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

+typo fix in quickfort-alias-guide.rst
develop
lethosor 2021-02-20 00:47:12 -05:00
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@ -36,7 +36,9 @@ quantum: {linksonly}{nocontainers}{quantum_enable}{givename}
stop_name: {Empty}
route_enable: {quantum_enable}{enablecorpses}{enablerefuse}
quantumstop: ^hrn{name}&sn{stop_name}&&xxx{route_enable enter_sp_config={enter_sp_config_hauling}}s{move}p^{move_back}^q
sp_link: s{move}p{move_back}
sp_links: {sp_link}
quantumstop: ^hrn{name}&sn{stop_name}&&xxx{route_enable enter_sp_config={enter_sp_config_hauling}}{sp_links}^^q
quantumstopfromeast: {quantumstop move={Right} move_back={Left}}
quantumstopfromsouth: {quantumstop move={Down} move_back={Up}}
quantumstopfromwest: {quantumstop move={Left} move_back={Right}}
@ -56,7 +58,11 @@ growfirstcropall: a&b&c&d&
########################################
linksonly: a
nocontainers: CE
maxbins: V
maxbarrels: R
nobins: C
nobarrels: E
nocontainers: {nobins}{nobarrels}
give: g{move}&
give2up: {give move={Up 2}}
@ -71,6 +77,12 @@ give10right: {give move={Right 10}}
togglesequence: &{Down}
togglesequence2: &{Down 2}
masterworkonly: {prefix}{Right}{Up 2}f{Right}{Up 2}&^
artifactonly: {prefix}{Right}{Up 2}f{Right}{Up}&^
togglemasterwork: {prefix}{Right}{Up 2}{Right}{Up 2}&^
toggleartifact: {prefix}{Right}{Up 2}{Right}{Up}&^
##################################
# animal stockpile adjustments
@ -146,6 +158,15 @@ bags: {furnitureprefix}de{Right}f{Right}{Up 10}&{Left}{Down}f{Down}f{Down}f{R
buckets: {furnitureprefix}de{Right}f{Right}{Up 12}&^
sand: {furnitureprefix}de{Right}f{Right}{Up}&^
masterworkfurniture: {masterworkonly prefix={furnitureprefix}}
artifactfurniture: {artifactonly prefix={furnitureprefix}}
forbidmasterworkfurniture: {togglemasterwork prefix={furnitureprefix}}
forbidartifactfurniture: {toggleartifact prefix={furnitureprefix}}
permitmasterworkfurniture: {togglemasterwork prefix={furnitureprefix}}
permitartifactfurniture: {toggleartifact prefix={furnitureprefix}}
###########################################
# corpses and refuse stockpile adjustments
@ -159,8 +180,7 @@ refuseprefix: {enter_sp_config}{Down 4}
enablerefuse: {refuseprefix}e^
disablerefuse: {refuseprefix}d^
# bodyparts include remains/corpses and rotten rawhdes
bodyparts: {refuseprefix}b{Right 2}&{Down 2}&{Left}{Down}p{Down}p^
corpses: {refuseprefix}b{Right}{Down}p^
rawhides: {refuseprefix}b{Right 2}{Down}&^
tannedhides: {refuseprefix}b{Right 2}{Down 53}&^
skulls: {refuseprefix}b{Right}{Down 3}p^
@ -171,7 +191,7 @@ horns: {refuseprefix}b{Right}{Down 7}p^
hair: {refuseprefix}b{Right}{Down 8}p^
craftrefuse: {skulls}{permitbones}{permitshells}{permitteeth}{permithorns}{permithair}
forbidbodyparts: {refuseprefix}{Right 2}&{Down 2}&{Left}{Down}f{Down}f^
forbidcorpses: {refuseprefix}{Right}{Down}f^
forbidrawhides: {refuseprefix}{Right 2}{Down}&^
forbidtannedhides: {refuseprefix}{Right 2}{Down 53}&^
forbidskulls: {refuseprefix}{Right}{Down 3}f^
@ -182,7 +202,7 @@ forbidhorns: {refuseprefix}{Right}{Down 7}f^
forbidhair: {refuseprefix}{Right}{Down 8}f^
forbidcraftrefuse: {forbidskulls}{forbidbones}{forbidshells}{forbidteeth}{forbidhorns}{forbidhair}
permitbodyparts: {refuseprefix}{Right 2}&{Down 2}&{Left}{Down}p{Down}p^
permitcorpses: {refuseprefix}{Right}{Down}p^
