It is not possible to create a work-order for making silver crossbows,
so the silver crossbow recipe belongs in the alternative military library
with other artifact/non-craftable weapon recipes.
It's already present in the library/military_include_artifact_materials
work-orders, so simply needed removal from the vanilla library/military
orders version.
Platinum weapons are normally only created by artifact moods.
Removed creation of platinum weapons from military.json
Altered other weapon work orders to not care about the existance of
platinum.
Renamed original file for those who want to create platinum weapons
anyway.
so they don't clutter the hotkeys list unnecessarily
the better solution for many of these commands is hotkey guards, but we
don't yet support hotkey guards for scripts
loading other plugin modules during plugin_init results in those other
plugin modules not getting initialized properly. specifically, their
DFHACK_PLUGIN_LUA_FUNCTIONS and commands don't get added to their lua
module namespaces.
* reorganize init scripts into dfhack-config
allows player init scripts to build on defaults instead of replace them
this also moves the init scripts out of the main df directory
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* escape asterisks in docs
* remove unneeded dfhack.init file creation for test
* write the test init script to the new init dir
* create the init dir before trying to write a file
* rename default init files for clarity
* Update changelog
* Update docs/changelog.txt
Co-authored-by: Alan <lethosor@users.noreply.github.com>
* Try to get buildmaster to work with old branches
* Update changelog
* get keybindings from all init scripts
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fix spacing in changelog
* split default loading into its own file
* update docs with new changes
* update help text wording in default init files
* Apply suggestions from code review
Co-authored-by: Alan <lethosor@users.noreply.github.com>
* Alphabetize changelog
* Update onMapLoad.default.init
* Update onMapLoad.init
* Update Core.rst
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Alan <lethosor@users.noreply.github.com>
* move professions out of the examples folder
* install professions into professions/library
* guard unguarded header from multiple inclusion
* load and display library professions
* update changelog
* move example professions docs from examples guide
* update dreamfort documentation
* note that professions folder has changed
* Fix bad merge
* move orders out of examples directory
* install orders into library dir
* read orders from new library dir
* update documentation
* update dreamfort references to orders import
* update changelog
* ignore json files in pre-commit
* 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
- documents the new config mode
- adds integration test data for [quickfort] implement config mode scripts#361
- adds a note recommending that config mode be used instead of the quickfort query_unsafe setting
- converts the dreamfort /setup blueprint to use config mode; also adjust the aliases used in that blueprint to no longer escape from and re-enter query mode
- adds some more distinctive anchor names for the quickfort and blueprint guides
- update help text
- add statues to corridors on services level
- add optional default furnishings to the guildhall level and update help
- center statue lines in apartment level corridors