* add alt-f as a hotkey for quickfort
to mimic the existing windows hotkey for the old quickfort
hopefully this will ease the transition from the old quickfort to the
new
* add and document new quickfort aliases
* reduce quantity requirement for dyeing
15 is just too high. the counter counts bags, not units
* dreamfort blueprint improvements
most of these suggested by ldog on the forums. Thanks!
- significantly extend the list of hostile creatures that get stashed in the prisoner quantum stockpile
- send adamantine thread to the metalworker stockpiles
- give from thread/cloth stockpiles to clothier, loom, and dyer to protect the adamantine thread
- automatically create tavern, library, and temple locations (restricted to residents only by default)
- automatically associate the rented rooms with the tavern
- place a stockpile under the dump zone so you can set up stockpile links for dumped items
- doc improvements. in particular, point people to the new assign-minecarts tool for assigning minecarts to quantum stockpile dumps
* update changelog
* fix typo in cloth stockpile settings
* fix typo in guildhall location setup
* don't restrict stockpiles for clothiers and dyers
* deprecate jugs alias and add stone|woodentools
* remove dye thread, make jugs wooden
remove dye thread to protect adamantine
make jugs wooden to differentiate them from scroll rollers. that gives
us a chance to actually have a usable jugs-only stockpile
* dreamfort improvements
- move trap corridor gates and levers before the walls and traps so they get
constructed first
- give useful names to the craftsdwarf's workshops
- redesign the services level to:
- fit better in a 1x1 embark
- add doors to the hospital recovery rooms to protect from
werebeasts-to-be
- add an interrogation room (sheriff's office) next to the jail
* shape hospital zone to exactly the hospital area
* don't clutter the hospital with statues
* update changelog
* update example init files
replace onLoad.init-example with documentation on how to create scripts that run on world/map load
it was confusing to show it being loaded with sc-script since it gets autorun anyway if it is just named properly
* update changelog
* add quickfort keybinding
* move standard tweaks from dreamfort init to main
Several users have asked to have these back, and they don't interfere with the
game unless workflow is enabled.
This reverts part of commit b68cff0384.
After updating the extra init file in my pack, I realised that many of
the changes could be merged into the standard init.
This enables a few more UI improvements, adds neglected keybindings, and
removes the roses-init and binpatches sections (third-party only and
obsolete respectively).
* tweak: Log tweak changes to stderr.log instead of the console
* stockflow: Use "enable stockflow" instead of "stockflow enable"
in dfhack.init-example