@ -2771,6 +2771,7 @@ guideline because it arguably just fixes small usability bugs in the game UI.</p
 
			
		
	
		
		
			
				
					
					< h2 > < a  class = "toc-backref"  href = "#id132" > Dwarf Manipulator< / a > < / h2 > < h2 > < a  class = "toc-backref"  href = "#id132" > Dwarf Manipulator< / a > < / h2 >  
			
		
	
		
		
			
				
					
					< p > Implemented by the manipulator plugin. To activate, open the unit screen and< p > Implemented by the manipulator plugin. To activate, open the unit screen and 
			
		
	
		
		
			
				
					
					press 'l'.< / p > 
press 'l'.< / p > 
 
			
		
	
		
		
			
				
					
					< img  alt = "images/manipulator.png"  src = "images/manipulator.png"  / >  
			
		
	
		
		
			
				
					
					< p > This tool implements a Dwarf Therapist-like interface within the game UI. The< p > This tool implements a Dwarf Therapist-like interface within the game UI. The 
			
		
	
		
		
			
				
					
					far left column displays the unit's Happiness (color-coded based on its
far left column displays the unit's Happiness (color-coded based on its
 
			
		
	
		
		
			
				
					
					value), and the right half of the screen displays each dwarf's labor settings
value), and the right half of the screen displays each dwarf's labor settings
 
			
		
	
	
		
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
					@ -2806,6 +2807,7 @@ directly to the main dwarf mode screen.</p>
 
			
		
	
		
		
			
				
					
					< div  class = "section"  id = "search" > < div  class = "section"  id = "search" >  
			
		
	
		
		
			
				
					
					< h2 > < a  class = "toc-backref"  href = "#id133" > Search< / a > < / h2 > < h2 > < a  class = "toc-backref"  href = "#id133" > Search< / a > < / h2 >  
			
		
	
		
		
			
				
					
					< p > The search plugin adds search to the Stocks, Trading and Unit List screens.< / p > < p > The search plugin adds search to the Stocks, Trading and Unit List screens.< / p >  
			
		
	
		
		
			
				
					
					< img  alt = "images/search.png"  src = "images/search.png"  / >  
			
		
	
		
		
			
				
					
					< p > Searching works the same way as the search option in " Move to Depot"  does.< p > Searching works the same way as the search option in " Move to Depot"  does. 
			
		
	
		
		
			
				
					
					You will see the Search option displayed on screen with a hotkey (usually 's').
You will see the Search option displayed on screen with a hotkey (usually 's').
 
			
		
	
		
		
			
				
					
					Pressing it lets you start typing a query and the relevant list will start
Pressing it lets you start typing a query and the relevant list will start
 
			
		
	
	
		
		
			
				
					
						
						
						
							
								 
						
					 
					@ -2825,12 +2827,14 @@ key while search is active clears the search instead of executing the trade.</p>
 
			
		
	
		
		
			
				
					
					< div  class = "section"  id = "gui-liquids" > < div  class = "section"  id = "gui-liquids" >  
			
		
	
		
		
			
				
					
					< h2 > < a  class = "toc-backref"  href = "#id134" > gui/liquids< / a > < / h2 > < h2 > < a  class = "toc-backref"  href = "#id134" > gui/liquids< / a > < / h2 >  
			
		
	
		
		
			
				
					
					< p > To use, bind to a key and activate in the 'k' mode.< / p > < p > To use, bind to a key and activate in the 'k' mode.< / p >  
			
		
	
		
		
			
				
					
					< img  alt = "images/liquids.png"  src = "images/liquids.png"  / >  
			
		
	
		
		
			
				
					
					< p > While active, use the suggested keys to switch the usual liquids parameters, and Enter< p > While active, use the suggested keys to switch the usual liquids parameters, and Enter 
			
		
	
		
		
			
				
					
					to select the target area and apply changes.< / p > 
to select the target area and apply changes.< / p > 
 
