades
:local:
.. _automaterial:
automaterial
============
This makes building constructions (walls, floors, fortifications, etc) a little bit
easier by saving you from having to trawl through long lists of materials each time
you place one.
Firstly, it moves the last used material for a given construction type to the top of
the list, if there are any left. So if you build a wall with chalk blocks, the next
time you place a wall the chalk blocks will be at the top of the list, regardless of
distance (it only does this in "grouped" mode, as individual item lists could be huge).
This should mean you can place most constructions without having to search for your
preferred material type.
.. image:: images/automaterial-mat.png
Pressing :kbd:`a` while highlighting any material will enable that material for "auto select"
for this construction type. You can enable multiple materials as autoselect. Now the next
time you place this type of construction, the plugin will automatically choose materials
for you from the kinds you enabled. If there is enough to satisfy the whole placement,
you won't be prompted with the material screen - the construction will be placed and you
will be back in the construction menu as if you did it manually.
When choosing the construction placement, you will see a couple of options:
.. image:: images/automaterial-pos.png
Use :kbd:`a` here to temporarily disable the material autoselection, e.g. if you need
to go to the material selection screen so you can toggle some materials on or off.
The other option (auto type selection, off by default) can be toggled on with :kbd:`t`. If you
toggle this option on, instead of returning you to the main construction menu after selecting
materials, it returns you back to this screen. If you use this along with several autoselect
enabled materials, you should be able to place complex constructions more conveniently.
.. _automelt:
automelt
@ -489,6 +525,112 @@ When autotrade is enabled for a stockpile, any items placed in it will be
designated to be taken to the Trade Depot whenever merchants are on the map.
This plugin adds an option to the :kbd:`q` menu when `enabled <enable>`.
.. _buildingplan:
buildingplan
============
When active (via ``enable buildingplan``), this plugin adds a planning mode for
building placement. You can then place furniture, constructions, and other buildings
before the required materials are available, and they will be created in a suspended
state. Buildingplan will periodically scan for appropriate items, and the jobs will
be unsuspended when the items are available.
This is 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
as many as you like. The plugins then take over and fulfill the orders,
with minimal space dedicated to stockpiles.
.. _buildingplan-filters:
Item filtering
--------------
While placing a building, you can set filters for what materials you want the building made
out of, what quality you want the component items to be, and whether you want the items to
be decorated.
If a building type takes more than one item to construct, use :kbd:`Ctrl`:kbd:`Left` and
:kbd:`Ctrl`:kbd:`Right` to select the item that you want to set filters for. Any filters that
you set will be used for all buildings of the selected type placed from that point onward
(until you set a new filter or clear the current one). Buildings placed before the filters
were changed will keep the filter values that were set when the building was placed.
For example, you can be sure that all your constructed walls are the same color by setting
a filter to accept only certain types of stone.
Quickfort mode
--------------
If you use the external Python Quickfort to apply building blueprints instead of the native
DFHack `quickfort` script, you must enable Quickfort mode. This temporarily enables
buildingplan for all building types and adds an extra blank screen after every building
placement. This "dummy" screen is needed for Python Quickfort to interact successfully with
Dwarf Fortress.
Note that Quickfort mode is only for compatibility with the legacy Python Quickfort. The
DFHack `quickfort` script does not need Quickfort mode to be enabled. The `quickfort` script
will successfully integrate with buildingplan as long as the buildingplan plugin is enabled.
.. _buildingplan-settings:
Global settings
---------------
The buildingplan plugin has several global settings that can be set from the UI (:kbd:`G`
from any building placement screen, for example: :kbd:`b`:kbd:`a`:kbd:`G`). These settings
can also be set from the ``DFHack#`` prompt once a map is loaded (or from your
``onMapLoad.init`` file) with the syntax::
buildingplan set <setting> <true|false>
and displayed with::
buildingplan set
The available settings are:
+----------------+---------+-----------+---------------------------------------+
| Setting | Default | Persisted | Description |
+================+=========+===========+=======================================+
| all_enabled | false | no | Enable planning mode for all building |
| | | | types. |
+----------------+---------+-----------+---------------------------------------+
| blocks | true | yes | Allow blocks, boulders, logs, or bars |
+----------------+---------+ | to be matched for generic "building |
| boulders | true | | material" items |
+----------------+---------+ | |
| logs | true | | |
+----------------+---------+ | |
| bars | false | | |
+----------------+---------+-----------+---------------------------------------+
| quickfort_mode | false | no | Enable compatibility mode for the |
| | | | legacy Python Quickfort (not required |
| | | | for DFHack quickfort) |
+----------------+---------+-----------+---------------------------------------+
For example, to ensure you only use blocks when a "building material" item is required, you
could add this to your ``onMapLoad.init`` file::
on-new-fortress buildingplan set boulders false; buildingplan set logs false
Persisted settings (i.e. ``blocks``, ``boulders``, ``logs``, and ``bars``) are saved with
your game, so you only need to set them to the values you want once.
