make Usage a proper header

develop
myk002 2022-08-17 22:42:02 -07:00
parent 72de1873e0
commit eb73de4670
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110 changed files with 354 additions and 110 deletions

@ -9,7 +9,8 @@ Aliases are resolved immediately after built-in commands, which means that an
alias cannot override a built-in command, but can override a command implemented
by a plugin or script.
Usage:
Usage
-----
``alias list``
Lists all configured aliases

@ -8,6 +8,9 @@ cls
Can also be invoked as ``clear``. Note that this command does not delete command
history. It just clears the text on the screen.
Usage::
Usage
-----
::
cls

@ -7,6 +7,9 @@ devel/dump-rpc
Write RPC endpoint information to the specified file.
Usage::
Usage
-----
::
devel/dump-rpc <filename>

@ -7,6 +7,9 @@ die
Use to exit DF quickly and safely.
Usage::
Usage
-----
::
die

@ -7,6 +7,9 @@ disable
See the `enable` command for more info.
Usage::
Usage
-----
::
disable <plugin> [<plugin> ...]

@ -16,7 +16,10 @@ and disabled plugins, and shows whether that can be changed through the same
commands. Passing plugin names to these commands will enable or disable the
specified plugins.
Usage::
Usage
-----
::
enable
enable <plugin> [<plugin> ...]

@ -7,6 +7,9 @@ fpause
This is useful when your FPS drops below 1 and you lose control of the game.
Usage::
Usage
-----
::
fpause

@ -7,7 +7,10 @@ help
Can also be invoked as ``?`` or ``man`` (short for "manual").
Usage::
Usage
-----
::
help|?|man
help|?|man <command or plugin>

@ -10,6 +10,9 @@ a `keybinding` set beforehand or the in-game `command-prompt`.
Only available on Windows.
Usage::
Usage
-----
::
hide

@ -12,7 +12,8 @@ bindings are not remembered between runs of the game unless re-created in
Hotkeys can be any combinations of Ctrl/Alt/Shift with A-Z, 0-9, F1-F12, or
``\``` (the key below the ``Esc`` key.
Usage:
Usage
-----
``keybinding``
Show some useful information, including the current game context.

@ -7,7 +7,10 @@ kill-lua
Use this command to stop a misbehaving script that appears to be stuck.
Usage::
Usage
-----
::
kill-lua
kill-lua force

@ -7,7 +7,10 @@ load
Also see `unload` and `reload` for related actions.
Usage::
Usage
-----
::
load <plugin> [<plugin> ...]
load -a|--all

@ -9,7 +9,8 @@ In order to group related commands, each command is associated with a list of
tags. You can filter the listed commands by a tag or a substring of the
command name. Can also be invoked as ``dir``.
Usage:
Usage
-----
``ls [<options>]``
Lists all available commands and the tags associated with them.

@ -5,7 +5,10 @@ plug
:summary: List available plugins and whether they are enabled.
:tags: dfhack
Usage::
Usage
-----
::
plug [<plugin> [<plugin> ...]]

@ -8,7 +8,10 @@ reload
Developers use this command to reload a plugin that they are actively modifying.
Also see `load` and `unload` for related actions.
Usage::
Usage
-----
::
reload <plugin> [<plugin> ...]
reload -a|--all

@ -8,7 +8,8 @@ sc-script
This is similar to the static `init-files` but is slightly more flexible since
it can be set dynamically.
Usage:
Usage
-----
``sc-script [help]``
Show the list of valid event names.

