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.. _quickfort-alias-guide:
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Quickfort Alias Guide
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=====================
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Aliases allow you to use simple words to represent complicated key sequences
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when configuring buildings and stockpiles in quickfort ``#query`` blueprints.
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For example, say you have the following ``#build`` and ``#place`` blueprints::
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#build masonry workshop
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~, ~,~,`,`,`
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~,wm,~,`,`,`
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~, ~,~,`,`,`
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#place stockpile for mason
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~,~,~,s,s,s
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~,~,~,s,s,s
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~,~,~,s,s,s
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and you want to configure the stockpile to hold only non-economic ("other")
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stone and to give to the adjacent mason workshop. You could write the
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key sequences directly::
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#query configure stockpile with expanded key sequences
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~,~,~,s{Down 5}deb{Right}{Down 2}p^,`,`
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~,~,~,g{Left 2}&, `,`
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~,~,~,`, `,`
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or you could use aliases::
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#query configure stockpile with aliases
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~,~,~,otherstone,`,`
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~,~,~,give2left, `,`
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~,~,~,`, `,`
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If the stockpile had only a single tile, you could also replay both aliases in
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a single cell::
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#query configure mason with multiple aliases in one cell
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~,~,~,{otherstone}{give2left},`,`
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~,~,~,`, `,`
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~,~,~,`, `,`
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With aliases, blueprints are much easier to read and understand. They also
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save you from having to copy the same long key sequences everywhere.
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Alias definition files
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----------------------
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DFHack comes with a library of aliases for you to use that are always
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available when you run a ``#query`` blueprint. Many blueprints can be built
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with just those aliases. This "standard alias library" is stored in
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:source:`data/quickfort/aliases-common.txt` (installed under the ``hack`` folder
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in your DFHack installation). The aliases in that file are described at the
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`bottom of this document <quickfort-alias-library>`.
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Please do not edit the aliases in the standard library directly. The file will
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get overwritten when DFHack is updated and you'll lose your changes. Instead,
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add your custom aliases to :source:`dfhack-config/quickfort/aliases.txt`.
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Definitions in this file take precedence over any definitions in the standard
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library.
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Alias syntax and usage
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----------------------
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The syntax for defining aliases is::
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aliasname: expansion
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Where ``aliasname`` is at least two letters or digits long (dashes and
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underscores are also allowed) and ``expansion`` is whatever you would type
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into the DF UI.
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You use an alias by typing its name into a ``#query`` blueprint cell where you
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want it to be applied. You can use an alias by itself or as part of a larger
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sequence, potentially with other aliases. If the alias is the only text in the
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cell, the alias name is matched and its expansion is used. If the alias has
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other keys before or after it, the alias name must be surrounded in curly
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brackets (:kbd:`{` and :kbd:`}`). An alias can be surrounded in curly brackets
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even if it is the only text in the cell, it just isn't necesary. For example,
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the following blueprint uses the ``aliasname`` alias by itself in the first
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two rows and uses it as part of a longer sequence in the third row::
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#query apply alias 'aliasname' in three different ways
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aliasname
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{aliasname}
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literaltext{aliasname}literaltext
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For a more concrete example of an alias definition, a simple alias that
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configures a stockpile to have no bins (:kbd:`C`) and no barrels (:kbd:`E`)
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assigned to it would look like this::
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nocontainers: CE
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The alias definition can also contain references to other aliases by including
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the alias names in curly brackets. For example, ``nocontainers`` could be
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equivalently defined like this::
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nobins: C
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nobarrels: E
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nocontainers: {nobins}{nobarrels}
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Aliases used in alias definitions *must* be surrounded by curly brackets, even
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if they are the only text in the definition::
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alias1: text1
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alias2: alias1
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alias3: {alias1}
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Here, ``alias1`` and ``alias3`` expand to ``text1``, but ``alias2`` expands to
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the literal text ``alias1``.
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Keycodes
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~~~~~~~~
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Non-printable characters, like the arrow keys, are represented by their
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keycode name and are also surrounded by curly brackets, like ``{Right}`` or
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``{Enter}``. Keycodes are used exactly like aliases -- they just have special
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expansions that you wouldn't be able to write yourself. In order to avoid
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naming conflicts between aliases and keycodes, the convention is to start
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aliases with a lowercase letter.
