Merge remote-tracking branch 'myk002/myk_quickfix' into develop

develop
lethosor 2021-04-18 23:41:21 -04:00
commit 155d419b8b
No known key found for this signature in database
GPG Key ID: 76A269552F4F58C1
2 changed files with 50 additions and 49 deletions

@ -1,29 +1,29 @@
#notes label(help) #notes label(help)
"This is Buketgeshud, or translated from Dwarvish, The Quick Fortress. It is a set of basic blueprints for quickfort, demonstrating its use in assembling an entire basic (if incomplete) fort." "This is Buketgeshud, or translated from Dwarvish, The Quick Fortress. It is a set of basic blueprints for quickfort, demonstrating its use in assembling an entire basic (if incomplete) fort."
""
Buketgeshud is designed around a 30x20 footprint with a common 2x2 central staircase. Blueprints can be repeated in any direction to connect in a modular fashion with adjacent 30x20 areas. A fortresswide example recirculating waterfall/plumbing system is included as an overlay if you're feeling hardcore. Buketgeshud is designed around a 30x20 footprint with a common 2x2 central staircase. Blueprints can be repeated in any direction to connect in a modular fashion with adjacent 30x20 areas. A fortresswide example recirculating waterfall/plumbing system is included as an overlay if you're feeling hardcore.
""
Walkthrough: Walkthrough:
1) Embark! 1) Embark!
""
2) Clear a 30 wide x 20 high region of trees on the surface. This should be uninterrupted flat ground with soil (so that we can place farms below). Deconstruct your wagon. 2) Clear a 30 wide x 20 high region of trees on the surface. This should be uninterrupted flat ground with soil (so that we can place farms below). Deconstruct your wagon.
""
"3) Run /surface1. You'll want to put the cursor in the middle of the 30x20 cleared area (14 right, 8 down from the top left corner). This digs out stairs on the surface, a farm/depot/workshop level below, as well as the beginnings of an entrance moat. The beginnings of a 3rd z-level are also dug out; don't build anything here if you'd like to put waterfall plumbing in later." "3) Run /surface1. You'll want to put the cursor in the middle of the 30x20 cleared area (14 right, 8 down from the top left corner). This digs out stairs on the surface, a farm/depot/workshop level below, as well as the beginnings of an entrance moat. The beginnings of a 3rd z-level are also dug out; don't build anything here if you'd like to put waterfall plumbing in later."
""
"4) After /surface1 is dug out, run /surface2 (beginning from the same starting position as you used for /surface1). This puts down a basic set of workshops commonly needed soon after embark, a couple farm plots, and a depot. It also places and configures starting stockpiles." "4) After /surface1 is dug out, run /surface2 (beginning from the same starting position as you used for /surface1). This puts down a basic set of workshops commonly needed soon after embark, a couple farm plots, and a depot. It also places and configures starting stockpiles."
""
"5) If your embark site is near any enemies, run /surface3 to build walls and traps on the surface to protect against invaders." "5) If your embark site is near any enemies, run /surface3 to build walls and traps on the surface to protect against invaders."
""
"6) Dig out the central shaft and tunnels for several z-levels below our surface/depot level. Place the cursor THREE Z-levels below the surface, where no digging has occurred yet, and run /basic1 for 6 z-levels down starting from that level." "6) Dig out the central shaft and tunnels for several z-levels below our surface/depot level. Place the cursor THREE Z-levels below the surface, where no digging has occurred yet, and run /basic1 for 6 z-levels down starting from that level."
""
"7) Optionally run /basic2 to designate booze-only stockpiles around the central stairs on every z-level below the farming level. The stockpiles are configured to take booze from the level above, so be sure to apply /basic2 on the top level first and work your way down." "7) Optionally run /basic2 to designate booze-only stockpiles around the central stairs on every z-level below the farming level. The stockpiles are configured to take booze from the level above, so be sure to apply /basic2 on the top level first and work your way down."