@ -11,7 +11,10 @@ typed in by the user -- treating the input like `an init file <init-files>`.
Some other tools, such as `autobutcher` and `workflow`, export their settings as
the commands to create them - which can later be reloaded with ``script``.
Usage::
Usage
-----
::
script <filename>

@ -11,6 +11,9 @@ it from a `keybinding` set beforehand or the in-game `command-prompt`.
Only available on Windows.
Usage::
Usage
-----
::
show

@ -8,6 +8,9 @@ tags
You can find groups of related tools by passing the tag name to the `ls`
command.
Usage::
Usage
-----
::
tags

@ -9,6 +9,9 @@ DFHack commands can be provided by plugins, scripts, or by the core library
itself. The ``type`` command can tell you which is the source of a particular
command.
Usage::
Usage
-----
::
type <command>

@ -7,7 +7,10 @@ unload
Also see `load` and `reload` for related actions.
Usage::
Usage
-----
::
unload <plugin> [<plugin> ...]
unload -a|--all

@ -9,7 +9,10 @@ Existing, flat veins are removed and new 3D veins that naturally span z-levels
are generated in their place. The transformation preserves the mineral counts
reported by `prospect`.
Usage::
Usage
-----
::
3dveins [verbose]

@ -15,7 +15,8 @@ RemoteFortressReader
This plugin provides an API for realtime remote fortress visualization. See
:forums:`Armok Vision <146473>`.
Usage:
Usage
-----
``RemoteFortressReader_version``
Print the loaded RemoteFortressReader version.

@ -23,7 +23,8 @@ is above the target (defaults are: 1 male kid, 5 female kids, 1 male adult,
reliable breeding population due to asexuality etc. See `fix-ster` if this is a
problem.
Usage:
Usage
-----
``enable autobutcher``
Start processing livestock according to the configuration. Note that

@ -8,7 +8,10 @@ autochop
This plugin can designate trees for chopping when your stocks are low on logs.
Usage::
Usage
-----
::
enable autochop

@ -8,7 +8,10 @@ autoclothing
This command allows you to set how many of each clothing type every citizen
should have.
Usage::
Usage
-----
::
autoclothing
autoclothing <material> <item> [quantity]

@ -27,7 +27,10 @@ come and move the item to your dump zone.
The cursor must be placed on a floor tile so the items can be dumped there.
Usage::
Usage
-----
::
enable autodump
autodump [<options>]

@ -9,7 +9,8 @@ Periodically scan your plant stocks and assign crops to your farm plots based on
which plant stocks are low (as long as you have the appropriate seeds). The
target threshold for each crop type is configurable.
Usage:
Usage
-----
``enable autofarm``
Enable the plugin and start managing crop assignment.

@ -12,7 +12,8 @@ autogems
Automatically cut rough gems. This plugin periodically scans your stocks of
rough gems and creates manager orders for cutting them at a Jeweler's Workshop.
Usage:
Usage
-----
``enable autogems``
Enables the plugin and starts autocutting gems according to its

@ -22,7 +22,8 @@ Autohauler allows a skill to be used as a flag to exempt a dwarf from
``autohauler``'s effects. By default, this is the unused ALCHEMIST labor, but it
can be changed by the user.
Usage:
Usage
-----
``enable autohauler``
Start managing hauling labors. This is normally all you need to do.

@ -21,7 +21,10 @@ untouched by autolabor.
autolabor will override any manual changes you make to labors while it is
enabled, including through other tools such as Dwarf Therapist.
Usage::
Usage
-----
::
enable autolabor

@ -17,7 +17,10 @@ regardless of distance (it only does this in "grouped" mode, as individual item
lists could be huge). This means you can place most constructions without having
to search for your preferred material type.
Usage::
Usage
-----
::
enable automaterial

@ -10,6 +10,9 @@ When `enabled <enable>`, this plugin adds an option to the :kbd:`q` menu for
stockpiles. When the ``automelt`` option is selected for the stockpile, any
items placed in the stockpile will automatically be designated to be melted.
Usage::
Usage
-----
::
enable automelt

@ -17,7 +17,8 @@ Note that the age of the units is not checked, so you might get some egg-laying
kids assigned to the nestbox zones. Most birds grow up quite fast, though, so
they should be adults and laying eggs soon enough.
Usage:
Usage
-----
``enable autonestbox``
Start checking for unpastured egg-layers and assigning them to nestbox