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Any keycode name from the DF interface definition file
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(data/init/interface.txt) is valid, but only a few keycodes are actually
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useful for blueprints::
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Up
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Down
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Left
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Right
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Enter
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ESC
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Backspace
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Space
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Tab
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There is also one pseudo-keycode that quickfort recognizes::
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Empty
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which has an empty expansion. It is primarily useful for defining blank default values for `Sub-aliases`_.
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Repetitions
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~~~~~~~~~~~
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Anything enclosed within curly brackets can also have a number, indicating how
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many times that alias or keycode should be repeated. For example:
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``{togglesequence 9}`` or ``{Down 5}`` will repeat the ``togglesequence``
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alias nine times and the ``Down`` keycode five times, respectively.
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Modifier keys
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~~~~~~~~~~~~~
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Ctrl, Alt, and Shift modifiers can be specified for the next key by adding
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them into the key sequence. For example, Alt-h is written as ``{Alt}h``.
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Shorthand characters
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~~~~~~~~~~~~~~~~~~~~
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Some frequently-used keycodes are assigned shorthand characters. Think of them
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as single-character aliases that don't need to be surrounded in curly
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brackets::
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& expands to {Enter}
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@ expands to {Shift}{Enter}
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~ expands to {Alt}
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! expands to {Ctrl}
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^ expands to {ESC}
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If you need literal versions of the shorthand characters, surround them in
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curly brackets, for example: use ``{!}`` for a literal exclamation point.
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Built-in aliases
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~~~~~~~~~~~~~~~~
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Most aliases that come with DFHack are in ``aliases-common.txt``, but there is
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one alias built into the code for the common shorthand for "make room"::
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r+ expands to r+{Enter}
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This needs special code support since ``+`` can't normally be used in alias
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names. You can use it just like any other alias, either by itself in a cell
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(``r+``) or surrounded in curly brackets (``{r+}``).
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Sub-aliases
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~~~~~~~~~~~
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You can specify sub-aliases that will only be defined while the current alias
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is being resolved. This is useful for "injecting" custom behavior into the
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middle of a larger alias. As a simple example, the ``givename`` alias is defined
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like this::
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givename: !n{name}&
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Note the use of the ``name`` alias inside of the ``givename`` expansion. In your
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``#query`` blueprint, you could write something like this, say, while over your
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main drawbridge::
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{givename name="Front Gate"}
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The value that you give the sub-alias ``name`` will be used when the
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``givename`` alias is expanded. Without sub-aliases, we'd have to define
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``givename`` like this::
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givenameprefix: !n
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givenamesuffix: &
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and use it like this::
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{givenameprefix}Front Gate{givenamesuffix}
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which is more difficult to write and more difficult to understand.
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A handy technique is to define an alias with some sort of default
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behavior and then use sub-aliases to override that behavior as necessary. For
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example, here is a simplified version of the standard ``quantum`` alias that
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sets up quantum stockpiles::
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quantum_enable: {enableanimals}{enablefood}{enablefurniture}...
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quantum: {linksonly}{nocontainers}{quantum_enable}
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You can use the default behavior of ``quantum_enable`` by just using the
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``quantum`` alias by itself. But you can override ``quantum_enable`` to just
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enable furniture for some specific stockpile like this::
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{quantum quantum_enable={enablefurniture}}
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If an alias uses a sub-alias in its expansion, but the sub-alias is not defined
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when the alias is used, quickfort will halt the ``#query`` blueprint with an
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error. If you want your aliases to work regardless of whether sub-aliases are
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defined, then you must define them with default values like ``quantum_enable``
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above. If a default value should be blank, like the ``name`` sub-alias used by
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the ``givename`` alias above, define it with the ``{Empty}`` pesudo-keycode::
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name: {Empty}
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Sub-aliases must be in one of the following formats::
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subaliasname=keyswithnospaces
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subaliasname="keys with spaces or {aliases}"
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subaliasname={singlealias}
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If you specify both a sub-alias and a number of repetitions, the number for
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repetitions goes last, right before the :kbd:`}`::
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{alias subaliasname=value repetitions}
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Beyond query mode
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-----------------
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``#query`` blueprints normally do things in DF :kbd:`q`\uery mode, but nobody
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said that we have to *stay* in query mode. ``#query`` blueprints send
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arbitrary key sequences to Dwarf Fortress. Anything you can do by typing keys
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into DF, you can do in a ``#query`` blueprint. It is absolutely fine to
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temporarily exit out of query mode, go into, say, hauling or zone or hotkey
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mode, and do whatever needs to be done.