.. _confirm:
confirm
=======
Implements several confirmation dialogs for potentially destructive actions
(for example, seizing goods from traders or deleting hauling routes).
Usage:
:enable confirm: Enable all confirmations; alias ``confirm enable all``.
Replace with ``disable`` to disable.
:confirm help: List available confirmation dialogues.
:confirm enable option1 [option2...]:
Enable (or disable) specific confirmation dialogues.
.. _command-prompt:
command-prompt
@ -601,6 +743,41 @@ Enable a space sperate list of filters
Usage: ``debugfilter enable [id...]``
.. _embark-assistant:
embark-assistant
================
This plugin provides embark site selection help. It has to be run with the
``embark-assistant`` command while the pre-embark screen is displayed and shows
extended (and correct(?)) resource information for the embark rectangle as well
as normally undisplayed sites in the current embark region. It also has a site
selection tool with more options than DF's vanilla search tool. For detailed
help invoke the in game info screen.
.. _embark-tools:
embark-tools
============
A collection of embark-related tools. Usage and available tools::
embark-tools enable/disable tool [tool]...
:anywhere: Allows embarking anywhere (including sites, mountain-only biomes,
and oceans). Use with caution.
:mouse: Implements mouse controls (currently in the local embark region only)
:sand: Displays an indicator when sand is present in the currently-selected
area, similar to the default clay/stone indicators.
:sticky: Maintains the selected local area while navigating the world map
.. _follow:
follow
======
Makes the game view follow the currently highlighted unit after you exit from the
current menu or cursor mode. Handy for watching dwarves running around. Deactivated
by moving the view manually.
.. _hotkeys:
hotkeys
@ -612,14 +789,6 @@ active in the current context. See also `hotkey-notes`.
:dfhack-keybind:`hotkeys`
.. _rb:
.. _ruby:
ruby
====
Ruby language plugin, which evaluates the following arguments as a ruby string.
Best used as ``:rb [string]``, for the special parsing mode. Alias ``rb_eval``.
.. _manipulator:
manipulator
@ -692,47 +861,24 @@ the selected dwarves will be reset to the labors of the chosen profession.
Professions are saved as human-readable text files in the "professions" folder
within the DF folder, and can be edited or deleted there.
.. comment - the link target "search" is reserved for the Sphinx search page
.. _search-plugin:
search
======
The search plugin adds search to the Stocks, Animals, Trading, Stockpile,
Noble (assignment candidates), Military (position candidates), Burrows
(unit list), Rooms, Announcements, Job List and Unit List screens.
.. image:: images/search.png
Searching works the same way as the search option in :guilabel:`Move to Depot`.
You will see the Search option displayed on screen with a hotkey (usually :kbd:`s`).
Pressing it lets you start typing a query and the relevant list will start
filtering automatically.
Pressing :kbd:`Enter`, :kbd:`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 :kbd:`s`, then hitting :kbd:`Shift`:kbd:`s` will clear any
filter).
Leaving any screen automatically clears the filter.
.. _mousequery:
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, the :kbd:`t` key is
blocked while search is active, so you have to reset the filters first.
Pressing :kbd:`Alt`:kbd:`C` will clear both search strings.
mousequery
==========
Adds mouse controls to the DF interface, e.g. click-and-drag designations.
In the stockpile screen the option only appears if the cursor is in the
rightmost list:
Options:
.. image:: images/search-stockpile.png
:plugin: enable/disable the entire plugin
:rbutton: enable/disable right mouse button
:track: enable/disable moving cursor in build and designation mode
:edge: enable/disable active edge scrolling (when on, will also enable tracking)
:live: enable/disable query view when unpaused
:delay: Set delay when edge scrolling in tracking mode. Omit amount to display current setting.
