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@ -856,10 +856,11 @@ blueprint packages follow this pattern:
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Those three "apply"s in the middle might as well get done in one command instead
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Those three "apply"s in the middle might as well get done in one command instead
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of three. A meta blueprint can encode that sequence. A meta blueprint refers to
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of three. A meta blueprint can encode that sequence. A meta blueprint refers to
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other blueprints by their label (see the `Modeline markers <modeline-markers>`__
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other blueprints by their label (see the `Modeline markers
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section above) in the same format used by the ``DFHack#`` quickfort command:
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<#modeline-markers>`__ section above) in the same format used by the ``DFHack#``
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"/", or just "/" for blueprints in .csv files or blueprints in the same
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quickfort command: ``<sheet name>/<label>``, or just ``/<label>`` for blueprints
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spreadsheet sheet as the #meta blueprint that references them.
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in .csv files or blueprints in the same spreadsheet sheet as the ``#meta``
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blueprint that references them.
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A few examples might make this clearer. Say you have a .csv file with the "bed"
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A few examples might make this clearer. Say you have a .csv file with the "bed"
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blueprints in the previous section:
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blueprints in the previous section:
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@ -1085,6 +1086,283 @@ Caveats and limitations
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- This script is relatively new, and there are bound to be bugs! Please report
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- This script is relatively new, and there are bound to be bugs! Please report
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them at the :issue:`DFHack issue tracker <>` so they can be addressed.
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them at the :issue:`DFHack issue tracker <>` so they can be addressed.
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Dreamfort case study: a practical guide to advanced blueprint design
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--------------------------------------------------------------------
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While syntax definitions and toy examples will certainly get you started with
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your blueprints, it may not be clear how all the quickfort features fit together
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or what the best practices are, especially for large and complex blueprint sets.
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This section walks through the "Dreamfort" blueprints found in the DFHack
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blueprint library, highlighting design choices and showcasing practical
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techniques that can help you create better blueprints. Note that this is not a
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guide for how to design the best forts (there is plenty about that `on the wiki
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<http://dwarffortresswiki.org/index.php?title=Design_strategies>`__). This is
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essentially an extended tips and tricks section focused on how to make usable
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and useful quickfort blueprints that will save you time and energy.
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The Dreamfort blueprints we'll be discussing are available in the library as
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:source:`one large .csv file <data/blueprints/library/dreamfort.csv>`
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or `online
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<https://drive.google.com/drive/folders/1iS90EEVqUkxTeZiiukVj1pLloZqabKuP>`__ as
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individual spreadsheets. Either can be read and applied by quickfort, but for us
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humans, the online spreadsheets are much easier to work with. Each spreadsheet
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has a "Notes" sheet with some useful details. Flip through some of the
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spreadsheets and read the `walkthrough
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<https://docs.google.com/spreadsheets/d/
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13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=0>`__ to get oriented.
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Also, if you haven't built Dreamfort before, try an embark in a flat area and
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take it for a spin!
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Almost every quickfort feature is used somewhere in Dreamfort, so the blueprints
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as a whole are useful as practical examples. You can copy the blueprints and use
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them as starting points for your own, or just refer to them when you create
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something similar.
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In this case study, we'll start by discussing the high level organization of the
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Dreamfort blueprint set, using the "surface" blueprints as an example. Then
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we'll walk through the blueprints for each of the remaining fort levels in turn,
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calling out feature usage examples and explaining the parts that might not be
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obvious just from looking at them.
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The surface_ level: how to manage complexity
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.. _surface: https://docs.google.com/spreadsheets/d/1vlxOuDOTsjsZ5W45Ri1kJKgp3waFo8r505LfZVg5wkU/edit?usp=sharing
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For smaller blueprints, packaging and usability are not really that important -
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just write it, run it, and you're done. However, as your blueprints become
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larger and more detailed, there are some best practices that can help you deal
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with the added complexity. Dreamfort's surface level is many steps long since
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there are trees to be cleared, holes to be dug, flooring to be laid, and
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furniture to be built, and each step requires the previous step to be completely
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finished before it can begin. Therefore, a lot of thought went into minimizing
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the toil associated with applying so many blueprints.