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You just have to make certain to exit out of that alternate mode and get back
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into :kbd:`q`\uery mode at the end of the key sequence. That way quickfort can
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continue on configuring the next tile -- a tile configuration that assumes the
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game is still in query mode.
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For example, here is the standard library alias for giving a name to a zone::
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namezone: ^i{givename}^q
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The first :kbd:`\^` exits out of query mode. Then :kbd:`i` enters zones mode.
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We then reuse the standard alias for giving something a name. Finally, we exit
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out of zones mode with another :kbd:`\^` and return to :kbd:`q`\uery mode.
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.. _quickfort-alias-library:
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The DFHack standard alias library
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---------------------------------
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DFHack comes with many useful aliases for you to use in your blueprints. Many
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blueprints can be built with just these aliases alone, with no custom aliases
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required.
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This section goes through all aliases provided by the DFHack standard alias
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library, discussing their intended usage and detailing sub-aliases that you
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can define to customize their behavior.
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If you do define your own custom aliases in
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``dfhack-config/quickfort/aliases.txt``, try to build on library alias
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components. For example, if you create an alias to modify particular furniture
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stockpile settings, start your alias with ``{furnitureprefix}`` instead of
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``s{Down 2}``. Using library prefixes will allow library sub-aliases to work
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with your aliases just like they do with library aliases. In this case, using
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``{furnitureprefix}`` will allow your stockpile customization alias to work
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with both stockpiles and hauling routes.
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Note that some aliases use the DFHack-provided search prompts. If you get errors
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while running ``#query`` blueprints, ensure the DFHack `search <search-plugin>`
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plugin is enabled.
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Naming aliases
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~~~~~~~~~~~~~~
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These aliases give descriptive names to workshops, levers, stockpiles, zones,
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etc. Dwarf Fortress building, stockpile, and zone names have a maximum length
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of 20 characters.
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======== ===========
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Alias Sub-aliases
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======== ===========
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givename name
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namezone name
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======== ===========
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``givename`` works anywhere you can hit Ctrl-n to customize a name, like when
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the cursor is over buildings and stockpiles. Example::
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#place
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f(10x2)
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#query
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{booze}{givename name=booze}
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``namezone`` is intended to be used when over an activity zone. It includes
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commands to get into zones mode, set the zone name, and get back to query
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mode. Example::
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#zone
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n(2x2)
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#query
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{namezone name="guard dog pen"}
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Quantum stockpile aliases
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~~~~~~~~~~~~~~~~~~~~~~~~~
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These aliases make it easy to create :wiki:`minecart stop-based quantum stockpiles <Quantum_stockpile#The_Minecart_Stop>`.
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+----------------------+------------------+
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| Alias | Sub-aliases |
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+======================+==================+
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| quantum | | name |
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| | | quantum_enable |
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+----------------------+------------------+
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| quantumstopfromnorth | | name |
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+----------------------+ | stop_name |
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| quantumstopfromsouth | | route_enable |
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+----------------------+ |
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| quantumstopfromeast | |
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+----------------------+ |
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| quantumstopfromwest | |
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+----------------------+------------------+
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| quantumstop | | name |
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| | | stop_name |
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| | | route_enable |
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| | | move |
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| | | move_back |
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+----------------------+------------------+
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The idea is to use a minecart on a track stop to dump an infinite number of
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items into a receiving "quantum" stockpile, which significantly simplifies
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stockpile management. These aliases configure the quantum stockpile and
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hauling route that make it all work. Here is a complete example for quantum
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stockpiling weapons, armor, and ammunition. It has a 3x1 feeder stockpile on
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the bottom (South), the trackstop in the center, and the quantum stockpile on
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the top (North). Note that the feeder stockpile is the only stockpile that
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needs to be configured to control which types of items end up in the quantum
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stockpile. By default, the hauling route and quantum stockpile itself simply
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accept whatever is put into them.
