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Merge pull request #1276 from ChrisJohnsen/cj/docs-spelling
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docs spelling fixes
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myk002 authored Aug 27, 2024
2 parents 20a0147 + a26f3b0 commit b994c8a
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16 changes: 8 additions & 8 deletions changelog.txt
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Expand Up @@ -136,7 +136,7 @@ Template for new versions:
- `caravan`: remember filter settings for pedestal item assignment dialog
- `quickfort`: new ``delete`` command for deleting player-owned blueprints (library and mod-added blueprints cannot be deleted)
- `quickfort`: support enabling `logistics` features for autoforbid and autoclaim on stockpiles
- `gui/quickfort`: allow farm plots, dirt roads, and paved roads to be designated around partial obstructions without callling it an error, matching vanilla behavior
- `gui/quickfort`: allow farm plots, dirt roads, and paved roads to be designated around partial obstructions without calling it an error, matching vanilla behavior
- `gui/launcher`: refresh default tag filter when mortal mode is toggled in `gui/control-panel` so changes to which tools autocomplete take effect immediately
- `gui/civ-alert`: you can now register multiple burrows as civilian alert safe spaces
- `exterminate`: add ``all`` target for convenient scorched earth tactics
Expand Down Expand Up @@ -208,7 +208,7 @@ Template for new versions:
## Fixes
- `open-legends`: don't interfere with the dragging of vanilla list scrollbars
- `gui/create-item`: properly restrict bags to bag materials by default
- `gui/create-item`: allow gloves and shoees to be made out of textiles by default
- `gui/create-item`: allow gloves and shoes to be made out of textiles by default
- `exterminate`: don't classify dangerous non-invader units as friendly (e.g. snatchers)

## Misc Improvements
Expand Down Expand Up @@ -256,7 +256,7 @@ Template for new versions:
# 50.12-r2

## New Tools
- `agitation-rebalance`: alter mechanics of irriation-related attacks so they are less constant and are more responsive to recent player bahavior
- `agitation-rebalance`: alter mechanics of irritation-related attacks so they are less constant and are more responsive to recent player behavior
- `fix/ownership`: fix instances of multiple citizens claiming the same items, resulting in "Store owned item" job loops
- `fix/stuck-worship`: fix prayer so units don't get stuck in uninterruptible "Worship!" states
- `instruments`: provides information on how to craft the instruments used by the player civilization
Expand Down Expand Up @@ -305,7 +305,7 @@ Template for new versions:
- `gui/notify`: display important notifications that vanilla doesn't support yet and provide quick zoom links to notification targets.
- `list-waves`: (reinstated) show migration wave information
- `make-legendary`: (reinstated) make a dwarf legendary in specified skills
- `combat-harden`: (reinstated) set a dwarf's resistence to being affected by visible corpses
- `combat-harden`: (reinstated) set a dwarf's resistance to being affected by visible corpses
- `add-thought`: (reinstated) add custom thoughts to a dwarf
- `devel/input-monitor`: interactive UI for debugging input issues

Expand Down Expand Up @@ -564,7 +564,7 @@ Template for new versions:
- `workorder`: reduce existing orders for automatic shearing and milking jobs when animals are no longer available
- `gui/quickfort`: adapt "cursor lock" to mouse controls so it's easier to see the full preview for multi-level blueprints before you apply them
- `gui/quickfort`: only display post-blueprint messages once when repeating the blueprint up or down z-levels
- `combine`: reduce max different stacks in containers to 30 to prevent contaners from getting overfull
- `combine`: reduce max different stacks in containers to 30 to prevent containers from getting overfull