@ -10,6 +10,9 @@ When `enabled <enable>`, this plugin adds an option to the :kbd:`q` menu for
stockpiles. When the ``autotrade`` option is selected for the stockpile, any
items placed in the stockpile will automatically be designated to be traded.
Usage::
Usage
-----
::
enable autotrade

@ -15,7 +15,10 @@ selected interactively with the ``blueprint gui`` command or, if the GUI is not
used, starts at the active cursor location and extends right and down for the
requested width and height.
Usage::
Usage
-----
::
blueprint <width> <height> [<depth>] [<name> [<phases>]] [<options>]
blueprint gui [<name> [<phases>]] [<options>]

@ -17,7 +17,10 @@ available, and place as many as you like. Materials are used to build the
planned buildings as they are produced, with minimal space dedicated to
stockpiles.
Usage::
Usage
-----
::
enable buildingplan
buildingplan set

@ -12,7 +12,8 @@ burrows
When a wall inside a burrow with a name ending in ``+`` is dug out, the burrow
will be extended to newly-revealed adjacent walls.
Usage:
Usage
-----
``burrow enable auto-grow``
When a wall inside a burrow with a name ending in '+' is dug out, the burrow

@ -11,7 +11,8 @@ since some transformations work pretty well and may be desired you can override
this with ``force``. Note that forced changes can possibly result in items that
crafters and haulers refuse to touch.
Usage:
Usage
-----
``changeitem info``
Show details about the selected item. Does not change the item. You can use

@ -13,7 +13,10 @@ those.
tl;dr: You will end up with changing large areas in one go, especially if you
use it in lower z levels. Use this command with care!
Usage::
Usage
-----
::
changelayer <material RAW id> [<options>]

@ -12,7 +12,10 @@ clusters, you will need to use this command multiple times.
You can use the `probe` command to discover the material RAW ids for existing
veins that you want to duplicate.
Usage::
Usage
-----
::
changevein <material RAW id>

@ -10,6 +10,9 @@ component when they are disassembled, allowing their actual build items to be
safely deleted. This can improve FPS when you have many constructions on the
map.
Usage::
Usage
-----
::
cleanconst

@ -20,7 +20,10 @@ over the map and that clings to your items and units. In an old fortress,
cleaning with this tool can significantly reduce FPS lag! It can also spoil your
!!FUN!!, so think before you use it.
Usage::
Usage
-----
::
clean all|map|items|units|plants [<options>]
spotclean

@ -10,7 +10,10 @@ heavy wear and then marks those items for dumping. Now you can finally get your
dwarves to give up their rotten food and tattered loincloths and go get new
ones!
Usage::
Usage
-----
::
cleanowned [<types>] [dryrun]

@ -5,7 +5,10 @@ command-prompt
:summary: An in-game DFHack terminal where you can run other commands.
:tags: dfhack
Usage::
Usage
-----
::
command-prompt [entry]

@ -8,7 +8,8 @@ confirm
Now you can get the chance to avoid seizing goods from traders or deleting a
hauling route in case you hit the key accidentally.
Usage:
Usage
-----
``enable confirm``, ``confirm enable all``
Enable all confirmation options. Replace with ``disable`` to disable all.

@ -21,7 +21,8 @@ reaction raws, with the following differences:
Corpses, body parts, and prepared meals cannot be created using this tool.
Usage:
Usage
-----
``createitem <item> <material> [<count>]``
Create <count> copies (default is 1) of the specified item made out of the

@ -18,7 +18,10 @@ ignored. Undead skeletons, corpses, bodyparts and the like are all thrown into
the curse category "zombie". Anonymous zombies and resurrected body parts will
show as "unnamed creature".
Usage::
Usage
-----
::
cursecheck [<options>]

@ -38,7 +38,8 @@ Persistent filters are stored in ``dfhack-config/runtime-debug.json``. Oldest
filters are applied first. That means a newer filter can override the older
printing level selection.
Usage:
Usage
-----
``debugfilter category [<plugin regex>] [<category regex>]``
List available debug plugin and category names. If filters aren't givenm