permitrawhides: {forbidrawhides}
permittannedhides: {forbidtannedhides}
permitskulls: {refuseprefix}{Right}{Down 3}p^
@ -241,12 +261,21 @@ ammoprefix: {enter_sp_config}{Down 6}
enableammo: {ammoprefix}e^
disableammo: {ammoprefix}d^
bolts: {ammoprefix}a{Right 2}{Down}{togglesequence 2}^
bolts: {ammoprefix}a{Right 2}f&^
forbidmetalbolts: {ammoprefix}{Right}{Down}f^
forbidwoodenbolts: {ammoprefix}{Right}{Down 2}{Right}&^
forbidbonebolts: {ammoprefix}{Right}{Down 2}{Right}{Down}&^
masterworkammo: {masterworkonly prefix={ammoprefix}}
artifactammo: {artifactonly prefix={ammoprefix}}
forbidmasterworkammo: {togglemasterwork prefix={ammoprefix}}
forbidartifactammo: {toggleartifact prefix={ammoprefix}}
permitmasterworkammo: {togglemasterwork prefix={ammoprefix}}
permitartifactammo: {toggleartifact prefix={ammoprefix}}
##################################
# bar stockpile adjustments
@ -319,6 +348,15 @@ forbidcrafts: {finishedgoodsprefix}{Right 2}{Down 9}{togglesequence 9}^
permitcrafts: {forbidcrafts}
masterworkfinishedgoods: {masterworkonly prefix={finishedgoodsprefix}}
artifactfinishedgoods: {artifactonly prefix={finishedgoodsprefix}}
forbidmasterworkfinishedgoods: {togglemasterwork prefix={finishedgoodsprefix}}
forbidartifactfinishedgoods: {toggleartifact prefix={finishedgoodsprefix}}
permitmasterworkfinishedgoods: {togglemasterwork prefix={finishedgoodsprefix}}
permitartifactfinishedgoods: {toggleartifact prefix={finishedgoodsprefix}}
##################################
# cloth
@ -368,14 +406,14 @@ permitbronzeweapons: {forbidbronzeweapons}
permitcopperweapons: {forbidcopperweapons}
permitsteelweapons: {forbidsteelweapons}
masterworkweapons: {weaponsprefix}{Right}{Down 5}f{Right}{Down 5}&^
artifactweapons: {weaponsprefix}{Right}{Down 5}f{Right}{Down 6}&^
masterworkweapons: {masterworkonly prefix={weaponsprefix}}
artifactweapons: {artifactonly prefix={weaponsprefix}}
forbidmasterworkweapons: {weaponsprefix}{Right}{Down 5}{Right}{Down 5}&^
forbidartifactweapons: {weaponsprefix}{Right}{Down 5}{Right}{Down 6}&^
forbidmasterworkweapons: {togglemasterwork prefix={weaponsprefix}}
forbidartifactweapons: {toggleartifact prefix={weaponsprefix}}
permitmasterworkweapons: {forbidmasterworkweapons}
permitartifactweapons: {forbidartifactweapons}
permitmasterworkweapons: {togglemasterwork prefix={weaponsprefix}}
permitartifactweapons: {toggleartifact prefix={weaponsprefix}}
##################################
@ -407,14 +445,14 @@ permitbronzearmor: {forbidbronzearmor}
permitcopperarmor: {forbidcopperarmor}
permitsteelarmor: {forbidsteelarmor}
masterworkarmor: {armorprefix}{Right}{Down 8}f{Right}{Down 5}&^
artifactarmor: {armorprefix}{Right}{Down 8}f{Right}{Down 6}&^
masterworkarmor: {masterworkonly prefix={armorprefix}}
artifactarmor: {artifactonly prefix={armorprefix}}
forbidmasterworkarmor: {armorprefix}{Right}{Down 8}{Right}{Down 5}&^
forbidartifactarmor: {armorprefix}{Right}{Down 8}{Right}{Down 6}&^
forbidmasterworkarmor: {togglemasterwork prefix={armorprefix}}
forbidartifactarmor: {toggleartifact prefix={armorprefix}}
permitmasterworkarmor: {forbidmasterworkarmor}
permitartifactarmor: {forbidartifactarmor}
permitmasterworkarmor: {togglemasterwork prefix={armorprefix}}
permitartifactarmor: {toggleartifact prefix={armorprefix}}
##################################