""
"8) Run workshops, bedrooms, and storeroom blueprints on any desired Z-level along our central shaft." "8) Run workshops, bedrooms, and storeroom blueprints on any desired Z-level along our central shaft."
""
"9) If desired, add a fortresswide waterfall system, bathing your dwarves in tile after tile of lovely waterfall mist as they go about their day. Run /waterfall1 on the z-level immediately below your farm/depot level (you left that space empty, didn't you?) and run /plumbing1 on z-levels below that, down to the bottom of your fort. Each application of /plumbing1 will dig out two floors. On the bottommost level, the screw pumps that will be placed there require 2 floor tiles to sit on, so remove or refloor the 2 northern channel designations in the lower right corner on that z-level. You'll also need a reservior in the z-level below that (not included)." "9) If desired, add a fortresswide waterfall system, bathing your dwarves in tile after tile of lovely waterfall mist as they go about their day. Run /waterfall1 on the z-level immediately below your farm/depot level (you left that space empty, didn't you?) and run /plumbing1 on z-levels below that, down to the bottom of your fort. Each application of /plumbing1 will dig out two floors. On the bottommost level, the screw pumps that will be placed there require 2 floor tiles to sit on, so remove or refloor the 2 northern channel designations in the lower right corner on that z-level. You'll also need a reservior in the z-level below that (not included)."
""
"10) After all levels are dug out, apply /plumbing2 on the *bottommost* level, just above the reservior. The blueprint will build screw pumps on that level and the level above. Repeat on every alternate level up to the level below where you applied /waterfall1." "10) After all levels are dug out, apply /plumbing2 on the *bottommost* level, just above the reservior. The blueprint will build screw pumps on that level and the level above. Repeat on every alternate level up to the level below where you applied /waterfall1."
""
"11) Finally, apply /waterfall2 on the z-level where you applied /waterfall1. Route flowing water to the 2 tiles in lower right." "11) Finally, apply /waterfall2 on the z-level where you applied /waterfall1. Route flowing water to the 2 tiles in lower right."
"#dig label(surface1) start(15;10; top left corner of central stairs) message(The 3rd z-level just digs stairs; if you want to install the waterfall plumbing system later, leave this 3rd level EMPTY for now and start the base proper below that; use /basic1 to dig out areas for future use below.) Surface and farm/depot levels" "#dig label(surface1) start(15;10; top left corner of central stairs) message(The 3rd z-level just digs stairs; if you want to install the waterfall plumbing system later, leave this 3rd level EMPTY for now and start the base proper below that; use /basic1 to dig out areas for future use below.) Surface and farm/depot levels"
`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,# `,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,#
@ -182,8 +182,8 @@ w(4x2),,,,,f(9x2),,,,,,,,,`,`,f(1x2),,,,,,`,,,,,,,`,#
#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,# #,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#