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::
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#place
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,c
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,
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pdz(3x1)
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#build
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,
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,trackstopN
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#query message(remember to assign a minecart to the new route)
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,quantum
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,quantumstopfromsouth
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nocontainers
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The ``quantum`` alias configures a 1x1 stockpile to be a quantum stockpile. It
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bans all containers and prevents the stockpile from being manually filled. By
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default, it also enables storage of all item categories (except corpses and
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refuse), so it doesn't really matter what letter you use to place the
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stockpile. :wiki:`Refuse` is excluded by default since otherwise clothes and
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armor in the quantum stockpile would rot away. If you want corpses or bones in
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your quantum stockpile, use :kbd:`y` and/or :kbd:`r` to place the stockpile
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and the ``quantum`` alias will just enable the remaining types. If you *do*
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enable refuse in your quantum stockpile, be sure you avoid putting useful
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clothes or armor in there!
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The ``quantumstopfromsouth`` alias is run over the track stop and configures
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the hauling route, again, allowing all item categories into the minecart by
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default so any item that can go into the feeder stockpile can then be placed
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in the minecart. It also links the hauling route with the feeder stockpile to
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the South.The track stop does not need to be fully constructed before the
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``#query`` blueprint is run, but the feeder stockpile needs to exist so we can
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link to it. This means that the three blueprints above can be run one right
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after another, without any dwarven labor in between them, and the quantum
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stockpile will work properly.
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Finally, the ``nocontainers`` alias simply configures the feeder stockpile to
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not have any containers (which would just get in the way here). If we wanted
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to be more specific about what item types we want in the quantum stockpile, we
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could configure the feeder stockpile further, for example with standard
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`stockpile adjustment aliases <quickfort-stockpile-aliases>`.
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After the blueprints are run, the last step is to manually assign a minecart
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to the newly-defined hauling route.
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You can define sub-aliases to customize how these aliases work, for example to
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have fine-grained control over what item types are enabled for the route and
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quantum stockpile. We'll go over those options below, but first, here is an
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example for how to just give names to everything::
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#query message(remember to assign a minecart to the new route)
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,{quantum name="armory quantum"}
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,{quantumstopfromsouth name="Armory quantum" stop_name="Armory quantum stop"}{givename name="armory dumper"}
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{givename name="armory feeder"}
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All ``name`` sub-aliases are completely optional, of course. Keep in mind that
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hauling route names have a maximum length of 22 characters, hauling route stop
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names have a maximum length of 21 characters, and all other names have a
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maximum length of 20 characters.
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If you want to be absolutely certain that nothing ends up in your quantum
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stockpile other than what you've configured in the feeder stockpile, you can
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set the ``quantum_enable`` sub-alias for the ``quantum`` alias. This can
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prevent, for example, somebody's knocked-out tooth from being considered part
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of your furniture quantum stockpile when it happened to land on it during a
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fistfight::
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#query
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{quantum name="furniture quantum" quantum_enable={enablefurniture}}
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You can have similar control over the hauling route if you need to be more
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selective about what item types are allowed into the minecart. If you have
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multiple specialized quantum stockpiles that use a common feeder pile, for
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example, you can set the ``route_enable`` sub-alias::
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#query
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{quantumstopfromsouth name="Steel bar quantum" route_enable="{enablebars}{steelbars}"}
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Any of the `stockpile configuration aliases <quickfort-stockpile-aliases>` can
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be used for either the ``quantum_enable`` or ``route_enable`` sub-aliases.
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Experienced Dwarf Fortress players may be wondering how the same aliases can
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work in both contexts since the keys for entering the configuration screen
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differ. Fear not! There is some sub-alias magic at work here. If you define
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your own stockpile configuraiton aliases, you can use the magic yourself by
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building your aliases on the ``*prefix`` aliases described later in this
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guide.