			
		
	
		
		
			
				
					
					< / div > < / div >  
			
		
	
		
		
			
				
					
					< div  class = "section"  id = "gui-mechanisms" > < div  class = "section"  id = "gui-mechanisms" >  
			
		
	
		
		
			
				
					
					< h2 > < a  class = "toc-backref"  href = "#id135" > gui/mechanisms< / a > < / h2 > < h2 > < a  class = "toc-backref"  href = "#id135" > gui/mechanisms< / a > < / h2 >  
			
		
	
		
		
			
				
					
					< p > To use, bind to a key and activate in the 'q' mode.< / p > < p > To use, bind to a key and activate in the 'q' mode.< / p >  
			
		
	
		
		
			
				
					
					< img  alt = "images/mechanisms.png"  src = "images/mechanisms.png"  / >  
			
		
	
		
		
			
				
					
					< p > Lists mechanisms connected to the building, and their links. Navigating the list centers< p > Lists mechanisms connected to the building, and their links. Navigating the list centers 
			
		
	
		
		
			
				
					
					the view on the relevant linked buildings.< / p > 
the view on the relevant linked buildings.< / p > 
 
			
		
	
		
		
			
				
					
					< p > To exit, press ESC or Enter; ESC recenters on the original building, while Enter leaves< p > To exit, press ESC or Enter; ESC recenters on the original building, while Enter leaves 
			
		
	
	
		
		
			
				
					
						
						
						
							
								 
						
					 
					@ -2843,12 +2847,17 @@ re-entering the mechanisms ui.</p>
 
			
		
	
		
		
			
				
					
					via a simple dialog in the game ui.< / p > 
via a simple dialog in the game ui.< / p > 
 
			
		
	
		
		
			
				
					
					< ul > < ul >  
			
		
	
		
		
			
				
					
					< li > < p  class = "first" > < tt  class = "docutils literal" > gui/rename [building]< / tt >  in 'q' mode changes the name of a building.< / p > < li > < p  class = "first" > < tt  class = "docutils literal" > gui/rename [building]< / tt >  in 'q' mode changes the name of a building.< / p >  
			
		
	
		
		
			
				
					
					< img  alt = "images/rename-bld.png"  src = "images/rename-bld.png"  / >  
			
		
	
		
		
			
				
					
					< p > The selected building must be one of stockpile, workshop, furnace, trap, or siege engine.< p > The selected building must be one of stockpile, workshop, furnace, trap, or siege engine. 
			
		
	
		
		
			
				
					
					It is also possible to rename zones from the 'i' menu.< / p > 
It is also possible to rename zones from the 'i' menu.< / p > 
 
			
		
	
		
		
			
				
					
					< / li > < / li >  
			
		
	
		
		
			
				
					
					< li > < p  class = "first" > < tt  class = "docutils literal" > gui/rename [unit]< / tt >  with a unit selected changes the nickname.< / p > < li > < p  class = "first" > < tt  class = "docutils literal" > gui/rename [unit]< / tt >  with a unit selected changes the nickname.< / p >  
			
		
	
		
		
			
				
					
					< p > Unlike the built-in interface, this works even on enemies and animals.< / p >  
			
		
	
		
		
			
				
					
					< / li > < / li >  
			
		
	
		
		
			
				
					
					< li > < p  class = "first" > < tt  class = "docutils literal" > gui/rename < span  class = "pre" > unit-profession< / span > < / tt >  changes the selected unit's custom profession name.< / p > < li > < p  class = "first" > < tt  class = "docutils literal" > gui/rename < span  class = "pre" > unit-profession< / span > < / tt >  changes the selected unit's custom profession name.< / p >  
			
		
	
		
		
			
				
					
					< img  alt = "images/rename-prof.png"  src = "images/rename-prof.png"  / >  
			
		
	
		
		
			
				
					
					< p > Likewise, this can be applied to any unit, and when used on animals it overrides 
			
