update quickfort docs and configs
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This directory is for quickfort blueprints. You can apply them to your fortress
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map with the DFHack
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[quickfort script](https://docs.dfhack.org/en/stable/docs/_auto/base.html#quickfort).
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You can create blueprints by hand or by using any spreadsheet application,
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saving them as .xlsx or .csv files. You can also build your plan "for real" in
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Dwarf Fortress, and then export your map using the DFHack
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[blueprint plugin](https://docs.dfhack.org/en/stable/docs/Plugins.html#blueprint)
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for later replay in a different fort.
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DFHack blueprints are compatible with the original Quickfort 2.0 syntax. If you
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have existing blueprints that worked with https://github.com/joelpt/quickfort,
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then they should work just fine in DFHack quickfort.
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There are many ready-to-use examples of blueprints in the library subfolder.
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This directory is for quickfort blueprints. You can apply them to your fortress
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map with the DFHack quickfort plugin. See
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https://docs.dfhack.org/en/stable/docs/Scripts.html#quickfort for details.
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You can create blueprints by hand or by using any spreadsheet application,
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saving them as .xlsx or .csv files. You can also build your plan "for real" in
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Dwarf Fortress, and then export your map using the DFHack blueprint for later
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replay in a different fort. See
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https://docs.dfhack.org/en/stable/docs/Plugins.html#blueprint for more info.
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DFHack blueprints follow the original Quickfort 2.0 syntax. See
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https://github.com/joelpt/quickfort for joelpt's excellent documentation.
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There are many ready-to-use examples of blueprints in the library subfolder.
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# quickfort aliases configuration file
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# aliases for quickfort query mode blueprints
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#
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# Defines custom keycode shortcuts for blueprints. Definitions in this file take
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# precedence over any definitions in the baseline aliases configuration file at
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# hack/data/quickfort/aliases-common.txt. See that file for aliases that are
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# already defined.
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# This file defines custom keycode shortcuts for query mode blueprints.
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# Definitions in this file take precedence over any definitions in the baseline
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# aliases configuration file at hack/data/quickfort/aliases-common.txt. See that
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# file for aliases that are already defined.
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#
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# This file can be used to simplify repetitive tasks, such as building minecart
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# tracks or adjusting a food stockpile to accept seeds only. Making new aliases
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# is just a matter of mimicking the keys used to navigate through the menus and
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# select options.
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# If possible, build on the baseline aliases when defining your own aliases. If
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# the DF UI screens change, updated baseline aliases may allow your aliases to
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# automatically adapt to the new UI. For example, if you create an alias to
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# modify particular furniture stockpile settings, start your alias with
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# "{furnitureprefix}" instead of manually writing "s{Down 2}". Then, if the
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# location of the furniture setting changes, your alias will automatically
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# inherit the updated position when DFHack is updated.
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#
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# Syntax:
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# Aliases simplify repetitive tasks, such as configuring workshop profiles or
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# adjusting a food stockpile to accept only seeds. Making new aliases is just a
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# matter of mimicking the keys used to navigate through the menus and select
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# options. Use the aliases in your blueprint spreadsheets by writing an alias by
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# itself in a cell, like "nocontainers", or reference an alias in a larger
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# sequence by enclosing in in curly brackets, like "{nocontainers}{linksonly}"
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#
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# For example, say you have the following build and place blueprints:
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#
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# #build start(4;1;upper left corner of stockpile) mason stockpile
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# ~, ~, ~, `, `, `
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# ~, wm, ~, `, `, `
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# ~, ~, ~, `, `, `
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#
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# #place start(4;1;upper left corner of stockpile) build mason
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# ~, ~, ~, s, s, s
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# ~, ~, ~, s, s, s
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# ~, ~, ~, s, s, s
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#
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# and you want to configure the stockpile to hold only non-economic ("other")
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# stone and to give to the adjacent mason workshop. You could write the
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# keystrokes directly:
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#
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# #query start(4;1;upper left corner of stockpile) configure mason
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# ~, ~, ~, s{Down 5}deb{Right}{Down 2}p^, `, `
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# ~, ~, ~, g{Left 2}&, `, `
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# ~, ~, ~, `, `, `
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#
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# or you could use alias names:
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#