@ -33,6 +33,10 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
# Future
## Misc Improvements
- `quickfort`: Dreamfort blueprint set improvements: `significant <http://www.bay12forums.com/smf/index.php?topic=176889.msg8239017#msg8239017>`_ refinements across the entire blueprint set. Dreamfort is now much faster, much more efficient, and much easier to use. The `checklist <https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=1459509569>`__ now includes a mini-walkthrough for quick reference. The spreadsheet now also includes `embark profile suggestions <https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=149144025>`__
- `quickfort`: added aliases for configuring masterwork and artifact core quality for all stockpile categories that have them; made it possible to take from multiple stockpiles in the ``quantumstop`` alias
# 0.47.05-beta1
## Fixes

@ -346,11 +346,15 @@ These aliases make it easy to create :wiki:`minecart stop-based quantum stockpil
+----------------------+ |
| quantumstopfromwest | |
+----------------------+------------------+
| sp_link | | move |
| | | move_back |
+----------------------+------------------+
| quantumstop | | name |
| | | stop_name |
| | | route_enable |
| | | move |
| | | move_back |
| | | sp_links |
+----------------------+------------------+
The idea is to use a minecart on a track stop to dump an infinite number of
@ -452,18 +456,28 @@ your own stockpile configuraiton aliases, you can use the magic yourself by
building your aliases on the ``*prefix`` aliases described later in this
guide.
Finally, the ``quantumstop`` alias is a more general version of the
``quantumstopfrom*`` aliases. The ``quantumstopfrom*`` aliases assume that the
feeder stockpile is orthogonally adjacent to your track stop (which is how
most people set them up). If your feeder stockpile is somewhere further away,
you can use the ``quantumstop`` alias directly. In addition to the
``quantumstopfrom*`` sub-aliases, you can also define the ``move`` and
``move_back`` sub-aliases, which let you specify the cursor keys required to
move from the track stop to the feeder stockpile and back again, respectively::
Finally, the ``quantumstop`` alias is a more general version of the simpler
``quantumstopfrom*`` aliases. The ``quantumstopfrom*`` aliases assume that a
single feeder stockpile is orthogonally adjacent to your track stop (which is
how most people set them up). If your feeder stockpile is somewhere further
away, or you have multiple feeder stockpiles to link, you can use the
``quantumstop`` alias directly. In addition to the sub-aliases used in the
``quantumstopfrom*`` alias, you can define the ``move`` and ``move_back``
sub-aliases, which let you specify the cursor keys required to move from the
track stop to the (single) feeder stockpile and back again, respectively::
#query
{quantumstop move="{Right 2}{Up}" move_back="{Down}{Left 2}"}
If you have multiple stockpiles to link, define the ``sp_links`` sub-alias,
which can chain several ``sp_link`` aliases together, each with their own
movement configuration::
#query
{quantumstop sp_links="{sp_link move=""{Right}{Up}"" move_back=""{Down}{Left}""}{sp_link move=""{Right}{Down}"" move_back=""{Up}{Left}""}"}
Note the doubled quotes for quoted elements that are within the outer quotes.