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Finally, the ``quantumstop`` alias is a more general version of the
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``quantumstopfrom*`` aliases. The ``quantumstopfrom*`` aliases assume that the
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feeder stockpile is orthogonally adjacent to your track stop (which is how
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most people set them up). If your feeder stockpile is somewhere further away,
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you can use the ``quantumstop`` alias directly. In addition to the
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``quantumstopfrom*`` sub-aliases, you can also define the ``move`` and
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``move_back`` sub-aliases, which let you specify the cursor keys required to
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move from the track stop to the feeder stockpile and back again, respectively::
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#query
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{quantumstop move="{Right 2}{Up}" move_back="{Down}{Left 2}"}
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Farm plots
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~~~~~~~~~~
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Sets a farm plot to grow the first or last type of seed in the list of
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available seeds for all four seasons. The last seed is usually Plump helmet
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spawn, suitable for post-embark. But if you only have one seed type, that'll
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be grown instead.
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+------------------+
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| Alias |
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+==================+
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| growlastcropall |
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+------------------+
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| growfirstcropall |
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+------------------+
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Instead of these aliases, though, it might be more useful to use the DFHack
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`autofarm` plugin.
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Stockpile configuration utility aliases
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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=============== ===========
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Alias Sub-aliases
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=============== ===========
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linksonly
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nocontainers
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give2up
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give2down
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give2left
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give2right
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give10up
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give10down
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give10left
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give10right
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give move
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togglesequence
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togglesequence2
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=============== ===========
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``linksonly`` and ``nocontainers`` set the named basic properties on
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stockpiles. ``nocontainers`` sets bins and barrels to 0, but does not affect
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wheelbarrows since the hotkeys for changing the number of wheelbarrows depend
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on whether you have the DFHack `stockpiles` plugin active. It is better to set
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the number of wheelbarrows via the `quickfort` ``stockpiles_max_wheelbarrows``
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setting. It is set to ``0`` by default.
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The ``give*`` aliases set a stockpile to give to a workshop or another
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stockpile located at the indicated number of tiles in the indicated direction
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from the current tile. For example, here we use the ``give2down`` alias to
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connect an ``otherstone`` stockpile with a mason workshop::
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#place
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s,s,s,s,s
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s, , , ,s
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s, , , ,s
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s, , , ,s
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s,s,s,s,s
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#build
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`,`,`,`,`
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`, , , ,`
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`, ,wm,,`
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`, , , ,`
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`,`,`,`,`
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#query
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, ,give2down
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otherstone
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and here is a generic stone stockpile that gives to a stockpile that only
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takes flux::
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#place
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s(10x1)
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s(10x10)
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#query
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flux
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,
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give2up
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If you want to give to some other tile that is not already covered by the
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``give2*`` or ``give10*`` aliases, you can use the generic ``give`` alias and
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specify the movement keys yourself in the ``move`` sub-alias. Here is how to
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give to a stockpile or workshop one z-level above, 9 tiles to the left, and 14
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tiles down::
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#query
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{give move="<{Left 9}{Down 14}"}
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``togglesequence`` and ``togglesequence2`` send ``{Down}{Enter}`` or
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``{Down 2}{Enter}`` to toggle adjacent (or alternating) items in a list. This
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is useful when toggling a bunch of related item types in the stockpile config.
