@ -26,9 +26,9 @@ to understand and create blueprint files. Some of the text was originally
 
		
	
		
			
				written by Joel Thornton, reused here with his permission.
 
		
	
		
			
				
 
		
	
		
			
				For those just looking to apply existing blueprints, check out the `quickfort
 
		
	
		
			
				command's documentation <quickfort>` for syntax. There are many ready-to-use 
 
		
	
		
			
				blueprints available in the `` blueprints/library ``  subfolder in your DFHack 
 
		
	
		
			
				installation. Browse them on your computer or
 
		
	
		
			
				command's documentation <quickfort>` for syntax. There are also many 
 
		
	
		
			
				ready-to-use  blueprints available in the `` blueprints/library ``  subfolder in 
		
	
		
			
				your DFHack  installation. Browse them on your computer or 
		
	
		
			
				:source: `online <data/blueprints/library>` , or run `` quickfort list -l ``  at the 
		
	
		
			
				`` [DFHack]# ``  prompt to list them, and then `` quickfort run ``  to apply them to 
		
	
		
			
				your fort!
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -56,15 +56,17 @@ Features
 
		
	
		
			
				   -  Supports .csv and multi-worksheet .xlsx blueprint files
 
		
	
		
			
				   -  Near-instant application, even for very large and complex blueprints
 
		
	
		
			
				   -  Blueprints can span multiple z-levels
 
		
	
		
			
				   -  You can package all blueprints and aliases needed for an entire fortress 
 
		
	
		
			
				      in a single file for easy sharing
 
		
	
		
			
				   -  You can package all blueprints and keystroke  aliases needed for an entire
 
		
	
		
			
				      fortress  in a single file for easy sharing
 
		
	
		
			
				   -  "meta" blueprints that simplify the application of sequences of blueprints
 
		
	
		
			
				   -  Undo functionality for dig, build, place, and zone blueprints
 
		
	
		
			
				   -  Rotate blueprints or flip them around to your preference when you apply
 
		
	
		
			
				      them to the map
 
		
	
		
			
				   -  Automatic cropping of blueprints so you don't get errors if the blueprint
 
		
	
		
			
				      extends off the map
 
		
	
		
			
				   -  Can generate manager orders for everything required by a build blueprint
 
		
	
		
			
				   -  Includes a library of ready-to-use blueprints
 
		
	
		
			
				   -  Verbose output mode for blueprint debugging 
 
		
	
		
			
				   -  Blueprint debugging features 
 
		
	
		
			
				
 
		
	
		
			
				-  Dig mode
 
		
	
		
			
				
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -99,7 +101,7 @@ Features
 
		
	
		
			
				
 
		
	
		
			
				-  Place and zone modes
 
		
	
		
			
				
 
		
	
		
			
				   -  Define stockpiles and zones of shape, not just rectangles
 
		
	
		
			
				   -  Define stockpiles and zones of any  shape, not just rectangles
 
		
	
		
			
				   -  Configurable numbers of bins, barrels and wheelbarrows assigned to created
 
		
	
		
			
				      stockpiles
 
		
	
		
			
				   -  Automatic splitting of stockpiles and zones that exceed maximum dimension
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -114,8 +116,8 @@ Features
 
		
	
		
			
				   -  Supports aliases to simplify frequent keystroke combos
 
		
	
		
			
				   -  Includes a library of pre-made and tested aliases to simplify most common
 
		
	
		
			
				      tasks, such as configuring stockpiles for important item types or creating
 
		
	
		
			
				      named  hauling routes for quantum stockpiles.
 
		
	
		
			
				   -  Supports inclu ding aliases in other aliases for easy management of common
 
		
	
		
			
				      hauling routes for quantum stockpiles.
 
		
	
		
			
				   -  Supports expan ding aliases in other aliases for easy management of common
 
		
	
		
			
				      subsequences
 
		
	
		
			
				   -  Supports repeating key sequences a specified number of times
 
		
	
		
			
				   -  Skips sending keys when the cursor is over a tile that does not have a
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -157,16 +159,15 @@ There are also other modes that don't directly correspond to Dwarf Fortress
 
		
	
		
			
				menus, but we'll talk about those `later <quickfort-other-modes>` 
 
		
	
		
			
				
 
		
	
		
			
				If you like, you may enter a comment after the mode keyword. This comment will
 
		
	
		
			
				appear in the output of `` quickfort list ``  when run from the `` DFHack# ``  prompt.
 
		
	
		
			
				You can use this space for explanations, attribution, etc.
 
		
	
		
			
				
 
		
	
		
			
				::
 
		
	
		
			
				appear in the output of `` quickfort list ``  when run from the `` DFHack# ``  prompt
 
		
	
		
			
				or in the dialog window when running `gui/quickfort` 
 
		
	
		
			
				explanations, attribution, etc.::
 
		
	
		
			
				
 
		
	
		
			
				   #dig grand dining room
 
		
	
		
			
				
 
		
	
		
			
				Below this line begin entering keys in each spreadsheet cell that represent what 
 
		
	
		
			
				you want designated in the corresponding game map tile. For example, we could 
 
		
	
		
			
				dig out a 4x4 room like so (spaces are used as column separators here for
 
		
	
		
			
				Below this line,  begin entering keys in each spreadsheet cell that represent
 
		
	
		
			
				what  you want designated in the corresponding game map tile. For example, we 
		
	
		
			
				could  dig out a 4x4 room like so (spaces are used as column separators here for 
		
	
		
			
				readability, but a real .csv file would have commas)::
 
		
	
		
			
				
 
		
	
		
			
				   #dig
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -190,14 +191,12 @@ dug-out area::
 
		
	
		
			
				   Cw Cw    Cw #
 
		
	
		
			
				   #  #  #  #  #
 
		
	
		
			
				
 
		
	
		
			
				Note my generosity - in addition to the bed (:kbd: `b` ) I've built a chest
 
		
	
		
			
				Note my generosity --  in addition to the bed (:kbd: `b` ) I've built a chest
 
		
	
		
			
				(:kbd: `c` ) here for the dwarf as well. You must use the full series of keys
 
		
	
		
			
				needed to build something in each cell, e.g. :kbd: `C` :kbd: `w`  indicates we
 
		
	
		
			
				should enter DF's constructions submenu (:kbd: `C` ) and select walls (:kbd: `w` ).
 
		
	
		
			
				
 
		
	
		
			
				I'd also like to place a booze stockpile in the 2 unoccupied tiles in the room.
 
		
	
		
			
				
 
		
	
		
			
				::
 
		
	
		
			
				I'd also like to place a booze stockpile in the 2 unoccupied tiles in the room::
 
		
	
		
			
				
 
		
	
		
			
				   #place Place a food stockpile
 
		
	
		
			
				   ` ` ` ` 
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -248,12 +247,12 @@ spell those aliases correctly!
 