Farm plots
~~~~~~~~~~
@ -486,10 +500,14 @@ Instead of these aliases, though, it might be more useful to use the DFHack
Stockpile configuration utility aliases
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=============== ===========
Alias Sub-aliases
=============== ===========
================ ===========
Alias Sub-aliases
================ ===========
linksonly
maxbins
maxbarrels
nobins
nobarrels
nocontainers
give2up
give2down
@ -499,17 +517,23 @@ give10up
give10down
give10left
give10right
give move
give move
togglesequence
togglesequence2
=============== ===========
``linksonly`` and ``nocontainers`` set the named basic properties on
stockpiles. ``nocontainers`` sets bins and barrels to 0, but does not affect
wheelbarrows since the hotkeys for changing the number of wheelbarrows depend
on whether you have the DFHack `stockpiles` plugin active. It is better to set
the number of wheelbarrows via the `quickfort` ``stockpiles_max_wheelbarrows``
setting. It is set to ``0`` by default.
masterworkonly prefix
artifactonly prefix
togglemasterwork prefix
toggleartifact prefix
================ ===========
``linksonly``, ``maxbins``, ``maxbarrels``, ``nobins``, ``nobarrels``, and
``nocontainers`` set the named basic properties on stockpiles. ``nocontainers``
sets bins and barrels to 0, but does not affect wheelbarrows since the hotkeys
for changing the number of wheelbarrows depend on whether you have DFHack's
``tweak max-wheelbarrow`` enabled. It is better to set the number of
wheelbarrows via the `quickfort` ``stockpiles_max_wheelbarrows`` setting (set to
``0`` by default), or explicitly when you define the stockpile in the ``#place``
blueprint.
The ``give*`` aliases set a stockpile to give to a workshop or another
stockpile located at the indicated number of tiles in the indicated direction
@ -558,11 +582,15 @@ tiles down::
``togglesequence`` and ``togglesequence2`` send ``{Down}{Enter}`` or
``{Down 2}{Enter}`` to toggle adjacent (or alternating) items in a list. This
is useful when toggling a bunch of related item types in the stockpile config.
For example, the ``dye`` and ``tallow`` aliases in the standard alias library
need to select specific items from long lists::
For example, the ``dye`` alias in the standard alias library needs to select
four adjacent items::
dye: {foodprefix}b{Right}{Down 11}{Right}{Down 28}{togglesequence 4}^
dye: {foodprefix}b{Right}{Down 11}{Right}{Down 28}{togglesequence 4}^
tallow: {foodprefix}b{Right}{Down 13}{Right}{Down}{togglesequence2 811}^
Finally, the ``masterwork`` and ``artifact`` group of aliases configure the
corresponding allowable core quality for the stockpile categories that have
them. This alias is used to implement category-specific aliases below, like
``artifactweapons`` and ``forbidartifactweapons``.
.. _quickfort-stockpile-aliases:
@ -658,17 +686,16 @@ miscliquid forbidmiscliquid permitmiscliquid
Furniture stockpile adjustments
```````````````````````````````
+-----------+
| Exclusive |
+===========+
| pots |
+-----------+
| bags |
+-----------+
| buckets |
+-----------+
| sand |
+-----------+
=================== ========================= =========================
Exclusive Forbid Permit
=================== ========================= =========================
pots
bags
buckets
sand
masterworkfurniture forbidmasterworkfurniture permitmasterworkfurniture
artifactfurniture forbidartifactfurniture permitartifactfurniture
=================== ========================= =========================
Notes:
@ -681,7 +708,7 @@ Refuse stockpile adjustments
=========== ================== ==================
Exclusive Forbid Permit
=========== ================== ==================
bodyparts forbidbodyparts permitbodyparts
corpses forbidcorpses permitcorpses
rawhides forbidrawhides permitrawhides
tannedhides forbidtannedhides permittannedhides
skulls forbidskulls permitskulls
@ -695,7 +722,6 @@ craftrefuse forbidcraftrefuse permitcraftrefuse
Notes:
* ``bodyparts`` includes remains/corpses and rotten rawhdes.