Note that the 'Permit XXX'/'Forbid XXX' keys conveniently operate only
on items actually shown in the rightmost list, so it is possible to select
only fat or tallow by forbidding fats, then searching for fat/tallow, and
using Permit Fats again while the list is filtered.
Usage::
mousequery [plugin] [rbutton] [track] [edge] [live] [enable|disable]
.. _nopause:
@ -741,228 +887,104 @@ nopause
Disables pausing (both manual and automatic) with the exception of pause forced
by `reveal` ``hell``. This is nice for digging under rivers.
.. _embark-assistant:
embark-assistant
================
This plugin provides embark site selection help. It has to be run with the
``embark-assistant`` command while the pre-embark screen is displayed and shows
extended (and correct(?)) resource information for the embark rectangle as well
as normally undisplayed sites in the current embark region. It also has a site
selection tool with more options than DF's vanilla search tool. For detailed
help invoke the in game info screen.
.. _embark-tools:
.. _rename:
embark-tools
============
A collection of embark-related tools. Usage and available tools::
rename
======
Allows renaming various things. Use `gui/rename` for an in-game interface.
embark-tools enable/disable tool [tool]...
Options:
:anywhere: Allows embarking anywhere (including sites, mountain-only biomes,
and oceans). Use with caution.
:mouse: Implements mouse controls (currently in the local embark region only)
:sand: Displays an indicator when sand is present in the currently-selected
area, similar to the default clay/stone indicators.
:sticky: Maintains the selected local area while navigating the world map
.. _automaterial:
automaterial
============
This makes building constructions (walls, floors, fortifications, etc) a little bit
easier by saving you from having to trawl through long lists of materials each time
you place one.
Firstly, it moves the last used material for a given construction type to the top of
the list, if there are any left. So if you build a wall with chalk blocks, the next
time you place a wall the chalk blocks will be at the top of the list, regardless of
distance (it only does this in "grouped" mode, as individual item lists could be huge).
This should mean you can place most constructions without having to search for your
preferred material type.
.. image:: images/automaterial-mat.png
Pressing :kbd:`a` while highlighting any material will enable that material for "auto select"
for this construction type. You can enable multiple materials as autoselect. Now the next
time you place this type of construction, the plugin will automatically choose materials
for you from the kinds you enabled. If there is enough to satisfy the whole placement,
you won't be prompted with the material screen - the construction will be placed and you
will be back in the construction menu as if you did it manually.
When choosing the construction placement, you will see a couple of options:
.. image:: images/automaterial-pos.png
Use :kbd:`a` here to temporarily disable the material autoselection, e.g. if you need
to go to the material selection screen so you can toggle some materials on or off.
The other option (auto type selection, off by default) can be toggled on with :kbd:`t`. If you
toggle this option on, instead of returning you to the main construction menu after selecting
materials, it returns you back to this screen. If you use this along with several autoselect
enabled materials, you should be able to place complex constructions more conveniently.
.. _buildingplan:
buildingplan
============
When active (via ``enable buildingplan``), this plugin adds a planning mode for
building placement. You can then place furniture, constructions, and other buildings
before the required materials are available, and they will be created in a suspended
state. Buildingplan will periodically scan for appropriate items, and the jobs will
be unsuspended when the items are available.
This is 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
as many as you like. The plugins then take over and fulfill the orders,
with minimal space dedicated to stockpiles.
.. _buildingplan-filters:
Item filtering
--------------
While placing a building, you can set filters for what materials you want the building made
out of, what quality you want the component items to be, and whether you want the items to
be decorated.
If a building type takes more than one item to construct, use :kbd:`Ctrl`:kbd:`Left` and
:kbd:`Ctrl`:kbd:`Right` to select the item that you want to set filters for. Any filters that
you set will be used for all buildings of the selected type placed from that point onward
(until you set a new filter or clear the current one). Buildings placed before the filters
were changed will keep the filter values that were set when the building was placed.
For example, you can be sure that all your constructed walls are the same color by setting
a filter to accept only certain types of stone.
Quickfort mode
--------------
If you use the external Python Quickfort to apply building blueprints instead of the native
DFHack `quickfort` script, you must enable Quickfort mode. This temporarily enables
buildingplan for all building types and adds an extra blank screen after every building
placement. This "dummy" screen is needed for Python Quickfort to interact successfully with
Dwarf Fortress.