@ -7,6 +7,9 @@ deramp
It also removes any "floating" down ramps that can remain after a cave-in.
Usage::
Usage
-----
::
deramp

@ -18,7 +18,10 @@ Requests for engravings are also skipped since they would depend on the skill
and creative choices of individual engravers. Other types of engraving (i.e.
smoothing and track carving) are handled.
Usage::
Usage
-----
::
dig-now [<pos> [<pos>]] [<options>]

@ -32,7 +32,8 @@ dig
This plugin provides commands to make complicated dig patterns easy.
Usage:
Usage
-----
``digv [x] [-p<number>]``
Designate all of the selected vein for digging.

@ -12,7 +12,8 @@ just-finished dig job, so if you want to autodig a vein that has already been
discovered, you may need to manually designate one tile of the tile for digging
to get started.
Usage:
Usage
-----
``enable digflood``
Enable the plugin.

@ -5,7 +5,8 @@ diggingInvaders
:summary: Invaders dig and destroy to get to your dwarves.
:tags: fort gameplay military units
Usage:
Usage
-----
``enable diggingInvaders``
Enable the plugin.

@ -7,7 +7,8 @@ dwarfmonitor
It can also show heads-up display widgets with live fort statistics.
Usage:
Usage
-----
``enable dwarfmonitor``
Enable the plugin.

@ -12,7 +12,8 @@ enabled will come to the hospital to treat animals. Normal medical skills are
used (and trained), but no experience is given to the Animal Caretaker skill
itself.
Usage:
Usage
-----
``enable dwarfvet``
Enables the plugin.

@ -14,7 +14,10 @@ tool.
If you enable the plugin, you'll also be able to invoke ``embark-assistant``
with the :kbd:`A` key on the pre-embark screen.
Usage::
Usage
-----
::
enable embark-assistant
embark-assistant

@ -5,7 +5,10 @@ embark-tools
:summary: Extend the embark screen functionality.
:tags: embark fort interface
Usage::
Usage
-----
::
enable embark-tools
embark-tools enable|disable all

@ -5,7 +5,10 @@ fastdwarf
:summary: Dwarves teleport and/or finish jobs instantly.
:tags: fort armok units
Usage::
Usage
-----
::
enable fastdwarf
fastdwarf <speed mode> [<tele mode>]

@ -17,7 +17,10 @@ filltraffic
.. dfhack-command:: restrictliquids
:summary: Restrict traffic on all visible tiles with liquid.
Usage::
Usage
-----
::
filltraffic <designation> [<options>]
alltraffic <designation>

@ -8,7 +8,10 @@ fix-unit-occupancy
If you see "unit blocking tile" messages that you can't account for
(:bug:`3499`), this tool can help.
Usage::
Usage
-----
::
enable fix-unit-occupancy
fix-unit-occupancy [here] [-n]

@ -8,6 +8,9 @@ fixveins
This tool can also remove invalid references to mineral inclusions if you broke
your embark with tools like `tiletypes`.
Usage::
Usage
-----
::
fixveins

@ -8,6 +8,9 @@ flows
If you suspect that your magma sea leaks into HFS, you can use this tool to be
sure without revealing the map.
Usage::
Usage
-----
::
flows

@ -9,6 +9,9 @@ Once you exit from the current menu or cursor mode, the screen will stay
centered on the unit. Handy for watching dwarves running around. Deactivated by
moving the cursor manually.
Usage::
Usage
-----
::
follow

@ -20,7 +20,10 @@ the items. Be sure to unforbid the items that you want to work with!
Weapons are not currently supported.
Usage::
Usage
-----
::
forceequip [<options>]

@ -16,7 +16,8 @@ Now, forgotten beasts, titans, necromancer experiments, etc. will have raw token
names that match the description given in-game instead of unreadable generated
strings.
Usage:
Usage
-----
``enable generated-creature-renamer``
Rename generated creatures when a world is loaded.