* ``craftrefuse`` includes everything a craftsdwarf can use: skulls, bones,
shells, teeth, horns, and hair.
@ -719,14 +745,16 @@ clay forbidclay permitclay
Ammo stockpile adjustments
``````````````````````````
=============== ====================
Exclusive Forbid
=============== ====================
============== ==================== ====================
Exclusive Forbid Permit
============== ==================== ====================
bolts
\ forbidmetalbolts
\ forbidwoodenbolts
\ forbidbonebolts
=============== ====================
\ forbidmetalbolts
\ forbidwoodenbolts
\ forbidbonebolts
masterworkammo forbidmasterworkammo permitmasterworkammo
artifactammo forbidartifactammo permitartifactammo
============== ==================== ====================
Bar stockpile adjustments
`````````````````````````
@ -764,12 +792,14 @@ cutstone forbidcutstone
Finished goods stockpile adjustments
````````````````````````````````````
========= ============ ============
Exclusive Forbid Permit
========= ============ ============
======================= ============================= =============================
Exclusive Forbid Permit
======================= ============================= =============================
jugs
crafts forbidcrafts permitcrafts
========= ============ ============
crafts forbidcrafts permitcrafts
masterworkfinishedgoods forbidmasterworkfinishedgoods permitmasterworkfinishedgoods
artifactfinishedgoods forbidartifactfinishedgoods permitartifactfinishedgoods
======================= ============================= =============================
Cloth stockpile adjustments
```````````````````````````
@ -789,9 +819,9 @@ Cloth stockpile adjustments
Weapon stockpile adjustments
````````````````````````````
================= ======================== ====================
================= ======================== =======================
Exclusive Forbid Permit
================= ======================== ====================
================= ======================== =======================
\ forbidweapons permitweapons
\ forbidtrapcomponents permittrapcomponents
metalweapons forbidmetalweapons permitmetalweapons
@ -803,14 +833,14 @@ copperweapons forbidcopperweapons permitcopperweapons
steelweapons forbidsteelweapons permitsteelweapons
masterworkweapons forbidmasterworkweapons permitmasterworkweapons
artifactweapons forbidartifactweapons permitartifactweapons
================= ======================== ====================
================= ======================== =======================
Armor stockpile adjustments
```````````````````````````
=============== ====================== ====================
=============== ====================== =====================
Exclusive Forbid Permit
=============== ====================== ====================
=============== ====================== =====================
metalarmor forbidmetalarmor permitmetalarmor
otherarmor forbidotherarmor permitotherarmor
ironarmor forbidironarmor permitironarmor
@ -819,4 +849,4 @@ copperarmor forbidcopperarmor permitcopperarmor
steelarmor forbidsteelarmor permitsteelarmor
masterworkarmor forbidmasterworkarmor permitmasterworkarmor
artifactarmor forbidartifactarmor permitartifactarmor
=============== ====================== ====================
=============== ====================== =====================

@ -1222,19 +1222,18 @@ 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 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!
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!
Almost every quickfort feature is used somewhere in Dreamfort, so the blueprints
as a whole 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 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.
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
@ -1264,34 +1263,26 @@ the toil associated with applying so many blueprints.
The single most effective way to make your blueprint sets easier to use is to
group them with `meta blueprints <quickfort-meta>`. For the Dreamfort set of
blueprints, each logical "step" generally takes more than one blueprint. For
example, setting up pastures with a ``#zone`` 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 at once. Bundling blueprints like this reduced the number of
steps in Dreamfort from 47 to 24, 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.