		
	
		
			
				
 
		
	
		
			
				You can save a lot of time and effort by using aliases instead of adding all
 
		
	
		
			
				key seqences directly to your blueprints. For more details, check out the
 
		
	
		
			
				` Quickfort Alias Guide < quickfort-alias-guide> ` 
		
	
		
			
				aliases being used in the  query blueprints in the 
		
	
		
			
				` quickfort-alias-guide` aliases being used in the  
		
	
		
			
				query blueprints in the
 
		
	
		
			
				:source: `DFHack blueprint library <data/blueprints/library>` . You can create 
		
	
		
			
				your own aliases by adding them to :source: `dfhack-config/quickfort/aliases.txt` 
 
		
	
		
			
				in your DFHack folder or you can add  them
 
		
	
		
			
				` directly to  your blueprint files <quickfort-aliases-blueprints>` 
		
	
		
			
				in your DFHack folder or you can package  them
 
		
	
		
			
				` together with  your blueprint files <quickfort-aliases-blueprints>` 
		
	
		
			
				
 
		
	
		
			
				Area expansion syntax
 
		
	
		
			
				~~~~~~~~~~~~~~~~~~~~~
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -325,6 +324,16 @@ size, like bridges. The following blueprints are equivalent::
 
		
	
		
			
				   ga ga ga ga #
 
		
	
		
			
				   #  #  #  #  #
 
		
	
		
			
				
 
		
	
		
			
				If it is convenient to do so, you can place the cell with the expansion syntax
 
		
	
		
			
				in any corner of the resulting rectangle. Just use negative numbers to indicate
 
		
	
		
			
				which direction the designation should expand in. For example, the previous
 
		
	
		
			
				blueprint could also be written as::
 
		
	
		
			
				
 
		
	
		
			
				   #build a 4x2 bridge from row 2, col 4
 
		
	
		
			
				   `  ` `  ` 
 
		
	
		
			
				   ga(4x-2) `  #
 
		
	
		
			
				   #  #  #  #  #
 
		
	
		
			
				
 
		
	
		
			
				Automatic area expansion
 
		
	
		
			
				~~~~~~~~~~~~~~~~~~~~~~~~
 
		
	
		
			
				
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -350,7 +359,7 @@ This format may be verbose for regular workshops, but it can be very helpful for
 
		
	
		
			
				laying out structures like screw pump towers and waterwheels, whose "center
 
		
	
		
			
				point" can be non-obvious.
 
		
	
		
			
				
 
		
	
		
			
				Finally, you can use area expansion syntax to represent the workshop :: 
		
	
		
			
				Or you can use area expansion syntax :: 
		
	
		
			
				
 
		
	
		
			
				   #build a mason workshop
 
		
	
		
			
				   wm(3x3)  #
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -714,7 +723,16 @@ and down H tiles. For example, to carve a track in a closed ring, you'd write::
 
		
	
		
			
				   T(3x1) ` ` 
 
		
	
		
			
				   #      # #      #
 
		
	
		
			
				
 
		
	
		
			
				Or, using the aliases::
 
		
	
		
			
				You can also use negative numbers in the expansion syntax to indicate corners
 
		
	
		
			
				that are not upper-left corners. This blueprint will also carve a closed ring::
 
		
	
		
			
				
 
		
	
		
			
				   #dig
 
		
	
		
			
				   T(3x3) ` ` 
 
		
	
		
			
				   `      ` 
 
		
	
		
			
				   `      ` 
 
		
	
		
			
				   #      # #        #
 
		
	
		
			
				
 
		
	
		
			
				Or you could use the aliases to specify tile by tile::
 
		
	
		
			
				
 
		
	
		
			
				   #dig
 
		
	
		
			
				   trackSE trackEW trackSW #
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -736,8 +754,8 @@ engravings::
 
		
	
		
			
				    trackNSEW(10x10)
 
		
	
		
			
				
 
		
	
		
			
				The tracks only remove low-quality engravings since quickfort won't designate
 
		
	
		
			
				masterwork engravings for destruction unless forced by a commandline
 
		
	
		
			
				parameter. You would run (and let your dwarves complete the jobs for) the
 
		
	
		
			
				masterwork engravings for destruction ( unless forced to  by a commandline
 
		
	
		
			
				parameter) . You would run (and let your dwarves complete the jobs for) the
 
		
	
		
			
				sequence of blueprints until no tiles are designated by the "erase" blueprint.
 
		
	
		
			
				
 
		
	
		
			
				..  _quickfort-modeline:  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -749,10 +767,11 @@ The modeline has some additional optional components that we haven't talked
 
		
	
		
			
				about yet. You can:
 
		
	
		
			
				
 
		
	
		
			
				-  give a blueprint a label by adding a `` label() ``  marker
 
		
	
		
			
				-  set a cursor offset and/or start hint by adding a `` start() ``  marker
 
		
	
		
			
				-  set a cursor offset and/or cursor placement hint by adding a `` start() `` 
 
		
	
		
			
				   marker
 
		
	
		
			
				-  hide a blueprint from being listed with a `` hidden() ``  marker
 
		
	
		
			
				-  register a message to be displayed after the blueprint is successfully
 
		
	
		
			
				   applied
 
		
	
		
			
				   applied with a `` message() ``  marker 
 
		
	
		
			
				
 
		
	
		
			
				The full modeline syntax, when all optional elements are specified, is::
 
		
	
		
			
				
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -766,9 +785,9 @@ elements before we discuss them in more detail::
 
		
	
		
			
				
 
		
	
		
			
				   #dig start(3; 3; Center tile of a 5-tile square) Regular blueprint comment
 
		
	
		
			
				   #build label(noblebedroom) start(10;15)
 
		
	
		
			
				   #query label(configstockpiles) No explicit start() means cursor is at upper left corner
 
		
	
		
			
				   #query label(configstockpiles) No explicit ' start()'  means cursor is at upper left corner
 
		
	
		
			
				   #meta label(digwholefort) start(center of stairs on surface)
 
		
	
		
			
				   #dig label(digdining) hidden() manag ed by the digwholefort meta blueprint
 
		
	
		
			
				   #dig label(digdining) hidden() call ed by the digwholefort meta blueprint
 
		
	
		
			
				   #zone label(pastures) message(remember to assign animals to the new pastures)
 
		
	
		
			
				
 
		
	
		
			
				..  _quickfort-label:  
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -805,15 +824,15 @@ obvious "center". For example::
 
		
	
		
			
				will build the workshop *centered*  on the cursor, not down and to the right of
 
		
	
		
			
				the cursor.
 