Note that Quickfort mode is only for compatibility with the legacy Python Quickfort. The
DFHack `quickfort` script does not need Quickfort mode to be enabled. The `quickfort` script
will successfully integrate with buildingplan as long as the buildingplan plugin is enabled.
.. _buildingplan-settings:
Global settings
---------------
The buildingplan plugin has several global settings that can be set from the UI (:kbd:`G`
from any building placement screen, for example: :kbd:`b`:kbd:`a`:kbd:`G`). These settings
can also be set from the ``DFHack#`` prompt once a map is loaded (or from your
``onMapLoad.init`` file) with the syntax::
buildingplan set <setting> <true|false>
and displayed with::
buildingplan set
The available settings are:
+----------------+---------+-----------+---------------------------------------+
| Setting | Default | Persisted | Description |
+================+=========+===========+=======================================+
| all_enabled | false | no | Enable planning mode for all building |
| | | | types. |
+----------------+---------+-----------+---------------------------------------+
| blocks | true | yes | Allow blocks, boulders, logs, or bars |
+----------------+---------+ | to be matched for generic "building |
| boulders | true | | material" items |
+----------------+---------+ | |
| logs | true | | |
+----------------+---------+ | |
| bars | false | | |
+----------------+---------+-----------+---------------------------------------+
| quickfort_mode | false | no | Enable compatibility mode for the |
| | | | legacy Python Quickfort (not required |
| | | | for DFHack quickfort) |
+----------------+---------+-----------+---------------------------------------+
For example, to ensure you only use blocks when a "building material" item is required, you
could add this to your ``onMapLoad.init`` file::
``rename squad <index> "name"``
Rename squad by index to 'name'.
``rename hotkey <index> \"name\"``
Rename hotkey by index. This allows assigning
longer commands to the DF hotkeys.
``rename unit "nickname"``
Rename a unit/creature highlighted in the DF user interface.
``rename unit-profession "custom profession"``
Change proffession name of the highlighted unit/creature.
``rename building "name"``
Set a custom name for the selected building.
The building must be one of stockpile, workshop, furnace, trap,
siege engine or an activity zone.
on-new-fortress buildingplan set boulders false; buildingplan set logs false
.. _rendermax:
Persisted settings (i.e. ``blocks``, ``boulders``, ``logs``, and ``bars``) are saved with
your game, so you only need to set them to the values you want once.
rendermax
=========
A collection of renderer replacing/enhancing filters. For better effect try changing the
black color in palette to non totally black. See :forums:`128487` for more info.
.. _confirm:
Options:
confirm
=======
Implements several confirmation dialogs for potentially destructive actions
(for example, seizing goods from traders or deleting hauling routes).
:trippy: Randomizes the color of each tiles. Used for fun, or testing.
:light: Enable lighting engine.
:light reload: Reload the settings file.
:light sun <x>|cycle: Set time to <x> (in hours) or set it to df time cycle.
:occlusionON, occlusionOFF: Show debug occlusion info.
:disable: Disable any filter that is enabled.
Usage:
An image showing lava and dragon breath. Not pictured here: sunlight, shining items/plants,
materials that color the light etc...
:enable confirm: Enable all confirmations; alias ``confirm enable all``.
Replace with ``disable`` to disable.
:confirm help: List available confirmation dialogues.
:confirm enable option1 [option2...]:
Enable (or disable) specific confirmation dialogues.
.. image:: images/rendermax.png
.. _follow:
.. _resume:
follow
resume
======
Makes the game view follow the currently highlighted unit after you exit from the
current menu or cursor mode. Handy for watching dwarves running around. Deactivated
by moving the view manually.
.. _mousequery:
mousequery
==========
Adds mouse controls to the DF interface, e.g. click-and-drag designations.
Allows automatic resumption of suspended constructions, along with colored
UI hints for construction status.
Options:
.. _rb:
.. _ruby:
:plugin: enable/disable the entire plugin
:rbutton: enable/disable right mouse button
:track: enable/disable moving cursor in build and designation mode
:edge: enable/disable active edge scrolling (when on, will also enable tracking)
:live: enable/disable query view when unpaused
:delay: Set delay when edge scrolling in tracking mode. Omit amount to display current setting.
ruby
====
Ruby language plugin, which evaluates the following arguments as a ruby string.
Best used as ``:rb [string]``, for the special parsing mode. Alias ``rb_eval``.