Note that one of the ``#meta`` blueprints just has one line. In this case, the
``#meta`` blueprint isn't strictly necessary. The referenced blueprint could
just be applied directly. However, quickfort lists blueprints in the order that
it reads them, and we chose to make a one-blueprint meta blueprint to ensure all
the steps appear in order in the quickfort list output.
By the way, you can define `as many blueprints as you want
<quickfort-packaging>` on one 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.
example, with ``#meta`` blueprints, setting up pastures with a ``#zone``
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 23, 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>` on one
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.
.. topic:: Tip
Keep the blueprint list uncluttered with hidden() markers.
Keep the blueprint list uncluttered by using ``hidden()`` markers.
If a blueprint is bundled into a meta blueprint, it does not need to appear in
the quickfort list output since you won't be running it directly. Add a
the ``quickfort list`` output since you won't be running it directly. Add a
`hidden() marker <quickfort-hidden>` to those blueprints to keep the list
output tidy. You can still access hidden blueprints with ``quickfort list
--hidden`` if you need to -- for example to reapply a partially completed
@ -1324,7 +1315,7 @@ sheet, like in surface's meta sheet.
.. topic:: Tip
Use message() markers to remind yourself what to do next.
Use ``message()`` markers to remind yourself what to do next.
`Messages <quickfort-message>` are displayed after a blueprint is applied. Good
things to include in messages are:
@ -1336,12 +1327,11 @@ things to include in messages are:
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 the
``hidden()`` blueprints, and they'll still get shown when the blueprint is run
via a ``#meta`` blueprint. For an example of this, check out the `zones sheet
<https://docs.google.com/spreadsheets/d/
1vlxOuDOTsjsZ5W45Ri1kJKgp3waFo8r505LfZVg5wkU/edit#gid=1226136256>`__ where the
pastures are defined.
from time-wasting mistakes. Note that ``message()`` markers can still appear on
the ``hidden()`` blueprints, and they'll still get shown when the blueprint is
run via a ``#meta`` blueprint. For an example of this, check out the `zones
sheet <https://docs.google.com/spreadsheets/d/1vlxOuDOTsjsZ5W45Ri1kJKgp3waFo8r505LfZVg5wkU/edit#gid=1226136256>`__
where the pastures are defined.
The farming_ level: fun with stockpiles
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@ -1365,11 +1355,13 @@ stockpiles. Note the `careful customization
wsszA1AnFqoxeoehByg/edit#gid=486506218>`__ of the food stockpiles and the
stockpile chains set up with the ``give*`` aliases. This is so when multiple
stockpiles can hold the same item, the largest can keep the smaller ones filled.
If you have multiple stockpiles holding the same type on different z-levels,
though, this can be tricky to set up with a blueprint. Here, the jugs and pots
stockpiles must be manually linked to the quantum stockpile on the industry
level, since we can't know beforehand how many z-levels away that is. Note how
we call that out in the ``#query`` blueprint's ``message()``.
For example the ``give2up`` alias funnels seeds from the seeds feeder pile to
the container-enabled seed storage pile. If you have multiple stockpiles holding
the same type on different z-levels, though, this can be tricky to set up with a
blueprint. Here, the jugs and pots stockpiles must be manually linked to the
quantum stockpile on the industry level, since we can't know beforehand how many
z-levels away that is. Note how we call that out in the ``#query`` blueprint's
``message()``.
.. topic:: Tip
@ -1377,7 +1369,7 @@ we call that out in the ``#query`` blueprint's ``message()``.
Hauling routes are notoriously fiddly to set up, but they can be automated with
blueprints. Check out the Southern area of the ``#place`` and ``#query``
blueprints for how the quantum garbage dump is configured with simple aliases
blueprints for how the quantum refuse dump is configured with simple aliases
from the alias library.
The industry_ level: when not to use aliases
@ -1397,15 +1389,14 @@ It may be tempting to put all query blueprint key sequences into aliases to make
them easier to edit, keep them all in one place, and make them reusable, but
some key sequences just aren't very valuable as aliases.