		
	
		
			
				
 
		
	
		
			
				The two numbers specify the column and row (or X and Y offset) where the cursor 
 
		
	
		
			
				is expected to be when you apply the blueprint. Position `` 1;1 ``  is the top left 
 
		
	
		
			
				cell. The optional comment will show up in the `` quickfort list ``  output and 
 
		
	
		
			
				should contain information about where to position the cursor. If the start 
 
		
	
		
			
				position is `` 1;1 `` , you can omit the numbers and just add a comment describing 
 
		
	
		
			
				where to put the cursor. This is also useful for meta blueprints that don't 
 
		
	
		
			
				actually care where the cursor is, but that refer to other blueprints that have 
 
		
	
		
			
				fully-specified `` start() ``  markers. For example, a meta blueprint that refers 
 
		
	
		
			
				to the `` masonw ``  blueprint above could look like this::
 
		
	
		
			
				The two numbers specify the column and row (or 1-based  X and Y offset) where the
 
		
	
		
			
				cursor  is expected to be when you apply the blueprint. Position `` 1;1 ``  is the 
		
	
		
			
				top left  cell. The optional comment will show up in the `` quickfort list ``  
		
	
		
			
				output and  should contain information about where to position the cursor. If the 
		
	
		
			
				start  position is `` 1;1 `` , you can omit the numbers and just add a comment 
		
	
		
			
				describing  where to put the cursor. This is also useful for meta blueprints that 
		
	
		
			
				don't  actually care where the cursor is, but that refer to other blueprints that 
		
	
		
			
				have  fully-specified `` start() ``  markers. For example, a meta blueprint that 
		
	
		
			
				refers  to the `` masonw ``  blueprint above could look like this:: 
		
	
		
			
				
 
		
	
		
			
				   #meta start(center of workshop) a mason workshop
 
		
	
		
			
				   /masonw
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -910,12 +929,12 @@ blueprints into one::
 
		
	
		
			
				
 
		
	
		
			
				Now your sequence is shortened to:
 
		
	
		
			
				
 
		
	
		
			
				1.  Apply dig blueprint  to designate dig areas
 
		
	
		
			
				1.  Run /bed1  to designate dig areas
 
		
	
		
			
				#.  Wait for miners to dig
 
		
	
		
			
				#.  ** Apply  meta buildprint** to build buildings and designate/configure
 
		
	
		
			
				#.  ** Run /bed234  meta buildprint** to build buildings and designate/configure
 
		
	
		
			
				    stockpiles
 
		
	
		
			
				#.  Wait for buildings to get built
 
		
	
		
			
				#.  Apply the final query blueprint to configure the room 
 
		
	
		
			
				#.  Run /bed5 to configure the rooms as bedrooms 
 
		
	
		
			
				
 
		
	
		
			
				You can use meta blueprints to lay out your fortress at a larger scale as well.
 
		
	
		
			
				The `` #< ``  and `` #> ``  notation is valid in meta blueprints, so you can, for
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -961,6 +980,10 @@ a big fort, so we're digging 5 levels of bedrooms)::
 
		
	
		
			
				Note that for blueprints without an explicit label, we still need to address
 
		
	
		
			
				them by their auto-generated numeric label.
 
		
	
		
			
				
 
		
	
		
			
				The command to run the meta blueprint above would be::
 
		
	
		
			
				
 
		
	
		
			
				    quickfort run myfort.xlsx -n dig_all
 
		
	
		
			
				
 
		
	
		
			
				It's worth repeating that `` #meta ``  blueprints can only refer to blueprints that
 
		
	
		
			
				are defined in the same file. This means that all blueprints that a meta
 
		
	
		
			
				blueprint needs to run must be in sheets within the same .xlsx spreadsheet or
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -976,9 +999,10 @@ blueprints individually, you can still see them with
 
		
	
		
			
				Meta markers
 
		
	
		
			
				`` ` ` ` ` ` ` ` ` ``  
		
	
		
			
				
 
		
	
		
			
				You can tag referenced blueprints with markers to modify how they are applied.
 
		
	
		
			
				These markers are similar to `Modeline markers`_ , but are only usable in meta
 
		
	
		
			
				blueprints. Here's a quick list of examples, with more details below:
 
		
	
		
			
				In meta blueprints, you can tag referenced blueprints with markers to modify how
 
		
	
		
			
				they are applied. These markers are similar to `Modeline markers`_ , but are only
 
		
	
		
			
				usable in meta blueprints. Here's a quick list of examples, with more details
 
		
	
		
			
				below:
 
		
	
		
			
				
 
		
	
		
			
				===================  ===========
 
		
	
		
			
				Example              Description
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -1050,20 +1074,21 @@ use nested meta blueprints. For example, the following blueprint will shift the
 
		
	
		
			
				Other blueprint modes
 
		
	
		
			
				~~~~~~~~~~~~~~~~~~~~~
 
		
	
		
			
				
 
		
	
		
			
				There are a few additional blueprint modes that become useful when you are
 
		
	
		
			
				sharing your blueprints with others or managing complex blueprint sets. Instead
 
		
	
		
			
				of mapping tile positions to keystroke sequences like the basic modes do, these
 
		
	
		
			
				"blueprints" have specialized, higher-level uses:
 
		
	
		
			
				In addition to the powerful `` #meta ``  mode described above, there are a few
 
		
	
		
			
				additional blueprint modes that become useful when you are sharing your
 
		
	
		
			
				blueprints with others or managing complex blueprint sets. Instead of mapping
 
		
	
		
			
				tile positions to map modifications and keystroke sequences like the basic modes
 
		
	
		
			
				do, these "blueprints" have specialized, higher-level uses:
 
		
	
		
			
				
 
		
	
		
			
				==============  ===========
 
		
	
		
			
				Blueprint mode  Description
 
		
	
		
			
				==============  ===========
 
		
	
		
			
				notes           Display long messages, such as help text or blueprint
 
		
	
		
			
				                walkthroughs
 
		
	
		
			
				aliases         Define aliases used by other `` #query ``  blueprints in the same 
 
		
	
		
			
				                file
 
		
	
		
			
				ignore          Hide a section from quickfort, useful for scratch space or 
 
		
	
		
			
				                personal notes
 
		
	
		
			
				aliases         Define aliases that can be  used by other `` #query ``  blueprints
 
		
	
		
			
				                in the same  file
 
		
	
		
			
				ignore          Hide a section of your spreadsheet  from quickfort, useful for
 
		
	
		
			
				                scratch space or  personal notes
 
		
	
		
			
				==============  ===========
 
		
	
		
			
				
 
		
	
		
			
				..  _quickfort-notes:  
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -1077,35 +1102,41 @@ blueprints contain. The `message() <quickfort-message>` modeline marker is
 
		
	
		
			
				useful for small, single-line messages, but a `` #notes ``  blueprint is more
 
		
	
		
			
				convenient for long messages or messages that span many lines. The lines in a
 
		
	
		
			
				`` #notes ``  blueprint are output as if they were contained within one large 
		
	
		
			
				multi-line `` message() ``  marker. For example, the following two blueprints 
 
		
	
		
			
				result in the same outpu t:: 
		
	
		
			
				multi-line `` message() ``  marker. For example, the following (empty) `` #meta ``  
 
		
	
		
			
				blueprin t:: 
		
	
		
			
				
 
		
	
		
			
				   "#meta label(help) message(This is the help text for the blueprint set
 
		
	
		
			
				   contained in this file.
 
		
	
		
			
				
 
		
	
		
			
				   More info here...) blueprint set walkthough"
 
		
	
		
			
				   First, make sure that you embark in...) blueprint set walkthough"
 
		
	
		
			
				
 
		
	
		
			
				could more naturally be written as a `` #notes ``  blueprint::
 
		
	
		
			
				
 
		
	
		
			
				   #notes label(help) blueprint set walkthrough
 
		
	
		
			
				   This is the help text for the blueprint set
 
		
	
		
			
				   contained in this file
 
		
	
		
			
				
 
		
	
		
			
				   More info here ...
 
		
	
		
			
				   First, make sure that you embark in ...
 
		
	
		
			
				
 
		
	
		
			
				The quotes around the `` #meta ``  modeline allow newlines in a single cell's text. 
 