#query label(surface2_query) hidden() start(15;10; top left corner of central stairs) message(remember to set the farm plots to grow plump helmets) Adjust surface/depot level stockpiles #query label(surface2_query) hidden() start(15;10; top left corner of central stairs) message(remember to set the farm plots to grow plump helmets) Adjust surface/depot level stockpiles
`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,# `,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,#
`,bodyparts,,,,,~,,,,,,,rawhides,,,craftrefuse,,,,,,`,`,,,,,~,~,# `,forbidrawhides,,,,,~,,,,,,,rawhides,,,craftrefuse,,,,,,`,`,,,,,~,~,#
`,,,,,,,,,,,,,,,,,,,,,,`,`,,`,`,,~,~,# `,forbidcraftrefuse,,,,,,,,,,,,,,,,,,,,,`,`,,`,`,,~,~,#
`,,,,,,,,,,,,,,,,,,,,,,`,`,,,`,,~,~,# `,,,,,,,,,,,,,,,,,,,,,,`,`,,,`,,~,~,#
`,,,,,,,,,,,,,,,,,,,,,,`,`,`,,`,`,`,`,# `,,,,,,,,,,,,,,,,,,,,,,`,`,`,,`,`,`,`,#
`,,,,,,,,,,,,,,,,,,,,,,`,`,,,`,`,`,`,# `,,,,,,,,,,,,,,,,,,,,,,`,`,,,`,`,`,`,#
@ -202,7 +202,7 @@ w(4x2),,,,,f(9x2),,,,,,,,,`,`,f(1x2),,,,,,`,,,,,,,`,#
`,,,,,,,,,,,,`,,,,,`,,,,,`,`,`,`,`,`,`,`,# `,,,,,,,,,,,,`,,,,,`,,,,,`,`,`,`,`,`,`,`,#
`,`,`,`,`,`,`,`,`,`,`,`,`,~,~,~,~,`,`,`,`,`,`,`,`,`,`,`,`,`,# `,`,`,`,`,`,`,`,`,`,`,`,`,~,~,~,~,`,`,`,`,`,`,`,`,`,`,`,`,`,#
#>,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,# #>,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#
noseeds,,,,,,,,,,,,,,`,`,,,,,,,`,`,`,`,`,`,`,`,# forbidseeds,,,,,,,,,,,,,,`,`,,,,,,,`,`,`,`,`,`,`,`,#
,,,,,,,,,,,,,,seeds,,,,,,,,`,,,,,,,`,# ,,,,,,,,,,,,,,seeds,,,,,,,,`,,,,,,,`,#
,,,,,,,,,,,,,,,,,,,,,,`,,,,,,,`,# ,,,,,,,,,,,,,,,,,,,,,,`,,,,,,,`,#
,,,,,,,,,,,,,,,,,,,,,,`,,,,,,,`,# ,,,,,,,,,,,,,,,,,,,,,,`,,,,,,,`,#
@ -496,7 +496,7 @@ d,d,d,d,d,d,d,d,d,d,d,d,d,,d,d,,d,d,d,d,d,d,d,d,d,,,,,#
d,d,d,d,d,d,d,d,d,d,d,d,d,,d,d,,d,d,d,d,d,d,d,d,d,,,,,# d,d,d,d,d,d,d,d,d,d,d,d,d,,d,d,,d,d,d,d,d,d,d,d,d,,,,,#
d,d,d,d,d,d,d,d,d,d,d,d,d,,d,d,,d,d,d,d,d,d,d,d,d,,,,,# d,d,d,d,d,d,d,d,d,d,d,d,d,,d,d,,d,d,d,d,d,d,d,d,d,,,,,#
d,d,d,d,d,d,d,d,d,d,d,d,d,,d,d,,d,d,d,d,d,d,d,d,d,,,,,# d,d,d,d,d,d,d,d,d,d,d,d,d,,d,d,,d,d,d,d,d,d,d,d,d,,,,,#
d,d,d,d,d,d,d,d,d,d,d,d,d,d,i,i,d,d,d,d,d,d,d,d,d,d,,,,,# d,d,d,d,i,d,d,d,d,d,d,d,d,d,i,i,d,d,d,d,d,d,d,d,d,i,,,,,#
#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,# #,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#
#meta label(storeroom2a) General stockpiles #meta label(storeroom2a) General stockpiles
/storeroom2a_place /storeroom2a_place
@ -505,48 +505,48 @@ d,d,d,d,d,d,d,d,d,d,d,d,d,d,i,i,d,d,d,d,d,d,d,d,d,d,,,,,#
/storeroom2b_place /storeroom2b_place
/storeroom2_doors /storeroom2_doors
#place label(storeroom2a_place) hidden() start(15;10; top left corner of central stairs) General stockpiles #place label(storeroom2a_place) hidden() start(15;10; top left corner of central stairs) General stockpiles
g(6x8),,,,x(1x1),,l(7x8),,,,,,,,,,,d(7x5),,,,,,,p(6x5),x(1x1),,,,,# g,g,g,g,~,g,l(7x8),,,,,,,,,,,d(7x5),,,,,,,p,~,p,p,p,p,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# g,g,g,g,g,g,,,,,,,,`,,,`,,,,,,,,p,p,p,p,p,p,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# g,g,g,g,g,g,,,,,,,,`,,,`,,,,,,,,p,p,p,p,p,p,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# g,g,g,g,g,g,,,,,,,,`,,,`,,,,,,,,p,p,p,p,p,p,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# g,g,g,g,g,g,,,,,,,,`,,,`,,,,,,,,p,p,p,p,p,p,#
