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docs spelling fixes
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changelog.txt

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@@ -137,7 +137,7 @@ Template for new versions:
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- `caravan`: remember filter settings for pedestal item assignment dialog
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- `quickfort`: new ``delete`` command for deleting player-owned blueprints (library and mod-added blueprints cannot be deleted)
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- `quickfort`: support enabling `logistics` features for autoforbid and autoclaim on stockpiles
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- `gui/quickfort`: allow farm plots, dirt roads, and paved roads to be designated around partial obstructions without callling it an error, matching vanilla behavior
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- `gui/quickfort`: allow farm plots, dirt roads, and paved roads to be designated around partial obstructions without calling it an error, matching vanilla behavior
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- `gui/launcher`: refresh default tag filter when mortal mode is toggled in `gui/control-panel` so changes to which tools autocomplete take effect immediately
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- `gui/civ-alert`: you can now register multiple burrows as civilian alert safe spaces
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- `exterminate`: add ``all`` target for convenient scorched earth tactics
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## Fixes
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- `open-legends`: don't interfere with the dragging of vanilla list scrollbars
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- `gui/create-item`: properly restrict bags to bag materials by default
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- `gui/create-item`: allow gloves and shoees to be made out of textiles by default
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- `gui/create-item`: allow gloves and shoes to be made out of textiles by default
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- `exterminate`: don't classify dangerous non-invader units as friendly (e.g. snatchers)
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## Misc Improvements
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# 50.12-r2
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## New Tools
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- `agitation-rebalance`: alter mechanics of irriation-related attacks so they are less constant and are more responsive to recent player bahavior
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- `agitation-rebalance`: alter mechanics of irritation-related attacks so they are less constant and are more responsive to recent player behavior
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- `fix/ownership`: fix instances of multiple citizens claiming the same items, resulting in "Store owned item" job loops
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- `fix/stuck-worship`: fix prayer so units don't get stuck in uninterruptible "Worship!" states
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- `instruments`: provides information on how to craft the instruments used by the player civilization
@@ -306,7 +306,7 @@ Template for new versions:
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- `gui/notify`: display important notifications that vanilla doesn't support yet and provide quick zoom links to notification targets.
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- `list-waves`: (reinstated) show migration wave information
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- `make-legendary`: (reinstated) make a dwarf legendary in specified skills
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- `combat-harden`: (reinstated) set a dwarf's resistence to being affected by visible corpses
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- `combat-harden`: (reinstated) set a dwarf's resistance to being affected by visible corpses
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- `add-thought`: (reinstated) add custom thoughts to a dwarf
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- `devel/input-monitor`: interactive UI for debugging input issues
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- `workorder`: reduce existing orders for automatic shearing and milking jobs when animals are no longer available
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- `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
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- `gui/quickfort`: only display post-blueprint messages once when repeating the blueprint up or down z-levels
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- `combine`: reduce max different stacks in containers to 30 to prevent contaners from getting overfull
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- `combine`: reduce max different stacks in containers to 30 to prevent containers from getting overfull
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## Removed
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- `gui/automelt`: replaced by an overlay panel that appears when you click on a stockpile
@@ -597,7 +597,7 @@ Template for new versions:
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## Misc Improvements
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- `gui/quickfort`: blueprints that designate items for dumping/forbidding/etc. no longer show an error highlight for tiles that have no items on them
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- `gui/quickfort`: place (stockpile layout) mode is now supported. note that detailed stockpile configurations were part of query mode and are not yet supported
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- `gui/quickfort`: you can now generate manager orders for items required to complete bluerpints
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- `gui/quickfort`: you can now generate manager orders for items required to complete blueprints
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- `gui/create-item`: ask for number of items to spawn by default
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- `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.
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- `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)
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- `troubleshoot-item`: reports on the contents of containers with counts for each contained item type
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- `devel/visualize-structure`: now automatically inspects the contents of most pointer fields, rather than inspecting the pointers themselves
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- `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
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- `caravan`: add trade screen overlay that assists with seleting groups of items and collapsing groups in the UI
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- `caravan`: add trade screen overlay that assists with selecting groups of items and collapsing groups in the UI
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- `gui/gm-editor`: will now inspect a selected building itself if the building has no current jobs
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## Removed
@@ -779,7 +779,7 @@ Template for new versions:
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- `gui/quickfort`: don't close the window when applying a blueprint so players can apply the same blueprint multiple times more easily
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- `locate-ore`: now only searches revealed tiles by default
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- `modtools/spawn-liquid`: sets tile temperature to stable levels when spawning water or magma
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-@ `prioritize`: pushing minecarts is now included in the default priortization list
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-@ `prioritize`: pushing minecarts is now included in the default prioritization list
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- `prioritize`: now automatically starts boosting the default list of job types when enabled
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- `unforbid`: avoids unforbidding unreachable and underwater items by default
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- `gui/create-item`: added whole corpse spawning alongside corpsepieces. (under "corpse")