@ -8,7 +8,8 @@ getplants
Specify the types of trees to cut down and/or shrubs to gather by their plant
names.
Usage:
Usage
-----
``getplants [-t|-s|-f]``
List valid tree/shrub ids, optionally restricted to the specified type.

@ -8,7 +8,10 @@ hotkeys
The command opens an in-game screen showing which DFHack keybindings are active
in the current context. See also `hotkey-notes`.
Usage::
Usage
-----
::
hotkeys

@ -9,7 +9,8 @@ If enabled, this plugin will automatically allocate new z-levels of sky at the
top of the map as you build up. Or it can allocate one or many additional levels
at your command.
Usage:
Usage
-----
``enable infiniteSky``
Enables monitoring of constructions. If you build anything in the second

@ -17,7 +17,8 @@ jobutils
.. dfhack-command:: job-material
:summary: Alters the material of the selected job.
Usage:
Usage
-----
``job``
Print details of the current job. The job can be selected in a workshop or

@ -24,7 +24,10 @@ untouched.
labors while it is enabled, including through other tools such as Dwarf
Therapist. Do not run both autolabor and labormanager at the same time!
Usage::
Usage
-----
::
enable labormanager

@ -7,7 +7,8 @@ lair
This avoids item scatter when the fortress is abandoned.
Usage:
Usage
-----
``lair``
Mark the map as monster lair.

@ -16,7 +16,8 @@ this functionality.
Also, if you only want to add or remove water or magma from a single tile, the
`source` script may be easier to use.
Usage:
Usage
-----
``liquids``
Start the interactive terminal settings interpreter. This command must be

@ -10,7 +10,10 @@ It is equivalent to the popular Dwarf Therapist utility.
To activate, open the unit screen and press :kbd:`l`.
Usage::
Usage
-----
::
enable manipulator

@ -8,7 +8,8 @@ misery
When enabled, negative thoughts that your dwarves have will multiply by the
specified factor.
Usage:
Usage
-----
``enable misery``
Start multiplying negative thoughts.

@ -12,7 +12,8 @@ mode
Not all combinations are good for every situation and most of them will
produce undesirable results. There are a few good ones though.
Usage:
Usage
-----
``mode``
Print the current game mode.

@ -9,7 +9,10 @@ Adds mouse controls to the DF interface. For example, with ``mousequery`` you
can click on buildings to configure them, hold the mouse button to draw dig
designations, or click and drag to move the map around.
Usage::
Usage
-----
::
enable mousequery
mousequery [rbutton|track|edge|live] [enable|disable]

@ -10,6 +10,9 @@ This plugin will automatically scan for and forbid fertile eggs incubating in a
nestbox so that dwarves won't come to collect them for eating. The eggs will
hatch normally, even when forbidden.
Usage::
Usage
-----
::
enable nestboxes

@ -5,7 +5,8 @@ orders
:summary: Manage manager orders.
:tags: fort productivity workorders
Usage:
Usage
-----
``orders orders list``
Shows the list of previously exported orders, including the orders library.

@ -13,7 +13,8 @@ population more stable and avoid sudden population booms as you go below the
raised population cap, this plugin counts pregnancies toward the new population
cap. It can still go over, but only in the case of multiple births.
Usage:
Usage
-----
``enable petcapRemover``
Enables the plugin and starts running with default settings.

@ -11,7 +11,8 @@ plants
.. dfhack-command:: plant
:summary: Create a plant or make an existing plant grow up.
Usage:
Usage
-----
``plant create <ID>``
Creates a new plant of the specified type at the active cursor position.

