161 lines
6.8 KiB
ReStructuredText
161 lines
6.8 KiB
ReStructuredText
.. _tiletypes-here:
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.. _tiletypes-here-point:
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tiletypes
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=========
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.. dfhack-tool::
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:summary: Paints tiles of specified types onto the map.
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:tags: adventure fort armok map
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.. dfhack-command:: tiletypes-command
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:summary: Run tiletypes commands.
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.. dfhack-command:: tiletypes-here
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:summary: Paint map tiles starting from the cursor.
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.. dfhack-command:: tiletypes-here-point
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:summary: Paint the map tile under the cursor.
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You can use the `probe` command to discover properties of existing tiles that
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you'd like to copy. If you accidentally paint over a vein that you want back,
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`fixveins` may help.
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The tool works with a brush, a filter, and a paint specification. The brush
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determines the shape of the area to affect, the filter selects which tiles to
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affect, and the paint specification determines how to affect those tiles.
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Both paint and filter can have many different properties, like general shape
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(WALL, FLOOR, etc.), general material (SOIL, STONE, MINERAL, etc.), specific
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materials (MICROCLINE, MARBLE, etc.), state of 'designated', 'hidden', and
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'light' flags, and many others.
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Usage
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-----
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``tiletypes``
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Start the interactive terminal prompt where you can iteratively modify
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the brush, filter, and paint specification and get help on syntax
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elements. When in the interactive prompt, type ``quit`` to get out.
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``tiletypes-command <command> [; <command> ...]``
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Run ``tiletypes`` commands from outside the interactive prompt. You can
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use this form from hotkeys or `dfhack-run` to set specific tiletypes
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properties. You can run multiple commands on one line by separating them
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with :literal:`\ ; \ ` -- that's a semicolon with a space on either side.
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See the Commands_ section below for an overview of commands you can run.
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``tiletypes-here [<options>]``
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Apply the current options set in ``tiletypes`` and/or ``tiletypes-command``
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at the in-game cursor position, including the brush. Can be used from a
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hotkey.
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``tiletypes-here-point [<options>]``
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Apply the current options set in ``tiletypes`` and/or ``tiletypes-command``
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at the in-game cursor position to a single tile (ignoring brush settings).
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Can be used from a hotkey.
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Examples
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--------
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``tiletypes-command filter material STONE ; f shape WALL ; paint shape FLOOR``
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Turn all stone walls into floors, preserving the material.
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``tiletypes-command p any ; p s wall ; p sp normal``
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Clear the paint specification and set it to unsmoothed walls.
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``tiletypes-command f any ; p stone marble ; p sh wall ; p sp normal ; r 10 10``
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Prepare to paint a 10x10 area of marble walls, ready for harvesting for
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flux.
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``tiletypes-command f any ; f designated 1 ; p any ; p hidden 0 ; block ; run``
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Set the filter to match designated tiles, the paint specification to unhide
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them, and the brush to cover all tiles in the current block. Then run itThis is useful
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for unhiding tiles you wish to dig out of an aquifer so the game doesn't
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pause and undesignate adjacent tiles every time a new damp tile is
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"discovered".
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Options
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-------
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``-c``, ``--cursor <x>,<y>,<z>``
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Use the specified map coordinates instead of the current cursor position. If
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this option is specified, then an active game map cursor is not necessary.
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``-q``, ``--quiet``
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Suppress non-error status output.
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Commands
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--------
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Commands can set the brush or modify the filter or paint options. When at the
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interactive ``tiletypes>`` prompt, the command ``run`` (or hitting enter on an
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empty line) will apply the current filter and paint specification with the
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current brush at the current cursor position. The command ``quit`` will exit.
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Brush commands
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``````````````
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``p``, ``point``
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Use the point brush.
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``r``, ``range <width> <height> [<depth>]``
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Use the range brush with the specified width, height, and depth. If not
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specified, depth is 1, meaning just the current z-level. The range starts at
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the position of the cursor and goes to the east, south and up (towards the
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sky).
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``block``
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Use the block brush, which includes all tiles in the 16x16 block that
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includes the cursor.
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``column``
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Use the column brush, which ranges from the current cursor position to the
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first solid tile above it. This is useful for filling the empty space in a
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cavern.
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Filter and paint commands
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`````````````````````````
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The general forms for modifying the filter or paint specification are:
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``f``, ``filter <options>``
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Modify the filter.
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``p``, ``paint <options>``
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Modify the paint specification.
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The options identify the property of the tile and the value of that property:
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``any``
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Reset to default (no filter/paint).
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``s``, ``sh``, ``shape <shape>``
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Tile shape information. Run ``:lua @df.tiletype_shape`` to see valid shapes,
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or use a shape of ``any`` to clear the current setting.
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``m``, ``mat``, ``material <material>``
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Tile material information. Run ``:lua @df.tiletype_material`` to see valid
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materials, or use a material of ``any`` to clear the current setting.
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``sp``, ``special <special>``
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Tile special information. Run ``:lua @df.tiletype_special`` to see valid
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special values, or use a special value of ``any`` to clear the current
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setting.
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``v``, ``var``, ``variant <variant>``
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Tile variant information. Run ``:lua @df.tiletype_variant`` to see valid
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variant values, or use a variant value of ``any`` to clear the current
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setting.
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``a``, ``all [<shape>] [<material>] [<special>] [<variant>]``
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Set values for any or all of shape, material, special, and/or variant, in
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any order.
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``d``, ``designated 0|1``
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Only useful for the filter, since you can't "paint" designations.
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``h``, ``hidden 0|1``
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Whether a tile is hidden. A value of ``0`` means "revealed".
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``l``, ``light 0|1``
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Whether a tile is marked as "Light". A value of ``0`` means "dark".
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``st``, ``subterranean 0|1``
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Whether a tile is marked as "Subterranean".
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``sv``, ``skyview 0|1``
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Whether a tile is marked as "Outside". A value of ``0`` means "inside".
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``aqua``, ``aquifer 0|1``
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Whether a tile is marked as an aquifer.
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``stone <stone type>``
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Set a particular type of stone, creating veins as required. To see a list of
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valid stone types, run: ``:lua for _,mat in ipairs(df.global.world.raws.inorganics) do if mat.material.flags.IS_STONE and not mat.material.flags.NO_STONE_STOCKPILE then print(mat.id) end end``
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Note that this command paints under ice and constructions, instead of
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overwriting them. Also note that specifying a specific ``stone`` will cancel
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out anything you have specified for ``material``, and vice-versa.
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``veintype <vein type>``
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Set a particular vein type for the ``stone`` option to take advantage of the
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different boulder drop rates. To see valid vein types, run
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``:lua @df.inclusion_type``, or use vein type ``CLUSTER`` to reset to the
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default.
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