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For example, the ``dye`` and ``tallow`` aliases in the standard alias library
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need to select specific items from long lists::
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dye: {foodprefix}b{Right}{Down 11}{Right}{Down 28}{togglesequence 4}^
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tallow: {foodprefix}b{Right}{Down 13}{Right}{Down}{togglesequence2 811}^
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.. _quickfort-stockpile-aliases:
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Stockpile adjustment aliases
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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For each stockpile item category, there are three standard aliases:
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* ``*prefix`` aliases enter the stockpile configuration screen and position
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the cursor at a particular item category in the left-most column, ready for
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further keys that configure the elements within that category. All other
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stockpile adjustment aliases are built on these prefixes. You can use them
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yourself to create stockpile adjustment aliases that aren't already covered
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by the standard library aliases. Using the library prefix instead of
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creating your own also allows your stockpile configuration aliases to be
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used for both stockpiles and hauling routes. For example, here is the
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library definition for ``booze``::
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booze: {foodprefix}b{Right}{Down 5}p{Down}p^
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* ``enable*`` aliases enter the stockpile configuration screen, enable all
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subtypes of the named category, and exit the stockpile configuration screen
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* ``disable*`` aliases enter the stockpile configuration screen, disable all
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subtypes of the named category, and exit the stockpile configuration screen
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==================== ==================== =====================
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Prefix Enable Disable
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==================== ==================== =====================
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animalsprefix enableanimals disableanimals
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foodprefix enablefood disablefood
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furnitureprefix enablefurniture disablefurniture
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corpsesprefix enablecorpses disablecorpses
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refuseprefix enablerefuse disablerefuse
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stoneprefix enablestone disablestone
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ammoprefix enableammo disableammo
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coinsprefix enablecoins disablecoins
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barsprefix enablebars disablebars
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gemsprefix enablegems disablegems
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finishedgoodsprefix enablefinishedgoods disablefinishedgoods
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leatherprefix enableleather disableleather
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clothprefix enablecloth disablecloth
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woodprefix enablewood disablewood
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weaponsprefix enableweapons disableweapons
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armorprefix enablearmor disablearmor
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sheetprefix enablesheet disablesheet
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==================== ==================== =====================
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Then, for each item category, there are aliases that manipulate interesting
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subsets of that category:
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* Exclusive aliases forbid everthing within a category and then enable only
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the named item type (or named class of items)
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* ``forbid*`` aliases forbid the named type and leave the rest of the
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stockpile untouched.
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* ``permit*`` aliases permit the named type and leave the rest of the
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stockpile untouched.
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Note that for specific item types (items in the third stockpile configuration
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column), you can only toggle the item type on and off. Aliases can't know
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whether sending the ``{Enter}`` key will enable or disable the type. The
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``forbid*`` aliases that affect these item types assume the item type was
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enabled and toggle it off. Likewise, the ``permit*`` aliases assume the item
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type was disabled and toggle it on. If the item type is not in the expected
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enabled/disabled state when the alias is run, the aliases will not behave
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properly.
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Animal stockpile adjustments
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````````````````````````````
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=========== =========== ============
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Exclusive Forbid Permit
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=========== =========== ============
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cages forbidcages permitcages
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traps forbidtraps permittraps
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=========== =========== ============
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Food stockpile adjustments
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``````````````````````````
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=============== ==================== ====================
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Exclusive Forbid Permit
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=============== ==================== ====================
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preparedfood forbidpreparedfood permitpreparedfood
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unpreparedfish forbidunpreparedfish permitunpreparedfish
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plants forbidplants permitplants
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booze forbidbooze permitbooze
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seeds forbidseeds permitseeds
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dye forbiddye permitdye
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tallow forbidtallow permittallow
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miscliquid forbidmiscliquid permitmiscliquid
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=============== ==================== ====================
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Furniture stockpile adjustments
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```````````````````````````````
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+-----------+
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| Exclusive |
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+===========+
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| pots |
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+-----------+
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| bags |
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+-----------+
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| buckets |
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+-----------+
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| sand |
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+-----------+
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Notes:
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* Because of the limitations of Dwarf Fortress, ``bags`` cannot distinguish
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between empty and filled bags
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Refuse stockpile adjustments
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````````````````````````````
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=========== ================== ==================
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Exclusive Forbid Permit
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=========== ================== ==================
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bodyparts forbidbodyparts permitbodyparts
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rawhides forbidrawhides permitrawhides
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tannedhides forbidtannedhides permittannedhides
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skulls forbidskulls permitskulls
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bones forbidbones permitbones
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shells forbidshells permitshells
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teeth forbidteeth permitteeth
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horns forbidhorns permithorns
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hair forbidhair permithair
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craftrefuse forbidcraftrefuse permitcraftrefuse
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=========== ================== ==================
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Notes:
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* ``bodyparts`` includes remains/corpses and rotten rawhdes.