		
	
		
		
			
				
					
					their species string.< / p > 
 
			
		
	
		
		
			
				
					
					< / li > < / li >  
			
		
	
		
		
			
				
					
					< / ul > < / ul >  
			
		
	
		
		
			
				
					
					< p > The < tt  class = "docutils literal" > building< / tt >  or < tt  class = "docutils literal" > unit< / tt >  options are automatically assumed when in relevant ui state.< / p > < p > The < tt  class = "docutils literal" > building< / tt >  or < tt  class = "docutils literal" > unit< / tt >  options are automatically assumed when in relevant ui state.< / p >  
			
		
	
	
		
		
			
				
					
						
						
						
							
								 
						
					 
					@ -2857,6 +2866,7 @@ It is also possible to rename zones from the 'i' menu.</p>
 
			
		
	
		
		
			
				
					
					< h2 > < a  class = "toc-backref"  href = "#id137" > gui/room-list< / a > < / h2 > < h2 > < a  class = "toc-backref"  href = "#id137" > gui/room-list< / a > < / h2 >  
			
		
	
		
		
			
				
					
					< p > To use, bind to a key and activate in the 'q' mode, either immediately or after opening< p > To use, bind to a key and activate in the 'q' mode, either immediately or after opening 
			
		
	
		
		
			
				
					
					the assign owner page.< / p > 
the assign owner page.< / p > 
 
			
		
	
		
		
			
				
					
					< img  alt = "images/room-list.png"  src = "images/room-list.png"  / >  
			
		
	
		
		
			
				
					
					< p > The script lists other rooms owned by the same owner, or by the unit selected in the assign< p > The script lists other rooms owned by the same owner, or by the unit selected in the assign 
			
		
	
		
		
			
				
					
					list, and allows unassigning them.< / p > 
list, and allows unassigning them.< / p > 
 
			
		
	
		
		
			
				
					
					< / div > < / div >  
			
		
	
	
		
		
			
				
					
						
						
						
							
								 
						
					 
					@ -2873,17 +2883,25 @@ and may lead to inappropriate weapons being selected.</p>
 
			
		
	
		
		
			
				
					
					< div  class = "section"  id = "gui-guide-path" > < div  class = "section"  id = "gui-guide-path" >  
			
		
	
		
		
			
				
					
					< h2 > < a  class = "toc-backref"  href = "#id139" > gui/guide-path< / a > < / h2 > < h2 > < a  class = "toc-backref"  href = "#id139" > gui/guide-path< / a > < / h2 >  
			
		
	
		
		
			
				
					
					< p > Bind to a key, and activate in the Hauling menu with the cursor over a Guide order.< / p > < p > Bind to a key, and activate in the Hauling menu with the cursor over a Guide order.< / p >  
			
		
	
		
		
			
				
					
					< img  alt = "images/guide-path.png"  src = "images/guide-path.png"  / >  
			
		
	
		
		
			
				
					
					< p > The script displays the cached path that will be used by the order; the game< p > The script displays the cached path that will be used by the order; the game 
			
		
	
		
		
			
				
					
					computes it when the order is executed for the first time.< / p > 
computes it when the order is executed for the first time.< / p > 
 
			
		
	
		
		
			
				
					
					< / div > < / div >  
			
		
	
		
		
			
				
					
					< div  class = "section"  id = "gui-workshop-job" > < div  class = "section"  id = "gui-workshop-job" >  
			
		
	
		
		
			
				
					
					< h2 > < a  class = "toc-backref"  href = "#id140" > gui/workshop-job< / a > < / h2 > < h2 > < a  class = "toc-backref"  href = "#id140" > gui/workshop-job< / a > < / h2 >  
			
		
	
		
		
			
				
					
					< p > Bind to a key, and activate with a job selected in a workshop in the 'q' mode.< / p > < p > Bind to a key, and activate with a job selected in a workshop in the 'q' mode.< / p >  
			