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.. topic:: Tip
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Use meta blueprints to script blueprint sequences and reduce the number of
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quickfort commands you have to run.
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The single most effective way to make your blueprint sets easier to use is to
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group them with `meta blueprints <#meta-blueprints>`__. For the Dreamfort set of
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blueprints, each logical "step" generally takes more than one blueprint. For
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example, setting up pastures with a ``#zone`` blueprint, placing starting
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stockpiles with a #place blueprint, building starting workshops with a
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``#build`` blueprint, and configuring the stockpiles with a ``#query`` blueprint
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can all be done at once. Bundling blueprints like this reduced the number of
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steps in Dreamfort from 47 to 24, and it also made it much clearer to see which
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blueprints can be applied at once without unpausing the game. Check out
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dreamfort_surface's "`meta
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<https://docs.google.com/spreadsheets/d/
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1vlxOuDOTsjsZ5W45Ri1kJKgp3waFo8r505LfZVg5wkU/edit#gid=972927200>`__" sheet to
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see how much meta blueprints can simplify your life.
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Note that one of the ``#meta`` blueprints just has one line. In this case, the
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``#meta`` blueprint isn't strictly necessary. The referenced blueprint could
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just be applied directly. However, quickfort lists blueprints in the order that
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it reads them, and we chose to make a one-blueprint meta blueprint to ensure all
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the steps appear in order in the quickfort list output.
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By the way, you can define `as many blueprints as you want
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<#packaging-a-set-of-blueprints>`__ on one sheet, but multi-blueprint sheets are
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especially useful when writing meta blueprints. It's like having a bird's eye
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view of your entire plan in one sheet.
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.. topic:: Tip
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Keep the blueprint list uncluttered with hidden() markers.
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If a blueprint is bundled into a meta blueprint, it does not need to appear in
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the quickfort list output, since you won't be running it directly. Add a
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`hidden() marker <#hiding-blueprints>`__ to those blueprints to keep the list
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output tidy. You can still access hidden blueprints with ``quickfort list
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--hidden`` if you need to -- for example to reapply a partially completed #build
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blueprint -- but now they won’t clutter up the normal blueprint list.
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.. topic:: Tip
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Name your blueprints with a common prefix so you can find them easily.
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This goes for both the file name and the `modeline label()
|
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<#blueprint-labels>`__. Searching and filtering is implemented for both the
|
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``quickfort list`` command and the quickfort interactive dialog. If you give
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related blueprints a common prefix, it makes it easy to set the filters to
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display just the blueprints that you're interested in. If you have a lot of
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blueprints, this can save you a lot of time. Dreamfort, of course, uses the
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"dreamfort" prefix for the files and sequence names for the labels, like
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"surface1", "surface2", "farming1", etc. So if I’m in the middle of applying the
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surface blueprints, I’d set the filter to ``dreamfort surface`` to just display
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the relevant blueprints.
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.. topic:: Tip
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Add descriptive comments that remind you what the blueprint contains.
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If you've been away from Dwarf Fortress for a while, it's easy to forget what
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your blueprints actually do. Make use of `modeline comments
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<#modeline-markers>`__ so your descriptions are visible in the blueprint list.
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If you use meta blueprints, all your comments can be conveniently edited on one
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sheet, like in surface's meta sheet.
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.. topic:: Tip
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Use message() markers to remind yourself what to do next.
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`Messages <#messages>`__ are displayed after a blueprint is applied. Good things
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to include in messages are:
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* The name of the next blueprint to apply and when to run it
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* Whether quickfort orders should be run for an upcoming step
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* Any manual actions that have to happen, like assigning minecarts to hauling
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routes or pasturing animals after creating zones
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These things are just too easy to forget. Adding a message() can save you from
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time-wasting mistakes. Note that message() markers can still appear on the
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hidden() blueprints, and they'll still get shown when the blueprint is run via
|
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the ``#meta`` blueprint. For an example of this, check out the `zones sheet
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<https://docs.google.com/spreadsheets/d/
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1vlxOuDOTsjsZ5W45Ri1kJKgp3waFo8r505LfZVg5wkU/edit#gid=1226136256>`__ where the
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pastures are defined.