## Removed
- `gui/automelt`: replaced by an overlay panel that appears when you click on a stockpile
Expand Down Expand Up @@ -596,7 +596,7 @@ Template for new versions:
## Misc Improvements
- `gui/quickfort`: blueprints that designate items for dumping/forbidding/etc. no longer show an error highlight for tiles that have no items on them
- `gui/quickfort`: place (stockpile layout) mode is now supported. note that detailed stockpile configurations were part of query mode and are not yet supported
- `gui/quickfort`: you can now generate manager orders for items required to complete bluerpints
- `gui/quickfort`: you can now generate manager orders for items required to complete blueprints
- `gui/create-item`: ask for number of items to spawn by default
- `light-aquifers-only`: now available as a fort Autostart option in `gui/control-panel`. note that it will only appear if "armok" tools are configured to be shown on the Preferences tab.
- `gui/gm-editor`: when passing the ``--freeze`` option, further ensure that the game is frozen by halting all rendering (other than for DFHack tool windows)
Expand Down Expand Up @@ -712,7 +712,7 @@ Template for new versions:
- `troubleshoot-item`: reports on the contents of containers with counts for each contained item type
- `devel/visualize-structure`: now automatically inspects the contents of most pointer fields, rather than inspecting the pointers themselves
- `devel/query`: will now search for jobs at the map coordinate highlighted, if no explicit job is highlighted and there is a map tile highlighted
- `caravan`: add trade screen overlay that assists with seleting groups of items and collapsing groups in the UI
- `caravan`: add trade screen overlay that assists with selecting groups of items and collapsing groups in the UI
- `gui/gm-editor`: will now inspect a selected building itself if the building has no current jobs

## Removed
Expand Down Expand Up @@ -778,7 +778,7 @@ Template for new versions:
- `gui/quickfort`: don't close the window when applying a blueprint so players can apply the same blueprint multiple times more easily
- `locate-ore`: now only searches revealed tiles by default
- `modtools/spawn-liquid`: sets tile temperature to stable levels when spawning water or magma
-@ `prioritize`: pushing minecarts is now included in the default priortization list
-@ `prioritize`: pushing minecarts is now included in the default prioritization list
- `prioritize`: now automatically starts boosting the default list of job types when enabled
- `unforbid`: avoids unforbidding unreachable and underwater items by default
- `gui/create-item`: added whole corpse spawning alongside corpsepieces. (under "corpse")
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6 changes: 3 additions & 3 deletions docs/agitation-rebalance.rst
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Expand Up @@ -130,7 +130,7 @@ Irritation counters are saved with the cavern layer in the world region, which
extends beyond the boundaries of your current fort. If you retire a fort and
start another one nearby, the caverns will retain any irritation added by the
first fort. This means that new forts may start with already-irritated caverns
and meet with immediate resistence.
and meet with immediate resistance.