		
	
		
			
				Each line of the `` #notes ``  "blueprint", however, is in a separate cell, 
 
		
	
		
			
				allowing for much easier viewing and editing.
 
		
	
		
			
				The `` #meta ``  blueprint is all squashed into a single spreadsheet cell, using
 
		
	
		
			
				embedded newlines.  Each line of the `` #notes ``  "blueprint", however, is in a 
		
	
		
			
				separate cell,  allowing for much easier viewing and editing. 
		
	
		
			
				
 
		
	
		
			
				..  _quickfort-aliases-blueprints:  
		
	
		
			
				
 
		
	
		
			
				Aliases blueprints
 
		
	
		
			
				`` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ``  
		
	
		
			
				
 
		
	
		
			
				You can define your custom aliases in an `` #aliases ``  blueprint. In contrast to
 
		
	
		
			
				the aliases that you define in :source: `dfhack-config/quickfort/aliases.txt` ,
 
		
	
		
			
				which are visible to all blueprints, aliases defined in `` #aliases ``  blueprints
 
		
	
		
			
				are only visible to blueprints defined in the same .csv or .xlsx file. If you
 
		
	
		
			
				want to share your blueprint with others, defining your aliases in an
 
		
	
		
			
				`` #aliases ``  blueprint will make the blueprint much easier for others to use. 
		
	
		
			
				There are keystroke aliases that `come with DFHack <quickfort-alias-guide>` 
 
		
	
		
			
				are usable by all blueprints, and you have the ability to define custom aliases
 
		
	
		
			
				in :source: `dfhack-config/quickfort/aliases.txt`  that are visible to all your
 
		
	
		
			
				blueprints as well. An `` #aliases ``  blueprint can define custom aliases that are
 
		
	
		
			
				only visible to the current `` .csv ``  or `` .xlsx ``  file. Packaging aliases in the
 
		
	
		
			
				same file that uses them is convenient for specialized aliases that are only
 
		
	
		
			
				useful to a particular blueprint. Also, if you want to share your blueprint with
 
		
	
		
			
				others, defining your aliases in an `` #aliases ``  blueprint will help your
 
		
	
		
			
				blueprint to work "out of the box", and you won't need others to add your custom
 
		
	
		
			
				aliases to their `` dfhack-config/quickfort/aliases.txt ``  files.
 
		
	
		
			
				
 
		
	
		
			
				Although we're calling them "blueprints", `` #aliases ``  blueprints are not actual
 
		
	
		
			
				blueprints, and they don't show up when you run `` quickfort list `` . The aliases
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -1122,7 +1153,7 @@ the ``aliases.txt`` files::
 
		
	
		
			
				Aliases in this format must appear in the first column of a row.
 
		
	
		
			
				
 
		
	
		
			
				The second format has the alias name in the first column and the alias
 
		
	
		
			
				definition in the second column, with no colon  separator::
 
		
	
		
			
				definition in the second column, with no `` : `` 
 
		
	
		
			
				
 
		
	
		
			
				    #aliases
 
		
	
		
			
				    aliasname,aliasdefinition
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -1219,20 +1250,23 @@ job but can't find the materials.
 
		
	
		
			
				As long as the `buildingplan` 
 
		
	
		
			
				construction. The buildingplan plugin has an `"enabled" setting
 
		
	
		
			
				<buildingplan-settings> ` for each building type, but those settings only apply 
		
	
		
			
				to buildings created through the buildingplan user interface. In addition,
 
		
	
		
			
				buildingplan has a "quickfort_mode" setting for compatibility with legacy Python
 
		
	
		
			
				Quickfort. This setting has no effect on DFHack Quickfort, which will use
 
		
	
		
			
				buildingplan to manage everything designated in a `` #build ``  blueprint
 
		
	
		
			
				to buildings created through the buildingplan user interface. Quickfort will
 
		
	
		
			
				still use buildingplan to plan buildings even if the buildingplan UI says that
 
		
	
		
			
				building type is not "enabled".
 
		
	
		
			
				
 
		
	
		
			
				In addition, buildingplan has a "quickfort_mode" setting for compatibility with
 
		
	
		
			
				legacy Python Quickfort. This setting has no effect on DFHack Quickfort, which
 
		
	
		
			
				will use buildingplan to manage everything designated in a `` #build ``  blueprint
 
		
	
		
			
				regardless of the buildingplan UI settings.
 
		
	
		
			
				
 
		
	
		
			
				However, quickfort *does*  use `buildingplan's filters <buildingplan-filters>` 
 
		
	
		
			
				for each building type. For example, you can use the buildingplan UI to set the
 
		
	
		
			
				type of stone you want your walls made out of. Or you can specify that all
 
		
	
		
			
				buildingplan-managed tables must be of Masterful quality. The current filter 
 
		
	
		
			
				settings are saved with planned buildings when the `` #build ``  blueprint is run. 
 
		
	
		
			
				This means you can set the filters the way you want for one blueprint, run the 
 
		
	
		
			
				blueprint, and then freely change them again for the next blueprint, even if the 
 
		
	
		
			
				first set of buildings haven't been built yet.
 
		
	
		
			
				buildingplan-managed chairs and  tables must be of Masterful quality. The current
 
		
	
		
			
				filter  settings are saved with planned buildings when the `` #build ``  blueprint 
		
	
		
			
				is run.  This means you can set the filters the way you want for one blueprint, 
		
	
		
			
				run the  blueprint, and then freely change them again for the next blueprint, 
		
	
		
			
				even if the  first set of buildings haven't been built yet. 
		
	
		
			
				
 
		
	
		
			
				Note that buildings are still constructed immediately if you already have the
 
		
	
		
			
				materials. However, with buildingplan you now have the freedom to apply
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -1242,14 +1276,15 @@ jobs will be fulfilled whenever the materials become available.
 
		
	
		
			
				Since it can be difficult to figure out exactly what source materials you need
 
		
	
		
			
				for a `` #build ``  blueprint, quickfort supplies the `` orders ``  command. It
 
		
	
		
			
				enqueues manager orders for everything that the buildings in a `` #build `` 
 
		
	
		
			
				blueprint require. See the next section for more details on this.
 
		
	
		
			
				blueprint require. See the `next section  <generating-manager-orders> `_  for more
 
		
	
		
			
				details on this.
 
		
	
		
			
				
 
		
	
		
			
				Alternately, if you know you only need a few types of items, the `workflow` 
 
		
	
		
			
				plugin can be configured to build those items continuously for as long as they
 
		
	
		
			
				are needed.
 
		
	
		
			
				
 
		
	
		
			
				If the buildingplan plugin is not enabled , run `` quickfort orders ``  first and 
 
		
	
		
			
				make sure all manager orders are fulfilled before applying a `` #build `` 
 
		
	
		
			
				If you do not want to enable  the buildingplan plugin, run `` quickfort orders `` 
 
		
	
		
			
				and  make sure all manager orders are fulfilled before applying a `` #build ``  
		
	
		
			
				blueprint. Otherwise you will get job cancellation spam when the buildings can't
 
		
	
		
			
				be built with available materials.
 