,,,,,,,,,,,,,`,,,`,b(7x3),,,,,,,z(6x3),,,,,,# g,g,g,g,g,g,,,,,,,,`,,,`,b(7x3),,,,,,,z(6x3),,,,,,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# g,g,g,g,g,g,,,,,,,,`,,,`,,,,,,,,,,,,,,#
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,# g,g,g,g,g,g,,,,,,,,,,,,,,,,,,,,,,,,,#
`,`,`,`,,`,`,`,`,`,`,`,,`,,,`,,`,`,`,`,`,`,`,,`,`,`,`,# `,`,`,`,,`,`,`,`,`,`,`,,`,,,`,,`,`,`,`,`,`,`,,`,`,`,`,#
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,# ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,#
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,# ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,#
`,`,`,`,,`,`,`,`,`,`,`,,`,,,`,,`,`,`,`,`,`,`,,`,`,`,`,# `,`,`,`,,`,`,`,`,`,`,`,,`,,,`,,`,`,`,`,`,`,`,,`,`,`,`,#
u(13x8),,,,,,,,,,,,,,,,,u(7x8),,,,,,,w(6x8),,,,,,# u,u,u,u,u,u,u,u,u,u,u,u,u,,,,,u(7x8),,,,,,,w,w,w,w,w,w,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,,,,,,,,w,w,w,w,w,w,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,,,,,,,,w,w,w,w,w,w,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,x(4x5),,,`,# u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,,,,,,,,w,w,`,`,`,`,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,`,,,,# u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,,,,,,,,w,w,`,,,,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,`,,,,# u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,,,,,,,,w,w,`,,,,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,`,,,,# u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,,,,,,,,w,w,`,,,,#
,,,,,,,,,,,,,,,,,,,,,,,,,,`,,,,# u,u,u,u,~,u,u,u,u,u,u,u,u,,,,,,,,,,,,w,~,`,,,,#
#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,# #,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#
"#place label(storeroom2b_place) hidden() start(15;10; top left corner of central stairs) Extra storage for wood, food and furniture" "#place label(storeroom2b_place) hidden() start(15;10; top left corner of central stairs) Extra storage for wood, food and furniture"
w(13x8),,,,x(1x1),,,,,,,,,,,,,f(13x8),,,,,,,,x(1x1),,,,,# w,w,w,w,~,w,w,w,w,w,w,w,w,,,,,f,f,f,f,f,f,f,f,~,f,f,f,f,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# w,w,w,w,w,w,w,w,w,w,w,w,w,`,,,`,f,f,f,f,f,f,f,f,f,f,f,f,f,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# w,w,w,w,w,w,w,w,w,w,w,w,w,`,,,`,f,f,f,f,f,f,f,f,f,f,f,f,f,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# w,w,w,w,w,w,w,w,w,w,w,w,w,`,,,`,f,f,f,f,f,f,f,f,f,f,f,f,f,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# w,w,w,w,w,w,w,w,w,w,w,w,w,`,,,`,f,f,f,f,f,f,f,f,f,f,f,f,f,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# w,w,w,w,w,w,w,w,w,w,w,w,w,`,,,`,f,f,f,f,f,f,f,f,f,f,f,f,f,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# w,w,w,w,w,w,w,w,w,w,w,w,w,`,,,`,f,f,f,f,f,f,f,f,f,f,f,f,f,#
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,# w,w,w,w,w,w,w,w,w,w,w,w,w,,,,,f,f,f,f,f,f,f,f,f,f,f,f,f,#
`,`,`,`,,`,`,`,`,`,`,`,,`,,,`,,`,`,`,`,`,`,`,,`,`,`,`,# `,`,`,`,,`,`,`,`,`,`,`,,`,,,`,,`,`,`,`,`,`,`,,`,`,`,`,#
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,# ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,#