The settings
~~~~~~~~~~~~
Expand Down Expand Up @@ -182,7 +182,7 @@ When enabled, this mod makes the following changes:

When agitated wildlife enters the map on the surface, the surface irritation
counter is set to the value of ``Wilderness irritation minimum``, ensuring
that the *next* group of widlife that enters the map will *not* be agitated.
that the *next* group of wildlife that enters the map will *not* be agitated.
This means that the incursions act more like a warning shot than an open
floodgate. You will not be attacked again unless you continue your activities
on the surface that raise the chance of a subsequent attack.
Expand Down Expand Up @@ -211,7 +211,7 @@ attacks can still be controlled independently of this mod.

Finally, if you have walled yourself off from the danger in the caverns, yet you
continue to irritate nature down there, this mod will ensure that the number of
active cavern invaders, cumulative across all cavern levels, never exeeds the
active cavern invaders, cumulative across all cavern levels, never exceeds the
value set for ``Cavern dweller maximum attackers``. This prevents excessive FPS
loss during gameplay and keeps the number of creatures milling around outside
your gates (or hidden in the shadows) to a reasonable number.
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4 changes: 2 additions & 2 deletions docs/caravan.rst
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Expand Up @@ -74,7 +74,7 @@ selected, then the range of items will be selected.

If any current merchants have ethical concerns, the list of goods that you can
bring to the depot is automatically filtered (by default) to only show
ethically acceptible items. Be aware that, again, by default, if you have items
ethically acceptable items. Be aware that, again, by default, if you have items
in bins, and there are unethical items mixed into the bins, then the bins will
still be brought to the depot so you can trade the ethical items within those
bins. Please use the DFHack enhanced trade screen for the actual barter to
Expand All @@ -96,7 +96,7 @@ Trade screen

**caravan.trade**

This overlay enables some convenent gestures and keyboard shortcuts for working
This overlay enables some convenient gestures and keyboard shortcuts for working
with bins:

- ``Shift-Click checkbox``: Select all items inside a bin without selecting the
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2 changes: 1 addition & 1 deletion docs/confirm.rst
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Expand Up @@ -5,7 +5,7 @@ confirm
:summary: Adds confirmation dialogs for destructive actions.
:tags: fort interface

In the base game, it is frightenly easy to destroy hours of work with a single
In the base game, it is frighteningly easy to destroy hours of work with a single
misclick. Now you can avoid the consequences of accidentally disbanding a squad
(for example), or deleting a hauling route.

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2 changes: 1 addition & 1 deletion docs/devel/dump-tooltip-ids.rst
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Expand Up @@ -19,7 +19,7 @@ as item 500, but we detect that caption at position 501 in ``main_interface.hove
produced by the script will include the above element at position 501 instead of 500.

Before running this script, the size of ``main_interface.hover_instruction`` must be aligned properly with the
loaded verison of DF so the array of strings can be read.
loaded version of DF so the array of strings can be read.

Usage
-----
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2 changes: 1 addition & 1 deletion docs/devel/input-monitor.rst
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Expand Up @@ -11,7 +11,7 @@ and mouse device.
The labels for Shift, Ctrl, and Alt light up when those modifier keys are being
held down.

Similar lables for left, middle, and right mouse buttons light up when any of
Similar labels for left, middle, and right mouse buttons light up when any of
those buttons are being held down.

The input stream panel shows the keybindings that are being triggered. You can
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4 changes: 2 additions & 2 deletions docs/devel/spawn-unit-helper.rst
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Expand Up @@ -13,8 +13,8 @@ Usage

1. Enter the :kbd:`k` menu and change mode using
``rb_eval df.gametype = :DWARF_ARENA``
2. Spawn creatures with the normal arena mode UI (:kbd:`c` ingame)
3. Revert to forgress mode using
2. Spawn creatures with the normal arena mode UI (:kbd:`c` in-game)
3. Revert to fortress mode using
``rb_eval df.gametype = #{df.gametype.inspect}``
4. To convert spawned creatures to livestock, select each one with the :kbd:`v`
menu, and enter ``rb_eval df.unit_find.civ_id = df.ui.civ_id``
2 changes: 1 addition & 1 deletion docs/fix/dead-units.rst
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Expand Up @@ -32,4 +32,4 @@ Options
``--burrow``
Scrub dead units from burrow membership lists.
``-q``, ``--quiet``
Surpress console output (final status update is still printed if at least one item was affected).
Suppress console output (final status update is still printed if at least one item was affected).
4 changes: 2 additions & 2 deletions docs/fix/empty-wheelbarrows.rst
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Expand Up @@ -26,12 +26,12 @@ Examples
``fix/empty-wheelbarrows --dry-run``
Lists all wheelbarrows that would be emptied and their contents without performing the action.
``fix/empty-wheelbarrows --quiet``
Does the action while surpressing output to console.
Does the action while suppressing output to console.

Options
-------

``-q``, ``--quiet``
Surpress console output (final status update is still printed if at least one item was affected).
Suppress console output (final status update is still printed if at least one item was affected).
``-d``, ``--dry-run``
Dry run, don't commit changes.
2 changes: 1 addition & 1 deletion docs/fix/sleepers.rst
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Expand Up @@ -7,7 +7,7 @@ fix/sleepers

Fixes :bug:`6798`. This bug is characterized by sleeping units who refuse to
awaken in adventure mode regardless of talking to them, hitting them, or waiting
so long you die of thirst. If you come accross one or more bugged sleepers in
so long you die of thirst. If you come across one or more bugged sleepers in
adventure mode, simply run the script and all nearby sleepers will be cured.

Usage
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2 changes: 1 addition & 1 deletion docs/gui/journal.rst
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Expand Up @@ -14,7 +14,7 @@ and both short-term and long-term plans.

This is particularly useful when you need to take a longer break from the game.
Having detailed notes makes it much easier to resume your game after
a few weekds or months, without losing track of your progress and objectives.
a few weeks or months, without losing track of your progress and objectives.

Supported Features
------------------
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2 changes: 1 addition & 1 deletion docs/gui/launcher.rst
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Expand Up @@ -118,7 +118,7 @@ Default tag filters
By default, commands intended for developers and modders are filtered out of the
autocomplete list. This includes any tools tagged with ``unavailable``. If you
have "mortal mode" enabled in the `gui/control-panel` preferences, any tools
with the ``armok`` tag are filterd out as well.
with the ``armok`` tag are filtered out as well.

You can toggle this default filtering by hitting :kbd:`Ctrl`:kbd:`D` to switch
into "Dev mode" at any time. You can also adjust your command filters in the
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2 changes: 1 addition & 1 deletion docs/gui/settings-manager.rst
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Expand Up @@ -45,7 +45,7 @@ automatically restored when you embark on a new fort. This will toggle the
relevant command in `gui/control-panel` on the Automation -> Autostart page.

There is a similar panel on the Labor -> Work Details page that allows for
saving and restoring of work detail definitons. Be aware that work detail
saving and restoring of work detail definitions. Be aware that work detail
assignments to units cannot be saved, so you have to assign the work details to
individual units after you restore the definitions. Another caveat is that DF
doesn't evaluate work detail definitions until a change (any change) is made on
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2 changes: 1 addition & 1 deletion docs/gui/teleport.rst
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Expand Up @@ -14,7 +14,7 @@ pre-selected for teleport.
Note that you *can* select enemies that are lying in ambush and are not visible
on the map yet, so you if you select an area and see a marker that indicates
that a unit is selected, but you don't see the unit itself, this is likely what
it is. You can stil teleport these units while they are hidden.
it is. You can still teleport these units while they are hidden.

Usage
-----
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2 changes: 1 addition & 1 deletion docs/gui/tiletypes.rst
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Expand Up @@ -79,7 +79,7 @@ smooth. Note that when creating walls, they will inherit the smoothness
property of whatever was there before unless you specifically set the Special
selector to ``NORMAL`` (for rough walls) or ``SMOOTH`` (for smooth walls).

Extended special properties are avaialable via the gear button.
Extended special properties are available via the gear button.

Variant
~~~~~~~
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2 changes: 1 addition & 1 deletion docs/list-waves.rst
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Expand Up @@ -20,7 +20,7 @@ Usage