		
	
		
			
				
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -1277,8 +1312,8 @@ rock type for all of your 'Make rock blocks' orders by selecting the order and
 
		
	
		
			
				hitting :kbd: `d` . You might want to set the rock type for other non-block orders
 
		
	
		
			
				to something different if you fear running out of the type of rock that you want
 
		
	
		
			
				to use for blocks. You should also set the `buildingplan` 
 
		
	
		
			
				construction building types to that type of rock as well so other random  blocks
 
		
	
		
			
				you  might have lying around aren't used. 
		
	
		
			
				construction building types to that type of rock as well so other blocks you 
 
		
	
		
			
				might have lying around aren't used.
 
		
	
		
			
				
 
		
	
		
			
				Extra Manager Orders
 
		
	
		
			
				~~~~~~~~~~~~~~~~~~~~
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -1314,27 +1349,34 @@ Tips and tricks
 
		
	
		
			
				   running down/up the stairs to do a few tiles on an adjacent level. With only
 
		
	
		
			
				   one level "live" and all other levels in marker mode, your miners can
 
		
	
		
			
				   concentrate on one level at a time. You just have to remember to "unmark" a
 
		
	
		
			
				   new level when your miners are done with their current one.
 
		
	
		
			
				   new level when your miners are done with their current one. Alternately, if
 
		
	
		
			
				   you have a chokepoint between levels (e.g. a central staircase), you can set
 
		
	
		
			
				   the chokepoint to be dug at a lower priority than all the other tiles on the
 
		
	
		
			
				   level. This will ensure your miners complete digging out a level before
 
		
	
		
			
				   continuing on to the next.
 
		
	
		
			
				
 
		
	
		
			
				-  As of DF 0.34.x, it is no longer possible to build doors (:kbd: `d` ) at the
 
		
	
		
			
				   same time that you build adjacent walls (:kbd: `C` :kbd: `w` ). Doors must now be
 
		
	
		
			
				   built *after*  adjacent walls are constructed. This does not affect the more
 
		
	
		
			
				   common case where walls exist as a side-effect of having dug-out a room in a
 
		
	
		
			
				   `` #dig ``  blueprint.
 
		
	
		
			
				   `` #dig ``  blueprint, but if you are building your own walls, be aware that
 
		
	
		
			
				   walls must be built before you run the blueprint to designate attached doors.
 
		
	
		
			
				
 
		
	
		
			
				- Quickfort is a very powerful tool. See the `case study <dreamfort-case-study>` 
 
		
	
		
			
				  below for more ideas on how to build awesome blueprints!
 
		
	
		
			
				
 
		
	
		
			
				Caveats and limitations
 
		
	
		
			
				-----------------------
 
		
	
		
			
				
 
		
	
		
			
				-  If you use the `` jugs ``  alias in your `` #query `` -mode blueprints, be aware
 
		
	
		
			
				   that there is no way to differentiate jugs from other types of tools in the
 
		
	
		
			
				   game. Therefore, `` jugs ``  stockpiles will also take nest boxes and other 
 
		
	
		
			
				   tools. The only workaround is not to have other tools lying around in your 
 
		
	
		
			
				   fort.
 
		
	
		
			
				   game. Therefore, `` jugs ``  stockpiles will also take nest boxes, scroll 
 
		
	
		
			
				   rollers, and other  tools. The only workaround is not to have other tools
 
		
	
		
			
				   lying around in your  fort.
 
		
	
		
			
				
 
		
	
		
			
				-  Likewise for the `` bags ``  alias. The game does not differentiate between
 
		
	
		
			
				   empty and full bags, so you'll get bags of gypsum power and sand in your bags
 
		
	
		
			
				   stockpile unless you avoid collecting sand and are careful to assign all your
 
		
	
		
			
				   gypsum to your hospital.
 
		
	
		
			
				   empty and full bags, so you'll get bags of gypsum power in your "bags"
 
		
	
		
			
				   stockpile unless you are careful to assign all your gypsum to your hospital.
 
		
	
		
			
				
 
		
	
		
			
				-  Weapon traps and upright spear/spike traps can currently only be built with a
 
		
	
		
			
				   single weapon.
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -1343,57 +1385,98 @@ Caveats and limitations
 
		
	
		
			
				
 
		
	
		
			
				-  Building instruments is not yet supported.
 
		
	
		
			
				
 
		
	
		
			
				-  DFHack Quickfort is relatively new , and there are bound to be bugs! Please
 
		
	
		
			
				-  DFHack Quickfort is a large project , and there are bound to be bugs! Please
 
		
	
		
			
				   report them at the :issue: `DFHack issue tracker <>`  so they can be addressed.
 
		
	
		
			
				
 
		
	
		
			
				..  _dreamfort-case-study:  
		
	
		
			
				
 
		
	
		
			
				Dreamfort case study: a practical guide to advanced blueprint design
 
		
	
		
			
				--------------------------------------------------------------------
 
		
	
		
			
				
 
		
	
		
			
				While syntax definitions and toy examples will certainly get you started with
 
		
	
		
			
				your blueprints, it may not be clear how all the quickfort features fit together
 
		
	
		
			
				or what the best practices are, especially for large and complex blueprint sets.
 
		
	
		
			
				This section walks through the "Dreamfort" blueprints found in the DFHack
 
		
	
		
			
				blueprint library, highlighting design choices and showcasing practical
 
		
	
		
			
				techniques that can help you create better blueprints. Note that this is not a
 
		
	
		
			
				guide for how to design the best forts (there is plenty about that :wiki:`on the
 
		
	
		
			
				wiki <Design strategies>`). This is essentially an extended tips and tricks
 
		
	
		
			
				section focused on how to make usable and useful quickfort blueprints that will
 
		
	
		
			
				save you time and energy.
 
		
	
		
			
				
 
		
	
		
			
				The Dreamfort blueprints we'll be discussing are available in the library as
 
		
	
		
			
				:source: `one large .csv file <data/blueprints/library/dreamfort.csv>`  
		
	
		
			
				or `online
 
		
	
		
			
				<https://drive.google.com/drive/folders/1iS90EEVqUkxTeZiiukVj1pLloZqabKuP> `__ as 
		
	
		
			
				individual spreadsheets. Either the .csv file or the exported spreadsheet .xlsx
 
		
	
		
			
				files can be read and applied by quickfort, but for us humans, the online
 
		
	
		
			
				spreadsheets are much easier to work with. Each spreadsheet has a "Notes" sheet
 
		
	
		
			
				with some useful details. Flip through some of the spreadsheets and read the
 
		
	
		
			
				`walkthrough  <https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=0> `__  
		
	
		
			
				to get oriented. Also, if you haven't built Dreamfort before, try an embark in a
 
		
	
		
			
				flat area and take it for a spin!
 
		
	
		
			
				This section walks through the "Dreamfort" blueprints found in the `DFHack
 
		
	
		
			
				blueprint library <dreamfort>`, highlighting design choices and showcasing
 
		
	
		
			
				practical techniques that can help you create better blueprints. Note that this
 
		
	
		
			
				is not a guide for how to design the best *fort*  (there is plenty about that
 
		
	
		
			
				:wiki: `on the wiki <Design strategies>` ). This is essentially an extended tips 
		
	
		
			
				and tricks section focused on how to make usable and useful quickfort blueprints
 
		
	
		
			
				that will save you time and energy.
 