		
	
		
		
			
				
					
					< img  alt = "images/workshop-job.png"  src = "images/workshop-job.png"  / >  
			
		
	
		
		
			
				
					
					< p > The script shows a list of the input reagents of the selected job, and allows changing< p > The script shows a list of the input reagents of the selected job, and allows changing 
			
		
	
		
		
			
				
					
					them like the < tt  class = "docutils literal" > job < span  class = "pre" > item-type< / span > < / tt >  and < tt  class = "docutils literal" > job < span  class = "pre" > item-material< / span > < / tt >  commands.< / p > 
them like the < tt  class = "docutils literal" > job < span  class = "pre" > item-type< / span > < / tt >  and < tt  class = "docutils literal" > job < span  class = "pre" > item-material< / span > < / tt >  commands.< / p > 
 
			
		
	
		
		
			
				
					
					< p > Specifically, pressing the 'i' key pops up a dialog that lets you select an item< p > Specifically, pressing the 'i' key pops up a dialog that lets you select an item 
			
		
	
		
		
			
				
					
					type from a list. Pressing 'm', unless the item type does not allow a material,
type from a list.< / p > 
 
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					< img  alt = "images/workshop-job-item.png"  src = "images/workshop-job-item.png"  / >  
			
		
	
		
		
			
				
					
					< p > Pressing 'm', unless the item type does not allow a material, 
			
		
	
		
		
			
				
					
					lets you choose a material.< / p > 
lets you choose a material.< / p > 
 
			
		
	
		
		
			
				
					
					< img  alt = "images/workshop-job-material.png"  src = "images/workshop-job-material.png"  / >  
			
		
	
		
		
			
				
					
					< p > Since there are a lot more materials than item types, this dialog is more complex 
			
		
	
		
		
			
				
					
					and uses a hierarchy of sub-menus. List choices that open a sub-menu are marked
 
			
		
	
		
		
			
				
					
					with an arrow on the left.< / p > 
 
			
		
	
		
		
			
				
					
					< div  class = "warning" > < div  class = "warning" >  
			
		
	
		
		
			
				
					
					< p  class = "first admonition-title" > Warning< / p > < p  class = "first admonition-title" > Warning< / p >  
			
		
	
		
		
			
				
					
					< p  class = "last" > Due to the way input reagent matching works in DF, you must select an item type< p  class = "last" > Due to the way input reagent matching works in DF, you must select an item type 
			
		
	
	
		
		
			
				
					
						
						
						
							
								 
						
					 
					@ -2907,6 +2925,7 @@ you have to unset the material first.</p>
 
			
		
	
		
		
			
				
					
					< div  class = "section"  id = "gui-workflow" > < div  class = "section"  id = "gui-workflow" >  
			
		
	
		
		
			
				
					
					< h2 > < a  class = "toc-backref"  href = "#id141" > gui/workflow< / a > < / h2 > < h2 > < a  class = "toc-backref"  href = "#id141" > gui/workflow< / a > < / h2 >  
			
		
	
		
		
			
				
					
					< p > Bind to a key, and activate with a job selected in a workshop in the 'q' mode.< / p > < p > Bind to a key, and activate with a job selected in a workshop in the 'q' mode.< / p >  
			
		
	
		
		
			
				
					
					< img  alt = "images/workflow.png"  src = "images/workflow.png"  / >  
			
		
	
		
		
			
				
					
					< p > This script provides a simple interface to constraints managed by the workflow< p > This script provides a simple interface to constraints managed by the workflow 
			
		
	
		
		
			
				
					
					plugin. When active, it displays a list of all constraints applicable to the
plugin. When active, it displays a list of all constraints applicable to the
 
			
		
	
		
		
			
				
					
					current job, and their current status.< / p > 
current job, and their current status.< / p > 
 
			
		
	
	
		
		
			
				
					
						
						
						
							
								 
						
					 
