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@ -615,9 +615,7 @@ general shape (WALL, FLOOR, etc.), general material (SOIL, STONE, MINERAL,
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etc.), state of 'designated', 'hidden' and 'light' flags.
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The properties of filter and paint can be partially defined. This means that
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you can for example do something like this:
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::
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you can for example do something like this::
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filter material STONE
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filter shape FORTIFICATION
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@ -625,8 +623,7 @@ you can for example do something like this:
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This will turn all stone fortifications into floors, preserving the material.
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Or this:
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::
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Or this::
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filter shape FLOOR
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filter material MINERAL
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@ -636,9 +633,7 @@ Turning mineral vein floors back into walls.
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The tool also allows tweaking some tile flags:
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Or this:
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::
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Or this::
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paint hidden 1
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paint hidden 0
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@ -648,23 +643,17 @@ This will hide previously revealed tiles (or show hidden with the 0 option).
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More recently, the tool supports changing the base material of the tile to
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an arbitrary stone from the raws, by creating new veins as required. Note
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that this mode paints under ice and constructions, instead of overwriting
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them. To enable, use:
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::
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them. To enable, use::
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paint stone MICROCLINE
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This mode is incompatible with the regular ``material`` setting, so changing
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it cancels the specific stone selection:
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::
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it cancels the specific stone selection::
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paint material ANY
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Since different vein types have different drop rates, it is possible to choose
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which one to use in painting:
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::
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which one to use in painting::
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paint veintype CLUSTER_SMALL
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@ -672,9 +661,7 @@ When the chosen type is ``CLUSTER`` (the default), the tool may automatically
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choose to use layer stone or lava stone instead of veins if its material matches
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the desired one.
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Any paint or filter option (or the entire paint or filter) can be disabled entirely by using the ANY keyword:
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::
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Any paint or filter option (or the entire paint or filter) can be disabled entirely by using the ANY keyword::
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paint hidden ANY
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paint shape ANY
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@ -689,9 +676,7 @@ You can use several different brushes for painting tiles:
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* A column ranging from current cursor to the first solid tile above. (column)
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* DF map block - 16x16 tiles, in a regular grid. (block)
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Example:
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::
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Example::
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range 10 10 1
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@ -1573,44 +1558,37 @@ The subsequent parts are optional:
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Constraint examples
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...................
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Keep metal bolts within 900-1000, and wood/bone within 150-200.
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::
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Keep metal bolts within 900-1000, and wood/bone within 150-200::
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workflow amount AMMO:ITEM_AMMO_BOLTS/METAL 1000 100
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workflow amount AMMO:ITEM_AMMO_BOLTS/WOOD,BONE 200 50
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Keep the number of prepared food & drink stacks between 90 and 120
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::
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Keep the number of prepared food & drink stacks between 90 and 120::
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workflow count FOOD 120 30
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workflow count DRINK 120 30
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Make sure there are always 25-30 empty bins/barrels/bags.
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::
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Make sure there are always 25-30 empty bins/barrels/bags::
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workflow count BIN 30
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workflow count BARREL 30
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workflow count BOX/CLOTH,SILK,YARN 30
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Make sure there are always 15-20 coal and 25-30 copper bars.
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::
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Make sure there are always 15-20 coal and 25-30 copper bars::
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workflow count BAR//COAL 20
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workflow count BAR//COPPER 30
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Produce 15-20 gold crafts.
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::
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Produce 15-20 gold crafts::
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workflow count CRAFTS//GOLD 20
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Collect 15-20 sand bags and clay boulders.
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::
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Collect 15-20 sand bags and clay boulders::
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workflow count POWDER_MISC/SAND 20
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workflow count BOULDER/CLAY 20
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Make sure there are always 80-100 units of dimple dye.
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::
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Make sure there are always 80-100 units of dimple dye::
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workflow amount POWDER_MISC//MUSHROOM_CUP_DIMPLE:MILL 100 20
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@ -1620,8 +1598,7 @@ Make sure there are always 80-100 units of dimple dye.
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on the Mill Plants job to MUSHROOM_CUP_DIMPLE using the 'job item-material'
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command. Otherwise the plugin won't be able to deduce the output material.
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Maintain 10-100 locally-made crafts of exceptional quality.
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::
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Maintain 10-100 locally-made crafts of exceptional quality::
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workflow count CRAFTS///LOCAL,EXCEPTIONAL 100 90
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@ -1892,8 +1869,7 @@ autochop
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Automatically manage tree cutting designation to keep available logs withing given
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quotas.
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Open the dashboard by running:
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::
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Open the dashboard by running::
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getplants autochop
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@ -2219,8 +2195,7 @@ use in your farming plots.
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With a seed type, the script will grow 100 of these seeds, ready to be
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harvested. You can change the number with a 2nd argument.
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For example, to grow 40 plump helmet spawn:
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::
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For example, to grow 40 plump helmet spawn::
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growcrops plump 40
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