Usage::
.. comment - the link target "search" is reserved for the Sphinx search page
.. _search-plugin:
mousequery [plugin] [rbutton] [track] [edge] [live] [enable|disable]
search
======
The search plugin adds search to the Stocks, Animals, Trading, Stockpile,
Noble (assignment candidates), Military (position candidates), Burrows
(unit list), Rooms, Announcements, Job List and Unit List screens.
.. _resume:
.. image:: images/search.png
resume
======
Allows automatic resumption of suspended constructions, along with colored
UI hints for construction status.
Searching works the same way as the search option in :guilabel:`Move to Depot`.
You will see the Search option displayed on screen with a hotkey (usually :kbd:`s`).
Pressing it lets you start typing a query and the relevant list will start
filtering automatically.
.. _title-folder:
Pressing :kbd:`Enter`, :kbd:`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 :kbd:`s`, then hitting :kbd:`Shift`:kbd:`s` will clear any
filter).
title-folder
=============
Displays the DF folder name in the window title bar when enabled.
Leaving any screen automatically clears the filter.
.. _title-version:
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, the :kbd:`t` key is
blocked while search is active, so you have to reset the filters first.
Pressing :kbd:`Alt`:kbd:`C` will clear both search strings.
title-version
=============
Displays the DFHack version on DF's title screen when enabled.
In the stockpile screen the option only appears if the cursor is in the
rightmost list:
.. _trackstop:
.. image:: images/search-stockpile.png
trackstop
=========
Adds a :kbd:`q` menu for track stops, which is completely blank by default.
This allows you to view and/or change the track stop's friction and dump
direction settings, using the keybindings from the track stop building interface.
Note that the 'Permit XXX'/'Forbid XXX' keys conveniently operate only
on items actually shown in the rightmost list, so it is possible to select
only fat or tallow by forbidding fats, then searching for fat/tallow, and
using Permit Fats again while the list is filtered.
.. _sort:
.. _sort-items:
@ -1003,14 +1025,6 @@ The orderings are defined in ``hack/lua/plugins/sort/*.lua``
:dfhack-keybind:`sort-units`
.. _stocks:
stocks
======
Replaces the DF stocks screen with an improved version.
:dfhack-keybind:`stocks`
.. _stocksettings:
.. _stockpiles:
@ -1041,48 +1055,34 @@ Note that files are relative to the DF folder, so put your files there or in a
subfolder for easy access. Filenames should not have spaces. Generated materials,
divine metals, etc are not saved as they are different in every world.
.. _rename:
.. _stocks:
rename
stocks
======
Allows renaming various things. Use `gui/rename` for an in-game interface.
Replaces the DF stocks screen with an improved version.
Options:
:dfhack-keybind:`stocks`
``rename squad <index> "name"``
Rename squad by index to 'name'.
``rename hotkey <index> \"name\"``
Rename hotkey by index. This allows assigning
longer commands to the DF hotkeys.
``rename unit "nickname"``
Rename a unit/creature highlighted in the DF user interface.
``rename unit-profession "custom profession"``
Change proffession name of the highlighted unit/creature.
``rename building "name"``
Set a custom name for the selected building.
The building must be one of stockpile, workshop, furnace, trap,
siege engine or an activity zone.
.. _rendermax:
.. _title-folder:
rendermax
=========
A collection of renderer replacing/enhancing filters. For better effect try changing the
black color in palette to non totally black. See :forums:`128487` for more info.
title-folder
=============
Displays the DF folder name in the window title bar when enabled.
Options:
.. _title-version:
:trippy: Randomizes the color of each tiles. Used for fun, or testing.
:light: Enable lighting engine.
:light reload: Reload the settings file.
:light sun <x>|cycle: Set time to <x> (in hours) or set it to df time cycle.
:occlusionON, occlusionOFF: Show debug occlusion info.
:disable: Disable any filter that is enabled.
title-version
=============
Displays the DFHack version on DF's title screen when enabled.
An image showing lava and dragon breath. Not pictured here: sunlight, shining items/plants,
materials that color the light etc...
.. _trackstop:
.. image:: images/rendermax.png
trackstop
=========
Adds a :kbd:`q` menu for track stops, which is completely blank by default.
This allows you to view and/or change the track stop's friction and dump
direction settings, using the keybindings from the track stop building interface.
===========================