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* ``craftrefuse`` includes everything a craftsdwarf can use: skulls, bones,
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shells, teeth, horns, and hair.
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Stone stockpile adjustments
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```````````````````````````
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============= ==================== ====================
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Exclusive Forbid Permit
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============= ==================== ====================
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metal forbidmetal permitmetal
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iron forbidiron permitiron
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economic forbideconomic permiteconomic
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flux forbidflux permitflux
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plaster forbidplaster permitplaster
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coalproducing forbidcoalproducing permitcoalproducing
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otherstone forbidotherstone permitotherstone
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bauxite forbidbauxite permitbauxite
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clay forbidclay permitclay
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============= ==================== ====================
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Ammo stockpile adjustments
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``````````````````````````
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=============== ====================
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Exclusive Forbid
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=============== ====================
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bolts
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\ forbidmetalbolts
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\ forbidwoodenbolts
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\ forbidbonebolts
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=============== ====================
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Bar stockpile adjustments
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`````````````````````````
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=========== ==================
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Exclusive Forbid
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=========== ==================
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bars forbidbars
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metalbars forbidmetalbars
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ironbars forbidironbars
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steelbars forbidsteelbars
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pigironbars forbidpigironbars
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otherbars forbidotherbars
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coal forbidcoal
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potash forbidpotash
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ash forbidash
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pearlash forbidpearlash
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soap forbidsoap
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blocks forbidblocks
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=========== ==================
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Gem stockpile adjustments
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`````````````````````````
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=========== ================
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Exclusive Forbid
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=========== ================
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roughgems forbidroughgems
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roughglass forbidroughglass
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cutgems forbidcutgems
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cutglass forbidcutglass
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cutstone forbidcutstone
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=========== ================
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Finished goods stockpile adjustments
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````````````````````````````````````
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2021-01-27 15:57:03 -07:00
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========= ============ ============
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Exclusive Forbid Permit
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========= ============ ============
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jugs
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crafts forbidcrafts permitcrafts
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========= ============ ============
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2020-12-05 19:36:15 -07:00
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Cloth stockpile adjustments
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```````````````````````````
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+------------------+
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| Exclusive |
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+==================+
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| thread |
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+------------------+
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| adamantinethread |
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+------------------+
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| cloth |
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+------------------+
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| adamantinecloth |
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+------------------+
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Weapon stockpile adjustments
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````````````````````````````
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================= ======================== ====================
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Exclusive Forbid Permit
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================= ======================== ====================
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\ forbidweapons permitweapons
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\ forbidtrapcomponents permittrapcomponents
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metalweapons forbidmetalweapons permitmetalweapons
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\ forbidstoneweapons permitstoneweapons
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\ forbidotherweapons permitotherweapons
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ironweapons forbidironweapons permitironweapons
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2021-01-27 15:57:03 -07:00
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bronzeweapons forbidbronzeweapons permitbronzeweapons
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2020-12-05 19:36:15 -07:00
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copperweapons forbidcopperweapons permitcopperweapons
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steelweapons forbidsteelweapons permitsteelweapons
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masterworkweapons forbidmasterworkweapons permitmasterworkweapons
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artifactweapons forbidartifactweapons permitartifactweapons
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================= ======================== ====================
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Armor stockpile adjustments
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```````````````````````````
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=============== ====================== ====================
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Exclusive Forbid Permit
|
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=============== ====================== ====================
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metalarmor forbidmetalarmor permitmetalarmor
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otherarmor forbidotherarmor permitotherarmor
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ironarmor forbidironarmor permitironarmor
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2021-01-27 15:57:03 -07:00
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bronzearmor forbidbronzearmor permitbronzearmor
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2020-12-05 19:36:15 -07:00
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copperarmor forbidcopperarmor permitcopperarmor
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steelarmor forbidsteelarmor permitsteelarmor
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masterworkarmor forbidmasterworkarmor permitmasterworkarmor
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artifactarmor forbidartifactarmor permitartifactarmor
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=============== ====================== ====================
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