docs/agitation-rebalance.rst

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@@ -130,7 +130,7 @@ Irritation counters are saved with the cavern layer in the world region, which
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extends beyond the boundaries of your current fort. If you retire a fort and
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start another one nearby, the caverns will retain any irritation added by the
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first fort. This means that new forts may start with already-irritated caverns
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and meet with immediate resistence.
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and meet with immediate resistance.
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The settings
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~~~~~~~~~~~~
@@ -182,7 +182,7 @@ When enabled, this mod makes the following changes:
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When agitated wildlife enters the map on the surface, the surface irritation
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counter is set to the value of ``Wilderness irritation minimum``, ensuring
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that the *next* group of widlife that enters the map will *not* be agitated.
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that the *next* group of wildlife that enters the map will *not* be agitated.
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This means that the incursions act more like a warning shot than an open
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floodgate. You will not be attacked again unless you continue your activities
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on the surface that raise the chance of a subsequent attack.
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Finally, if you have walled yourself off from the danger in the caverns, yet you
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continue to irritate nature down there, this mod will ensure that the number of
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active cavern invaders, cumulative across all cavern levels, never exeeds the
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active cavern invaders, cumulative across all cavern levels, never exceeds the
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value set for ``Cavern dweller maximum attackers``. This prevents excessive FPS
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loss during gameplay and keeps the number of creatures milling around outside
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your gates (or hidden in the shadows) to a reasonable number.

docs/caravan.rst

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@@ -74,7 +74,7 @@ selected, then the range of items will be selected.
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If any current merchants have ethical concerns, the list of goods that you can
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bring to the depot is automatically filtered (by default) to only show
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ethically acceptible items. Be aware that, again, by default, if you have items
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ethically acceptable items. Be aware that, again, by default, if you have items
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in bins, and there are unethical items mixed into the bins, then the bins will
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still be brought to the depot so you can trade the ethical items within those
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bins. Please use the DFHack enhanced trade screen for the actual barter to
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**caravan.trade**
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This overlay enables some convenent gestures and keyboard shortcuts for working
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This overlay enables some convenient gestures and keyboard shortcuts for working
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with bins:
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- ``Shift-Click checkbox``: Select all items inside a bin without selecting the

docs/confirm.rst

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:summary: Adds confirmation dialogs for destructive actions.
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:tags: fort interface
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In the base game, it is frightenly easy to destroy hours of work with a single
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In the base game, it is frighteningly easy to destroy hours of work with a single
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misclick. Now you can avoid the consequences of accidentally disbanding a squad
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(for example), or deleting a hauling route.
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docs/devel/dump-tooltip-ids.rst

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@@ -19,7 +19,7 @@ as item 500, but we detect that caption at position 501 in ``main_interface.hove
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produced by the script will include the above element at position 501 instead of 500.
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Before running this script, the size of ``main_interface.hover_instruction`` must be aligned properly with the
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loaded verison of DF so the array of strings can be read.
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loaded version of DF so the array of strings can be read.
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Usage
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-----

docs/devel/input-monitor.rst

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The labels for Shift, Ctrl, and Alt light up when those modifier keys are being
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held down.
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Similar lables for left, middle, and right mouse buttons light up when any of
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Similar labels for left, middle, and right mouse buttons light up when any of
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those buttons are being held down.
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The input stream panel shows the keybindings that are being triggered. You can

docs/devel/spawn-unit-helper.rst

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1. Enter the :kbd:`k` menu and change mode using
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``rb_eval df.gametype = :DWARF_ARENA``
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2. Spawn creatures with the normal arena mode UI (:kbd:`c` ingame)
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3. Revert to forgress mode using
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2. Spawn creatures with the normal arena mode UI (:kbd:`c` in-game)
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3. Revert to fortress mode using
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``rb_eval df.gametype = #{df.gametype.inspect}``
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4. To convert spawned creatures to livestock, select each one with the :kbd:`v`
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menu, and enter ``rb_eval df.unit_find.civ_id = df.ui.civ_id``

docs/fix/dead-units.rst

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``--burrow``
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Scrub dead units from burrow membership lists.
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``-q``, ``--quiet``
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Surpress console output (final status update is still printed if at least one item was affected).
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Suppress console output (final status update is still printed if at least one item was affected).

docs/fix/empty-wheelbarrows.rst

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``fix/empty-wheelbarrows --dry-run``
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Lists all wheelbarrows that would be emptied and their contents without performing the action.
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``fix/empty-wheelbarrows --quiet``
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Does the action while surpressing output to console.
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Does the action while suppressing output to console.
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Options
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-------
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``-q``, ``--quiet``
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Surpress console output (final status update is still printed if at least one item was affected).
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Suppress console output (final status update is still printed if at least one item was affected).
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``-d``, ``--dry-run``
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Dry run, don't commit changes.

docs/fix/sleepers.rst

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

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