diff --git a/add-recipe.lua b/add-recipe.lua index da626216ad..222dc5511f 100644 --- a/add-recipe.lua +++ b/add-recipe.lua @@ -1,25 +1,4 @@ -- Script to add unknown crafting recipes to the player's civ. ---[====[ -add-recipe -========== -Adds unknown weapon and armor crafting recipes to your civ. -E.g. some civilizations never learn to craft high boots. This script can -help with that, and more. Only weapons, armor, and tools are currently supported; -things such as instruments are not. Available options: - -* ``add-recipe all`` adds *all* available weapons and armor, including exotic items - like blowguns, two-handed swords, and capes. - -* ``add-recipe native`` adds only native (but unknown) crafting recipes. Civilizations - pick randomly from a pool of possible recipes, which means not all civs get - high boots, for instance. This command gives you all the recipes your - civilisation could have gotten. - -* ``add-recipe single `` adds a single item by the given - item token. For example:: - - add-recipe single SHOES:ITEM_SHOES_BOOTS -]====] local itemDefs = df.global.world.raws.itemdefs local resources = df.historical_entity.find(df.global.plotinfo.civ_id).resources @@ -125,7 +104,6 @@ function addItems(category, exotic) return added end - function printItems(itemList) for _, v in ipairs(itemList) do local v = v --as:df.itemdef_weaponst @@ -192,10 +170,5 @@ elseif (cmd == "native") then elseif (cmd == "single") then addSingleItem(args[2]) else - print("Available options:\n" - .."all: adds all supported crafting recipes.\n" - .."native: adds only unknown native recipes (eg. high boots for " - .."some dwarves)\n" - .."single: adds a specific item by itemstring (eg. " - .."SHOES:ITEM_SHOES_BOOTS)") + print(dfhack.script_help()) end diff --git a/changelog.txt b/changelog.txt index 4722c3b630..e70b474f5a 100644 --- a/changelog.txt +++ b/changelog.txt @@ -27,6 +27,7 @@ Template for new versions: # Future ## New Tools +- `add-recipe`: (reinstated) add reactions to your civ (e.g. for high boots if your civ didn't start with the ability to make high boots) ## New Features diff --git a/docs/add-recipe.rst b/docs/add-recipe.rst index 2263dafe39..c4e3f567dd 100644 --- a/docs/add-recipe.rst +++ b/docs/add-recipe.rst @@ -3,26 +3,29 @@ add-recipe .. dfhack-tool:: :summary: Add crafting recipes to a civ. - :tags: unavailable adventure fort gameplay + :tags: adventure fort gameplay -Civilizations pick randomly from a pool of possible recipes, which means not all -civs get high boots, for instance. This script can help fix that. Only weapons, -armor, and tools are currently supported; things such as instruments are not. +Civilizations pick randomly from a pool of possible recipes, which means, for +example, not all civs get high boots. This script can help fix that. Only +weapons, armor, and tools are currently supported; dynamically generated item +types like instruments are not. Usage ----- +:: + + add-recipe (all|native) + add-recipe single + +Examples +-------- + ``add-recipe native`` Add all crafting recipes that your civ could have chosen from its pool, but did not. ``add-recipe all`` Add *all* available weapons and armor, including exotic items like blowguns, two-handed swords, and capes. -``add-recipe single `` - Add a single item by the given item token. - -Example -------- - ``add-recipe single SHOES:ITEM_SHOES_BOOTS`` Allow your civ to craft high boots.