					@ -2920,15 +2939,22 @@ Pressing 'm' lets you input the range directly; 'e', 'r', 'd', 'f' adjust the
 
			
		
	
		
		
			
				
					
					bounds by 1, 5, or 25 depending on the direction and the 'c' setting (counting
bounds by 1, 5, or 25 depending on the direction and the 'c' setting (counting
 
			
		
	
		
		
			
				
					
					items and expanding the range each gives a 5x bonus).< / p > 
items and expanding the range each gives a 5x bonus).< / p > 
 
			
		
	
		
		
			
				
					
					< p > Pressing 'n' produces a list of possible outputs of this job as guessed by< p > Pressing 'n' produces a list of possible outputs of this job as guessed by 
			
		
	
		
		
			
				
					
					workflow, and lets you create a new constraint by just  choosing one. If you
workflow, and lets you create a new constraint by choosing one as templat e. If you
 
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					don't see the choice you want in the list, it likely means you have to adjust
don't see the choice you want in the list, it likely means you have to adjust
 
			
		
	
		
		
			
				
					
					the job material first using < tt  class = "docutils literal" > job < span  class = "pre" > item-material< / span > < / tt >  or < tt  class = "docutils literal" > < span  class = "pre" > gui/workshop-job< / span > < / tt > ,
the job material first using < tt  class = "docutils literal" > job < span  class = "pre" > item-material< / span > < / tt >  or < tt  class = "docutils literal" > < span  class = "pre" > gui/workshop-job< / span > < / tt > ,
 
			
		
	
		
		
			
				
					
					as described in < tt  class = "docutils literal" > workflow< / tt >  documentation above. In this manner, this feature
as described in < tt  class = "docutils literal" > workflow< / tt >  documentation above. In this manner, this feature
 
			
		
	
		
		
			
				
					
					can be used for troubleshooting jobs that don't match the right constraints.< / p > 
can be used for troubleshooting jobs that don't match the right constraints.< / p > 
 
			
		
	
		
		
			
				
					
					< img  alt = "images/workflow-new1.png"  src = "images/workflow-new1.png"  / >  
			
		
	
		
		
			
				
					
					< p > After selecting one of the presented outputs, the interface proceeds to the 
			
		
	
		
		
			
				
					
					next dialog, which allows you to edit the suggested constraint parameters to
 
			
		
	
		
		
			
				
					
					suit your need, and set the item count range.< / p > 
 
			
		
	
		
		
			
				
					
					< img  alt = "images/workflow-new2.png"  src = "images/workflow-new2.png"  / >  
			
		
	
		
		
			
				
					
					< p > If you don't need advanced settings, you can just press 'y' to confirm creation.< / p >  
			
		
	
		
		
			
				
					
					< / div > < / div >  
			
		
	
		
		
			
				
					
					< div  class = "section"  id = "gui-assign-rack" > < div  class = "section"  id = "gui-assign-rack" >  
			
		
	
		
		
			
				
					
					< h2 > < a  class = "toc-backref"  href = "#id142" > gui/assign-rack< / a > < / h2 > < h2 > < a  class = "toc-backref"  href = "#id142" > gui/assign-rack< / a > < / h2 >  
			
		
	
		
		
			
				
					
					< p > Bind to a key, and activate when viewing a weapon rack in the 'q' mode.< / p > < p > Bind to a key, and activate when viewing a weapon rack in the 'q' mode.< / p >  
			
		
	
		
		
			
				
					
					< img  alt = "images/assign-rack.png"  src = "images/assign-rack.png"  / >  
			
		
	
		
		
			
				
					
					< p > This script is part of a group of related fixes to make the armory storage< p > This script is part of a group of related fixes to make the armory storage 
			
		
	
		
		
			
				
					
					work again. The existing issues are:< / p > 
work again. The existing issues are:< / p > 
 
			
		
	
		
		
			
				
					
					< ul  class = "simple" > < ul  class = "simple" >  
			
		
	