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,# ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,#
`,`,`,`,,`,`,`,`,`,`,`,,`,,,`,,`,`,`,`,`,`,`,,`,`,`,`,# `,`,`,`,,`,`,`,`,`,`,`,,`,,,`,,`,`,`,`,`,`,`,,`,`,`,`,#
u(13x8),,,,,,,,,,,,,,,,,u(13x8),,,,,,,,,,,,,# u,u,u,u,u,u,u,u,u,u,u,u,u,,,,,u,u,u,u,u,u,u,u,u,u,u,u,u,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,u,u,u,u,u,u,u,u,u,u,u,u,u,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,u,u,u,u,u,u,u,u,u,u,u,u,u,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,x(4x5),,,`,# u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,u,u,u,u,u,u,u,u,u,`,`,`,`,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,`,,,,# u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,u,u,u,u,u,u,u,u,u,`,,,,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,`,,,,# u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,u,u,u,u,u,u,u,u,u,`,,,,#
,,,,,,,,,,,,,`,,,`,,,,,,,,,,`,,,,# u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,u,u,u,u,u,u,u,u,u,`,,,,#
,,,,,,,,,,,,,,,,,,,,,,,,,,`,,,,# u,u,u,u,~,u,u,u,u,u,u,u,u,,,,,u,u,u,u,u,u,u,u,~,`,,,,#
#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,# #,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#
#build label(storeroom2_doors) hidden() start(15;10; top left corner of central stairs) Build storeroom doors #build label(storeroom2_doors) hidden() start(15;10; top left corner of central stairs) Build storeroom doors
,,,,,,,,,,,,,d,,,d,,,,,,,,,,,,,,# ,,,,,,,,,,,,,d,,,d,,,,,,,,,,,,,,#
@ -765,4 +765,4 @@ r+,,,,,,,,r+,,r+,,,,,,,,,r+,,r+,,,,,,,,,#
,,,,,,,,,,,,,,,,,,,,,Tl,Tl,Tl,d,,,,,,# ,,,,,,,,,,,,,,,,,,,,,Tl,Tl,Tl,d,,,,,,#
,,,,,,,,,,,,,,,,,,,,,,Tl,,,,,d,Msm,Msm,# ,,,,,,,,,,,,,,,,,,,,,,Tl,,,,,d,Msm,Msm,#
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,# ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,#
#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,# #,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#
Can't render this file because it has a wrong number of fields in line 29.

@ -80,6 +80,7 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
- `embark-assistant`: improved performance of surveying - `embark-assistant`: improved performance of surveying
- `quickfort`: fixed eventual crashes when creating zones - `quickfort`: fixed eventual crashes when creating zones
- `quickfort`: fixed library aliases for tallow and iron, copper, and steel weapons - `quickfort`: fixed library aliases for tallow and iron, copper, and steel weapons
- `quickfort blueprint library <quickfort-library-guide>`: fix refuse stockpile config and prevent stockpiles from covering stairways in the quickfortress.csv library blueprint
- `seedwatch`: fixed an issue where the plugin would disable itself on map load - `seedwatch`: fixed an issue where the plugin would disable itself on map load
- `search`: fixed crash when searching the ``k`` sidebar and navigating to another tile with certain keys, like ``<`` or ``>`` - `search`: fixed crash when searching the ``k`` sidebar and navigating to another tile with certain keys, like ``<`` or ``>``
- `stockflow`: fixed ``j`` character being intercepted when naming stockpiles - `stockflow`: fixed ``j`` character being intercepted when naming stockpiles