list-waves [<wave num> ...] [<options>]

You can show only information about specific waves by specifing the wave
You can show only information about specific waves by specifying the wave
numbers on the commandline. Otherwise, all waves are shown. The first migration
wave that normally arrives in a fort's second season is wave number 1. The
founding dwarves arrive in wave 0.
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4 changes: 2 additions & 2 deletions docs/modtools/set-need.rst
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Expand Up @@ -28,9 +28,9 @@ Valid need targets:

:need <ID>:
ID of the need to target. For example 0 or DrinkAlcohol.
If the need is PrayOrMedidate, a -deity argument is also required.
If the need is PrayOrMeditate, a -deity argument is also required.
:deity <HISTFIG ID>:
Required when using PrayOrMedidate needs. This value should be the historical figure ID of the deity in question.
Required when using PrayOrMeditate needs. This value should be the historical figure ID of the deity in question.
:all:
All of the target's needs will be affected.

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8 changes: 4 additions & 4 deletions docs/modtools/syndrome-trigger.rst
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Expand Up @@ -13,9 +13,9 @@ Usage

::

modutils/syndrome-trigger --clear
modutils/syndrome-trigger --syndrome <name> --command [ <command> ]
modutils/syndrome-trigger --synclass <class> --command [ <command> ]
modtools/syndrome-trigger --clear
modtools/syndrome-trigger --syndrome <name> --command [ <command> ]
modtools/syndrome-trigger --synclass <class> --command [ <command> ]

Options
-------
Expand All @@ -41,4 +41,4 @@ Examples

::

modutils/syndrome-trigger --synclass VAMPCURSE --command [ modtools/spawn-flow -flowType Dragonfire -location [ \\LOCATION ] ]
modtools/syndrome-trigger --synclass VAMPCURSE --command [ modtools/spawn-flow -flowType Dragonfire -location [ \\LOCATION ] ]

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