		
	
		
			
				
 
		
	
		
			
				Almost every quickfort feature is used somewhere in Dreamfort, so the blueprints
 
		
	
		
			
				are useful as practical examples. You can copy the blueprints and use them as 
 
		
	
		
			
				starting points for your own, or just refer to them when you create something 
 
		
	
		
			
				similar.
 
		
	
		
			
				are very useful as reference examples. You can copy the Dreamfort blueprints and
 
		
	
		
			
				use them as starting points for your own, or just refer to them when you create
 
		
	
		
			
				something similar.
 
		
	
		
			
				
 
		
	
		
			
				In this case study, we'll start by discussing the high level organization of the
 
		
	
		
			
				Dreamfort blueprint set, using the "surface" blueprints as an example. Then
 
		
	
		
			
				we'll walk through the blueprints for each of the remaining fort levels in turn,
 
		
	
		
			
				calling out feature usage examples and explaining the parts that might not be
 
		
	
		
			
				obvious just from looking at them.
 
		
	
		
			
				Dreamfort blueprint set. Then we'll walk through the spreadsheets for each of
 
		
	
		
			
				the fort levels in turn, calling out feature usage examples and explaining the
 
		
	
		
			
				parts that might not be obvious just from looking at them.
 
		
	
		
			
				
 
		
	
		
			
				If you haven't built Dreamfort before, maybe try an embark in a flat area and
 
		
	
		
			
				take it for a spin! It will help put the following sections in context. There is
 
		
	
		
			
				also a pre-built Dreamfort available for download on
 
		
	
		
			
				`dffd  <https://dffd.bay12games.com/file.php?id=15434> `__  if you just want an 
		
	
		
			
				interactive reference.
 
		
	
		
			
				
 
		
	
		
			
				Dreamfort organization and packaging
 
		
	
		
			
				~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
		
	
		
			
				
 
		
	
		
			
				The Dreamfort blueprints are distributed with DFHack as
 
		
	
		
			
				:source: `one large .csv file <data/blueprints/library/dreamfort.csv>` , but 
		
	
		
			
				editing in that format would be frustrating. Instead, the blueprints are
 
		
	
		
			
				edited `online as Google drive spreadsheets
 
		
	
		
			
				<https://drive.google.com/drive/folders/1iS90EEVqUkxTeZiiukVj1pLloZqabKuP> `__. 
		
	
		
			
				Either the .csv file or the .xlsx files can be read and applied by quickfort,
 
		
	
		
			
				but it made more sense to distribute the blueprints as a .csv so users would
 
		
	
		
			
				only have to remember one filename. Also, .csv files are text-based, which works
 
		
	
		
			
				more naturally with the DFHack source control system. We use the
 
		
	
		
			
				`xlsx2csv  <https://github.com/dilshod/xlsx2csv> `__  utility to do the conversion 
		
	
		
			
				from .xlsx to .csv format.
 
		
	
		
			
				
 
		
	
		
			
				..  topic ::  Tip 
		
	
		
			
				
 
		
	
		
			
				    Include a `` #notes ``  section with information about how to use your
 
		
	
		
			
				    blueprint.
 
		
	
		
			
				
 
		
	
		
			
				Each spreadsheet has a "help" sheet with a `` #notes ``  blueprint that displays a
 
		
	
		
			
				walkthrough and other useful details. This is the first sheet in each
 
		
	
		
			
				spreadsheet so it will be selected by default if the user doesn't specify a
 
		
	
		
			
				label name. For example, just running `` quickfort run 
 
		
	
		
			
				library/dreamfort.csv``  will display Dreamfort's  ` introduction text 
 
		
	
		
			
				<https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw> `__. 
		
	
		
			
				
 
		
	
		
			
				Do not neglect writing the help text! Not only will it give others a chance to
 
		
	
		
			
				use your blueprints appropriately, but the help you write will remind *you*  what
 
		
	
		
			
				you were thinking when you wrote the blueprint in the first place.
 
		
	
		
			
				
 
		
	
		
			
				..  topic ::  Tip 
		
	
		
			
				
 
		
	
		
			
				    Include custom alias definitions in the same file as the blueprint.
 
		
	
		
			
				
 
		
	
		
			
				If any blueprint in the set uses custom aliases that other users won't have in
 
		
	
		
			
				their :source: `data/quickfort/aliases-common.txt`  files, be sure to define them
 
		
	
		
			
				in the blueprint itself in an `quickfort-aliases-blueprints` 
 
		
	
		
			
				people can use your blueprint right away without having to manually copy aliases
 
		
	
		
			
				into their personal :source: `dfhack-config/quickfort/aliases.txt`  files.
 
		
	
		
			
				
 
		
	
		
			
				The surface_ level: how to manage complexity
 
		
	
		
			
				~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
		
	
		
			
				
 
		
	
		
			
				..  _surface:  https://docs.google.com/spreadsheets/d/1vlxOuDOTsjsZ5W45Ri1kJKgp3waFo8r505LfZVg5wkU 
		
	
		
			
				
 
		
	
		
			
				..  image ::  https://drive.google.com/uc?export=download&id=1YL_vQJLB2YnUEFrAg9y3HEdFq3Wpw9WP 
		
	
		
			
				  :alt:  Annotated screenshot of the dreamfort surface level 
 
		
	
		
			
				  :target:  https://drive.google.com/file/d/1YL_vQJLB2YnUEFrAg9y3HEdFq3Wpw9WP 
 
		
	
		
			
				  :align:  center 
 
		
	
		
			
				
 
		
	
		
			
				For smaller blueprints, packaging and usability are not really that important -
 
		
	
		
			
				just write it, run it, and you're done. However, as your blueprints become
 
		
	
		
			
				larger and more detailed, there are some best practices that can help you deal
 
		
	
		
			
				with the added complexity. Dreamfort's surface level is many steps long since
 
		
	
		
			
				there are trees to be cleared, holes to be dug, flooring to be laid, and
 
		
	
		
			
				furniture to be built, and each step requires the previous step to be completely
 
		
	
		
			
				bridges  to be built, and each step requires the previous step to be completely 
		
	
		
			
				finished before it can begin. Therefore, a lot of thought went into minimizing
 
		
	
		
			
				the toil associated with applying so many blueprints.
 
		
	
		
			
				
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -1410,14 +1493,14 @@ blueprint, placing starting stockpiles with a ``#place`` blueprint, building
 
		
	
		
			
				starting workshops with a `` #build ``  blueprint, and configuring the stockpiles
 
		
	
		
			
				with a `` #query ``  blueprint can all be done with a single command. Bundling
 
		
	
		
			
				blueprints with `` #meta ``  blueprints reduced the number of steps in Dreamfort
 
		
	
		
			
				from 61 to 2 3, and it also made it much clearer to see which blueprints can be
 
		
	
		
			
				from 61 to 30 , and it also made it much clearer to see which blueprints can be
 
		
	
		
			
				applied at once without unpausing the game. Check out dreamfort_surface's "`meta
 
		
	
		
			
				<https://docs.google.com/spreadsheets/d/1vlxOuDOTsjsZ5W45Ri1kJKgp3waFo8r505LfZVg5wkU/edit#gid=972927200> `__" 
		
	
		
			
				sheet to see how much meta blueprints can simplify your life.
 