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# #query start(4;1;upper left corner of stockpile) configure mason
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# ~, ~, ~, otherstone, `, `
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# ~, ~, ~, give2left, `, `
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# ~, ~, ~, `, `, `
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#
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#
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# The syntax for defining aliases is:
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# aliasname: keystrokes
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#
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# Special keys:
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# {Right}, {Left}, {Up}, {Down}, >, < move the DF cursor
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# {/}, {*}, {+}, {-} can be used to navigate some DF menus
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# {Enter}, +{Enter}, {ExitMenu} - Enter, Shift+Enter, and Escape, respectively
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# {Wait} pauses playback briefly
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# Where aliasname is at least two letters or digits long and keystrokes are
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# whatever you would type into the DF UI. A keystroke can also be a named
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# keycode from the DF interface definition file (data/init/interface.txt),
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# enclosed in curly brackets like an alias, like: "{Right}" or "{Enter}". In
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# order to avoid naming conflicts between aliases and keycodes, the convention
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# is to start aliases with a lowercase letter. You can add spaces in between
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# keystrokes to make them easier to read. Spaces in keystroke sequences will be
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# ignored. To insert a literal space, use "{Space}"
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#
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# Special keys can be repeated by adding a number inside the curly braces, for
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# example: {Down 5}
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# Anything enclosed within curly brackets can also have a number after it,
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# indicating how many times that alias or keycode should be repeated. For
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# example: "{buildblocks 9}" or "{Down 5}".
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#
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# Some shorthand:
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# Ctrl, Alt, and Shift modifiers can be specified for the next keycode by adding
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# them as keycodes. For example, Alt-h is written as "{Alt}h".
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#
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# Some frequently-used keystrokes are assigned shorthand characters. Think of
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# them as single-character aliases that don't need to be surrounded in curly
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# brackets:
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# & expands to {Enter}
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# @ expands to +{Enter}
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# ^ expands to {ExitMenu}
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# % expands to {Wait}
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# @ expands to {Shift}{Enter}
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# + expands to {Shift}
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# ~ expands to {Alt}
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# ! expands to {Ctrl}
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# ^ expands to {ESC}
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#
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# If you need literal verisons of the shorthand characters, surround them in
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# curly brackets, for example: "{+}"
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#
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# quickfort main configuration file
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#
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# Set startup defaults for the quickfort script in this file. Settings can be
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# dynamically overridden in the active session with the `quickfort set` command.
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# temporarily overridden in the active session with the `quickfort set` command.
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#
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# If you have edited this file but want to revert to "factory defaults", delete
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# this file and a fresh one will be copied from
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# dfhack-config/default/quickfort/qickfort.txt the next time you start DFHack.
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# Directory to search for blueprints. Can be set to an absolute or relative
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# Directory tree to search for blueprints. Can be set to an absolute or relative
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# path. If set to a relative path, resolves to a directory under the DF folder.
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blueprints_dir=blueprints
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# Set to "true" or "false". If true, will designate dig blueprints in marker
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# mode. If false, only cells with dig codes prefixed with ``m`` will be
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# designated in marker mode.
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# mode. If false, only cells with dig codes explicitly prefixed with an "m" will
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# be designated in marker mode.
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force_marker_mode=false
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# Allows you to manually select building materials for each
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# building/construction when running (or creating orders for) build blueprints.
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# Materials in selection dialogs are ordered according to preferences in
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# materials.txt. If false, will only prompt for materials that have :labels.
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# See https://github.com/joelpt/quickfort#manual-material-selection for details.
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force_interactive_build=false
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# Set to the maximum number of resources you want assigned to stockpiles of the
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# relevant types. Set to -1 for DF defaults (number of stockpile tiles for
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# stockpiles that take barrels and bins, 1 wheelbarrow for stone stockpiles).
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# The default here for wheelbarrows is 0 since using wheelbarrows normally
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# *decreases* the efficiency of your fort.
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stockpiles_max_barrels=-1
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stockpiles_max_bins=-1
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stockpiles_max_wheelbarrows=0
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