`Check out <https://docs.google.com/spreadsheets/d/1gvTJxxRxZ5V4vXkqwhL-
qlr_lXCNt8176TK14m4kSOU/edit#gid=787640554>`__ the Eastern (goods) and Northern
(stone and gems) quantum stockpiles -- cells I19 and R10. They give to the
jeweler's workshop to prevent the jeweler from using the gems held in reserve
for strange moods. The keys are not aliased since they're dependent on the
relative positions of the tiles where they are interpreted, which is easiest to
see in the blueprint itself. Also, if you move the workshop, it's easier to fix
the stockpile link right there in the blueprint instead of editing a separate
alias definition.
`Check out <https://docs.google.com/spreadsheets/d/1gvTJxxRxZ5V4vXkqwhL-qlr_lXCNt8176TK14m4kSOU/edit#gid=787640554>`__
the Eastern (goods) and Northern (stone and gems) quantum stockpiles -- cells
I19 and R10. They give to the jeweler's workshop to prevent the jeweler from
using the gems held in reserve for strange moods. The keys are not aliased since
they're dependent on the relative positions of the tiles where they are
interpreted, which is easiest to see in the blueprint itself. Also, if you move
the workshop, it's easier to fix the stockpile link right there in the blueprint
instead of editing a separate alias definition.
There are also good examples in the ``#query`` blueprint for how to use the
``permit`` and ``forbid`` stockpile aliases.
@ -1437,15 +1428,19 @@ However, in quickfort there are no guarantees about which cell will be
processed first. In the example above, we obviously intend for the food
stockpile to have tallow exclusively permitted, then to add dye. It could happen
that the two aliases are applied in the opposite order, though, and we'd end up
with dye being permitted, then everything being forbidden and tallow being
enabled. To make sure you always get what you want, write order-sensitive
aliases on the same line::
with dye being permitted, then everything (including dye) being forbidden, and,
finally, tallow being enabled. To make sure you always get what you want, write
order-sensitive aliases on the same line::
#place Declare a food stockpile
f(3x3)
#query Properly configure a food stockpile to accept tallow and dye
{tallow}{permitdye}
You can see a more complex example of this with the ``meltables`` stockpiles in
the `lower right 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
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@ -1460,15 +1455,18 @@ priorities <quickfort-dig-priorities>`.
Use dig priorities to control ramp creation.
We can `ensure <https://docs.google.com/spreadsheets/d/1IBy6_pGEe6WSBCLukDz_5I-
4vi_mpHuJJyOp2j6SJlY/edit#gid=962076234>`__ the bottom level is carved out
before the layer above is channelled by assigning the channel designations lower
priorities (row 76). This is easy to do here because it's just one tile and
there is no chance of cave-in.
We can `ensure <https://docs.google.com/spreadsheets/d/1IBy6_pGEe6WSBCLukDz_5I-4vi_mpHuJJyOp2j6SJlY/edit#gid=962076234>`__
the bottom level is carved out before the layer above is channelled by assigning
the channel designations lower priorities (the ``h5``\s in the third layer --
scroll down).
An alternative is to have a follow-up blueprint that removes any undesired
ramps. We did this on the surface and farming levels with the miasma vents to
avoid the complication of setting detailed dig priorities over such large areas.
ramps. We did this on the
`surface <https://docs.google.com/spreadsheets/d/1vlxOuDOTsjsZ5W45Ri1kJKgp3waFo8r505LfZVg5wkU/edit#gid=1790750180>`__
and
`farming <https://docs.google.com/spreadsheets/d/1iuj807iGVk6vsfYY4j52v9_-wsszA1AnFqoxeoehByg/edit#gid=436537058>`__
levels with the miasma vents since it would be too complicated to synchronize
the digging between the two layers.
The guildhall_ level: avoiding smoothing issues
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~