		
	
		
			
				
 
		
	
		
			
				You can define `as many blueprints as you want <quickfort-packaging>` 
 
		
	
		
			
				sheet, but multi-blueprint sheets are especially useful when writing meta 
 
		
	
		
			
				blueprints. It's like  having a bird's eye view of your entire plan in one sheet. 
		
	
		
			
				sheet, but this is especially useful when writing meta blueprints. It's like 
 
		
	
		
			
				having a bird's eye view of your entire plan in one sheet.
 
		
	
		
			
				
 
		
	
		
			
				..  topic ::  Tip 
		
	
		
			
				
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -1439,11 +1522,10 @@ Searching and filtering is implemented for both the
 
		
	
		
			
				`` quickfort list ``  command and the quickfort interactive dialog. If you give 
		
	
		
			
				related blueprints a common prefix, it makes it easy to set the filters to
 
		
	
		
			
				display just the blueprints that you're interested in. If you have a lot of
 
		
	
		
			
				blueprints, this can save you a lot of time. Dreamfort, of course, uses the
 
		
	
		
			
				"dreamfort" prefix for the files and sequence names for the labels, like
 
		
	
		
			
				"surface1", "surface2", "farming1", etc. So if I’ 
 
		
	
		
			
				surface blueprints, I’ `` dreamfort surface ``  to just display
 
		
	
		
			
				the relevant blueprints.
 
		
	
		
			
				blueprints, this can save you a lot of time. Dreamfort uses the level name as a
 
		
	
		
			
				prefix for the labels, like "surface1", "surface2", "farming1", etc. So if I’ 
 
		
	
		
			
				in the middle of applying the surface blueprints, I’ 
 
		
	
		
			
				`` dreamfort surface ``  to just display the relevant blueprints. 
		
	
		
			
				
 
		
	
		
			
				..  topic ::  Tip 
		
	
		
			
				
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -1463,10 +1545,10 @@ sheet, like in surface's meta sheet.
 
		
	
		
			
				things to include in messages are:
 
		
	
		
			
				
 
		
	
		
			
				* The name of the next blueprint to apply and when to run it
 
		
	
		
			
				* Whether `` quickfort orders ``  should be run for an upcoming step
 
		
	
		
			
				* Whether `` quickfort orders ``  should be run for the current or  an upcoming step
 
		
	
		
			
				* Any actions that you have to perform manually after running the blueprint,
 
		
	
		
			
				  like assigning minecarts to hauling routes or pasturing animals after creat ing 
 
		
	
		
			
				  zones
 
		
	
		
			
				  like assigning minecarts to hauling routes or pasturing animals in
 
		
	
		
			
				  newly-created  zones
 
		
	
		
			
				
 
		
	
		
			
				These things are just too easy to forget. Adding a `` message() ``  can save you
 
		
	
		
			
				from time-wasting mistakes. Note that `` message() ``  markers can still appear on
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -1480,16 +1562,22 @@ The farming_ level: fun with stockpiles
 
		
	
		
			
				
 
		
	
		
			
				..  _farming:  https://docs.google.com/spreadsheets/d/1iuj807iGVk6vsfYY4j52v9_-wsszA1AnFqoxeoehByg 
		
	
		
			
				
 
		
	
		
			
				..  image ::  https://drive.google.com/uc?export=download&id=1fBC3G5Y888l4tVe5REAyAd_zeojADVme 
		
	
		
			
				  :alt:  Annotated screenshot of the dreamfort farming level 
 
		
	
		
			
				  :target:  https://drive.google.com/file/d/1fBC3G5Y888l4tVe5REAyAd_zeojADVme 
 
		
	
		
			
				  :align:  center 
 
		
	
		
			
				
 
		
	
		
			
				It is usually convenient to store closely associated blueprints in the same
 
		
	
		
			
				spreadsheet. The farming level is very closely tied to the surface because the
 
		
	
		
			
				miasma vents have to perfectly line up with where they are needed. However,
 
		
	
		
			
				surface is a separate z-level and, more importantly, already has many many
 
		
	
		
			
				blueprints, so farming is split into a separate file.
 
		
	
		
			
				miasma vents dug on the surface have to perfectly line up with where waste
 
		
	
		
			
				products are placed on the farming level. However, surface is a separate z-level
 
		
	
		
			
				and, more importantly, already has many many blueprints of its own. Farming is
 
		
	
		
			
				therefore split into a separate file.
 
		
	
		
			
				
 
		
	
		
			
				..  topic ::  Tip 
		
	
		
			
				
 
		
	
		
			
				    Automate stockpile chains when you can, and write message() reminders when 
 
		
	
		
			
				    you can't.
 
		
	
		
			
				    Automate stockpile chains when you can, and write `` `` 
 
		
	
		
			
				    when  you can't.
 
		
	
		
			
				
 
		
	
		
			
				The farming level starts doing interesting things with `` #query ``  blueprints and
 
		
	
		
			
				stockpiles. Note the `careful customization
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -1519,6 +1607,11 @@ The industry_ level: when not to use aliases
 
		
	
		
			
				
 
		
	
		
			
				..  _industry:  https://docs.google.com/spreadsheets/d/1gvTJxxRxZ5V4vXkqwhL-qlr_lXCNt8176TK14m4kSOU 
		
	
		
			
				
 
		
	
		
			
				..  image ::  https://drive.google.com/uc?export=download&id=1emMaHHCaUPcdRbkLQqvr-0ZCs2tdM5X7 
		
	
		
			
				  :alt:  Annotated screenshot of the dreamfort industry level 
 
		
	
		
			
				  :target:  https://drive.google.com/file/d/1emMaHHCaUPcdRbkLQqvr-0ZCs2tdM5X7 
 
		
	
		
			
				  :align:  center 
 
		
	
		
			
				
 
		
	
		
			
				The industry level is densely packed and has more complicated examples of
 
		
	
		
			
				stockpile configurations and quantum dumps. However, what I'd like to call out
 
		
	
		
			
				first are the key sequences that are *not*  in aliases.
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -1580,7 +1673,7 @@ order-sensitive aliases on the same line::
 
		
	
		
			
				    {tallow}{permitdye}
 
		
	
		
			
				
 
		
	
		
			
				You can see a more complex example of this with the `` meltables ``  stockpiles in
 
		
	
		
			
				the `lower  righ t corner <https://docs.google.com/spreadsheets/d/1gvTJxxRxZ5V4vXkqwhL-qlr_lXCNt8176TK14m4kSOU/edit#gid=787640554> `__ 
 
		
	
		
			
				the `lower  lef t corner <https://docs.google.com/spreadsheets/d/1gvTJxxRxZ5V4vXkqwhL-qlr_lXCNt8176TK14m4kSOU/edit#gid=787640554> `__ 
 
		
	
		
			
				of the industry level.
 