	
		
		
			
				
					
						
						
						
							
								 
						
					 
					@ -2945,7 +2971,8 @@ unless the <tt class="docutils literal"><span class="pre">fix-armory</span></tt>
 
			
		
	
		
		
			
				
					
					< / ul > < / ul >  
			
		
	
		
		
			
				
					
					< p > The script interface simply lets you designate one of the squads that< p > The script interface simply lets you designate one of the squads that 
			
		
	
		
		
			
				
					
					are assigned to the barracks/armory containing the selected stand as
are assigned to the barracks/armory containing the selected stand as
 
			
		
	
		
		
			
				
					
					the intended user.< / p > 
the intended user. In order to aid in the choice, it shows the number
 
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					of currently assigned racks for every valid squad.< / p > 
 
			
		
	
		
		
			
				
					
					< / div > < / div >  
			
		
	
		
		
			
				
					
					< / div > < / div >  
			
		
	
		
		
			
				
					
					< div  class = "section"  id = "behavior-mods" > < div  class = "section"  id = "behavior-mods" >  
			
		
	
	
		
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
					@ -2976,6 +3003,7 @@ e.g. like making siegers bring their own, are something only Toady can do.</p>
 
			
		
	
		
		
			
				
					
					< h3 > < a  class = "toc-backref"  href = "#id146" > Configuration UI< / a > < / h3 > < h3 > < a  class = "toc-backref"  href = "#id146" > Configuration UI< / a > < / h3 >  
			
		
	
		
		
			
				
					
					< p > The configuration front-end to the plugin is implemented by the gui/siege-engine< p > The configuration front-end to the plugin is implemented by the gui/siege-engine 
			
		
	
		
		
			
				
					
					script. Bind it to a key and activate after selecting a siege engine in 'q' mode.< / p > 
script. Bind it to a key and activate after selecting a siege engine in 'q' mode.< / p > 
 
			
		
	
		
		
			
				
					
					< img  alt = "images/siege-engine.png"  src = "images/siege-engine.png"  / >  
			
		
	
		
		
			
				
					
					< p > The main mode displays the current target, selected ammo item type, linked stockpiles and< p > The main mode displays the current target, selected ammo item type, linked stockpiles and 
			
		
	
		
		
			
				
					
					the allowed operator skill range. The map tile color is changed to signify if it can be
the allowed operator skill range. The map tile color is changed to signify if it can be
 
			
		
	
		
		
			
				
					
					hit by the selected engine: green for fully reachable, blue for out of range, red for blocked,
hit by the selected engine: green for fully reachable, blue for out of range, red for blocked,
 
			
		
	
	
		
		
			
				
					
						
						
						
							
								 
						
					 
					@ -2999,6 +3027,7 @@ menu.</p>
 
			
		
	
		
		
			
				
					
					supplied to gear boxes built in the four adjacent N/S/W/E tiles.< / p > 
supplied to gear boxes built in the four adjacent N/S/W/E tiles.< / p > 
 
			
		
	
		
		
			
				
					
					< p > The configuration front-end is implemented by the gui/power-meter script. Bind it to a< p > The configuration front-end is implemented by the gui/power-meter script. Bind it to a 
			
		
	
		
		
			
				
					
					key and activate after selecting Pressure Plate in the build menu.< / p > 
key and activate after selecting Pressure Plate in the build menu.< / p > 
 
			
		
	
		
		
			
				
					
					< img  alt = "images/power-meter.png"  src = "images/power-meter.png"  / >  
			
		
	
		
		
			
				
					
					< p > The script follows the general look and feel of the regular pressure plate build< p > The script follows the general look and feel of the regular pressure plate build 
			
		
	
		
		
			
				
					
					configuration page, but configures parameters relevant to the modded power meter building.< / p > 
configuration page, but configures parameters relevant to the modded power meter building.< / p > 
 
			
		
	
		
		
			
				
					
					< / div > < / div >