@ -11,7 +11,8 @@ probe
.. dfhack-command:: cprobe
:summary: Display low-level properties of the selected unit.
Usage:
Usage
-----
``probe``
Displays properties of the tile selected with :kbd:`k`. Some of these

@ -14,7 +14,10 @@ prospector
It can also calculate an estimate of resources available in the selected embark
area.
Usage::
Usage
-----
::
prospect [all|hell] [<options>]

@ -7,7 +7,10 @@ regrass
Use this command if your grazers have eaten everything down to the dirt.
Usage::
Usage
-----
::
regrass [max]

@ -7,7 +7,8 @@ rename
Use `gui/rename` for an in-game interface.
Usage:
Usage
-----
``rename squad <ordinal> "<name>"``
Rename the indicated squad. The ordinal is the number that corresponds to

@ -8,7 +8,8 @@ rendermax
This plugin provides a collection of OpenGL lighting filters that affect how the
map is drawn to the screen.
Usage:
Usage
-----
``rendermax light``
Light the map tiles realisitically. Outside tiles are light during the day

@ -14,7 +14,10 @@ When run as a command, it can resume all suspended building jobs, allowing you
to quickly recover if a bunch of jobs were suspended due to the workers getting
scared off by wildlife or items temporarily blocking buildling sites.
Usage::
Usage
-----
::
enable resume
resume all

@ -26,7 +26,8 @@ This reveals all z-layers in fort mode. It also works in adventure mode, but any
of its effects are negated once you move. When you use it this way, you don't
need to run ``unreveal`` to hide the map again.
Usage:
Usage
-----
``reveal [hell|demon]``
Reveal the whole map. If ``hell`` is specified, also reveal HFS areas, but

@ -14,7 +14,10 @@ ruby
.. dfhack-command:: rb_eval
:summary: Eval() a ruby string.
Usage::
Usage
-----
::
enable ruby
rb "ruby expression"

@ -13,7 +13,10 @@ aassignment candidates), Military (position candidates), Burrows (unit list),
Rooms, Announcements, Job List, and Unit List screens all get hotkeys that allow
you to dynamically filter the displayed lists.
Usage::
Usage
-----
::
enable search

@ -14,7 +14,8 @@ The plugin needs a fortress to be loaded and will deactivate automatically
otherwise. You have to reactivate with ``enable seedwatch`` after you load a
fort.
Usage:
Usage
-----
``enable seedwatch``
Start managing seed and plant cooking. By default, no types are watched.

@ -5,6 +5,9 @@ showmood
:summary: Shows all items needed for the active strange mood.
:tags: fort armok inspection jobs units
Usage::
Usage
-----
::
showmood

@ -14,7 +14,10 @@ in four directions. To make them useful above-ground, this plugin allows you to:
* load any object into a catapult, not just stones
* aim at a rectangular area in any direction, and across Z-levels
Usage::
Usage
-----
::
enable siege-engine

@ -12,7 +12,10 @@ sort
.. dfhack-command:: sort-units
:summary: Sort the visible unit list.
Usage::
Usage
-----
::
sort-items <property> [<property> ...]
sort-units <property> [<property> ...]

@ -6,7 +6,10 @@ spectate
:tags: fort interface
:no-command:
Usage::
Usage
-----
::
enable spectate

@ -22,7 +22,8 @@ number of identical orders already in the queue.
This plugin is similar to `workflow`, but uses stockpiles to manage job triggers
instead of abstract stock quantities.
Usage:
Usage
-----
``enable stockflow``
Enable the plugin.

@ -21,7 +21,8 @@ When the plugin is enabled, the :kbd:`q` menu of each stockpile will have an
option for saving or loading the stockpile settings. See `gui/stockpiles` for
an in-game interface.
Usage:
Usage
-----
``enable stockpiles``
Add a hotkey that you can hit to easily save and load settings from

@ -12,7 +12,10 @@ When the plugin is enabled, two new hotkeys become available:
* :kbd:`i` when a stockpile is selected in :kbd:`q` mode will launch the
stockpile inventory management screen.
Usage::
Usage
-----
::
enable stocks
stocks show

@ -8,7 +8,8 @@ stonesense
.. dfhack-command:: ssense
:summary: An alias for stonesense.
Usage:
Usage
-----
``stonesense`` or ``ssense``
Open the visualiser in a new window.

@ -5,7 +5,10 @@ strangemood
:summary: Trigger a strange mood.
:tags: fort armok units
Usage::
Usage
-----
::
stangemood [<options>]

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