		
	
		
			
				
 
		
	
		
			
				The services_ level: handling multi-level dig blueprints
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -1588,6 +1681,11 @@ The services_ level: handling multi-level dig blueprints
 
		
	
		
			
				
 
		
	
		
			
				..  _services:  https://docs.google.com/spreadsheets/d/1IBy6_pGEe6WSBCLukDz_5I-4vi_mpHuJJyOp2j6SJlY 
		
	
		
			
				
 
		
	
		
			
				..  image ::  https://drive.google.com/uc?export=download&id=13vDIkTVOZGkM84tYf4O5nmRs4VZdE1gh 
		
	
		
			
				  :alt:  Annotated screenshot of the dreamfort services level 
 
		
	
		
			
				  :target:  https://drive.google.com/file/d/13vDIkTVOZGkM84tYf4O5nmRs4VZdE1gh 
 
		
	
		
			
				  :align:  center 
 
		
	
		
			
				
 
		
	
		
			
				Services is a multi-level blueprint that includes a well cistern beneath the
 
		
	
		
			
				main level. Unwanted ramps caused by channeling are an annoyance, but we can
 
		
	
		
			
				avoid getting a ramp at the bottom of the cistern with careful use of `dig
 
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
			
			@ -1615,6 +1713,11 @@ The guildhall_ level: avoiding smoothing issues
 
		
	
		
			
				
 
		
	
		
			
				..  _guildhall:  https://docs.google.com/spreadsheets/d/1wwKcOpEW-v_kyEnFyXS0FTjvLwJsyWbCUmEGaXWxJyU 
		
	
		
			
				
 
		
	
		
			
				..  image ::  https://drive.google.com/uc?export=download&id=17jHiCKeZm6FSS-CI4V0r0GJZh09nzcO_ 
		
	
		
			
				  :alt:  Annotated screenshot of the dreamfort guildhall level 
 
		
	
		
			
				  :target:  https://drive.google.com/file/d/17jHiCKeZm6FSS-CI4V0r0GJZh09nzcO_ 
 
		
	
		
			
				  :align:  center 
 
		
	
		
			
				
 
		
	
		
			
				The goal of this level is to provide rooms for `` locations ``  like guildhalls,
 
		
	
		
			
				libraries, and temples. The value of these rooms is very important, so we are
 
		
	
		
			
				likely to smooth and engrave everything. To smooth or engrave a wall tile, a
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -1628,7 +1731,7 @@ dwarves from entering a tile, where you put them affects what you can access.
 
		
	
		
			
				In the guildhall level, the statues are placed so as not to block any wall
 
		
	
		
			
				corners. This gives the player freedom for choosing when to smooth. If a statue
 
		
	
		
			
				blocks a corner, or if a line of statues blocks a wall segment, it forces the
 
		
	
		
			
				player to smooth before building the statues. Otherwise they have to mess  with
 
		
	
		
			
				player to smooth before building the statues. Otherwise they have to bother  with
 
		
	
		
			
				temporarily removing statues to smooth the walls behind them.
 
		
	
		
			
				
 
		
	
		
			
				The beds_ levels: multi level meta blueprints
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -1636,20 +1739,34 @@ The beds_ levels: multi level meta blueprints
 
		
	
		
			
				
 
		
	
		
			
				..  _beds:  https://docs.google.com/spreadsheets/d/1QNHORq6YmYfuVVMP5yGAFCQluary_JbgZ-UXACqKs9g 
		
	
		
			
				
 
		
	
		
			
				..  image ::  https://drive.google.com/uc?export=download&id=1IBqCf6fF3lw7sHiBE_15Euubysl5AAiS 
		
	
		
			
				  :alt:  Annotated screenshot of the dreamfort noble suites 
 
		
	
		
			
				  :target:  https://drive.google.com/file/d/1IBqCf6fF3lw7sHiBE_15Euubysl5AAiS 
 
		
	
		
			
				  :align:  center 
 
		
	
		
			
				
 
		
	
		
			
				..  image ::  https://drive.google.com/uc?export=download&id=1mDQQXG8BnXqasRGFC9R5N6xNALiswEyr 
		
	
		
			
				  :alt:  Annotated screenshot of the dreamfort apartments 
 
		
	
		
			
				  :target:  https://drive.google.com/file/d/1mDQQXG8BnXqasRGFC9R5N6xNALiswEyr 
 
		
	
		
			
				  :align:  center 
 
		
	
		
			
				
 
		
	
		
			
				The suites and apartments blueprints are straightforward. The only fancy bit
 
		
	
		
			
				here is the meta blueprint, which brings us to our final tip:
 
		
	
		
			
				is the meta blueprint that digs the stack of apartment levels, which brings us
 
		
	
		
			
				to our final tip:
 
		
	
		
			
				
 
		
	
		
			
				..  topic ::  Tip 
		
	
		
			
				
 
		
	
		
			
				    Use meta blueprints to lay out multiple adjacent levels.
 
		
	
		
			
				    Use meta blueprints to lay out repeated  adjacent levels.
 
		
	
		
			
				
 
		
	
		
			
				We couldn't use this technique for the entire fortress since there is often an
 
		
	
		
			
				aquifer between the farming and industry levels, and we can't know beforehand
 
		
	
		
			
				how many z-levels we need to skip. Here, though, we can at least provide the
 
		
	
		
			
				useful shortcut of designating all apartment levels at once. See the
 
		
	
		
			
				`#meta  <https://docs.google.com/spreadsheets/d/1QNHORq6YmYfuVVMP5yGAFCQluary_JbgZ-UXACqKs9g/edit#gid=1980526014> `__  
		
	
		
			
				blueprint for how it applies the apartments on six z-levels using `` #> `` 
 
		
	
		
			
				between apartment blueprint references.
 
		
	
		
			
				how many z-levels we need to skip. We can, however, automate the digging of
 
		
	
		
			
				everything from the industry level down, including designating all apartment
 
		
	
		
			
				levels at once. See the
 
		
	
		
			
				`#meta  <https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=284974597> `__  
		
	
		
			
				blueprint in the `Dreamfort help spreadsheet
 
		
	
		
			
				<https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=0> `__ 
		
	
		
			
				for how it uses a `` repeat() ``  marker for the `` /apartments1 ``  blueprint to
 
		
	
		
			
				apply it to five z-levels at once.
 
		
	
		
			
				
 
		
	
		
			
				That's it! I hope this guide was useful to you. Please leave feedback on the
 
		
	
		
			
				forums if you have ideas on how this guide (or the dreamfort blueprints) can be
 
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
			
			@ -1661,11 +1778,11 @@ Links
 
		
	
		
			
				**Quickfort links:**  
		
	
		
			
				
 
		
	
		
			
				-  `Quickfort command reference <quickfort>` 
 
		
	
		
			
				-  `Quickfort alias guide <quickfort-alias-guide>` 
 
		
	
		
			
				-  `Quickfort library guide <quickfort-library-guide>` 
 
		
	
		
			
				-  :source: `Quickfort blueprints library <data/blueprints/library>` 
 
		
	
		
			
				-  `quickfort-alias-guide` 
 
		
	
		
			
				-  `quickfort-library-guide` 
 
		
	
		
			
				-  :forums: `Quickfort forum thread <176889>` 
 
		
	
		
			
				-  :issue: `DFHack issue tracker <>` 
 
		
	
		
			
				-  :source: `Quickfort blueprint library source <data/blueprints/library>` 
 
		
	
		
			
				-  :source-scripts: `Quickfort source code <internal/quickfort>` 
 
		
	
		
			
				
 
		
	
		
			
				**Related tools:**