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The farming_ level: fun with stockpiles
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.. _farming: https://docs.google.com/spreadsheets/d/1iuj807iGVk6vsfYY4j52v9_-wsszA1AnFqoxeoehByg/edit?usp=sharing
|
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It is usually convenient to store closely associated blueprints in the same
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spreadsheet. The farming level is very closely tied to the surface because the
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miasma vents have to perfectly line up. However, surface is a separate z-level
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and, more importantly, already has many many blueprints, so farming is split
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into a separate file.
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.. topic:: Tip
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Automate stockpile chains when you can, and write message() reminders when
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you can't.
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The farming level starts doing interesting things with query blueprints and
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stockpiles. Note the `careful customization
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<https://docs.google.com/spreadsheets/d/1iuj807iGVk6vsfYY4j52v9_-
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wsszA1AnFqoxeoehByg/edit#gid=486506218>`__ of the food stockpiles and the
|
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stockpile chains set up with the ``give*`` aliases. This is so when multiple
|
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stockpiles can hold the same item, the largest can keep the smaller ones filled.
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If you have multiple stockpiles holding the same type on different z-levels,
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though, this can be tricky to set up with a blueprint. Here, the jugs and pots
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stockpiles must be manually linked to the quantum stockpile on the industry
|
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level, since we can't know beforehand how many z-levels away that is. Note how
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we call that out in the query blueprint's message().
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.. topic:: Tip
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Use aliases to set up hauling routes and quantum stockpiles.
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Hauling routes are notoriously fiddly to set up, but they can be automated with
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blueprints. Check out the Southern area of the ``#place`` and ``#query``
|
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|
blueprints for how the quantum garbage dump is configured.
|
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Note that aliases that must be applied in a particular order must appear in the
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same cell. Otherwise there are no guarantees for which cell will be processed
|
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first. For example, look at the track stop cells in the ``#query`` blueprint for
|
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how the hauling routes are given names.
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The industry_ level: when not to use aliases
|
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|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
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.. _industry: https://docs.google.com/spreadsheets/d/1gvTJxxRxZ5V4vXkqwhL-qlr_lXCNt8176TK14m4kSOU/edit?usp=sharing
|
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The industry level is densely packed and has more complicated examples of
|
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|
|
stockpile configurations and quantum dumps. However, what I'd like to call out
|
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are the key sequences that are *not* in aliases.
|
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.. topic:: Tip
|
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Don't use aliases for ad-hoc cursor movements.
|
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It may be tempting to put all query blueprint key sequences into aliases to make
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them easier to edit, keep them all in one place, and make them reusable, but
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some key sequences just aren't very valuable as aliases.
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`Check out <https://docs.google.com/spreadsheets/d/1gvTJxxRxZ5V4vXkqwhL-
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qlr_lXCNt8176TK14m4kSOU/edit#gid=787640554>`__ the Eastern (goods) and Northern
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(stone and gems) quantum stockpiles -- cells I19 and R10. They give to the
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jeweler's workshop to prevent the jeweler from using the gems held in reserve
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for strange moods. The keys are not aliased since they're dependent on the
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relative positions of the tiles where they are interpreted, which is easiest to
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see in the blueprint itself. Also, if you move the workshop, it's easier to fix
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the stockpile link right there in the blueprint instead of editing the separate
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aliases.txt file.
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The services_ level: handling multi-level dig blueprints
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.. _services: https://docs.google.com/spreadsheets/d/1IBy6_pGEe6WSBCLukDz_5I-4vi_mpHuJJyOp2j6SJlY/edit?usp=sharing
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Services is a multi-level blueprint that includes a well cistern beneath the
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main level. Unwanted ramps caused by channeling are an annoyance, but we can
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avoid getting a ramp at the bottom of the cistern with careful use of `dig
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priorities <#dig-priorities>`__.
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.. topic:: Tip
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Use dig priorities to control ramp creation.
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We can `ensure <https://docs.google.com/spreadsheets/d/1IBy6_pGEe6WSBCLukDz_5I-
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4vi_mpHuJJyOp2j6SJlY/edit#gid=962076234>`__ the bottom level is carved out
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before the layer above is channelled by assigning the channel designations lower
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priorities (row 76). This is easy to do here because it's just one tile and
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there is no chance of cave-in. We could have used this technique on the farming
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level for the miasma vents instead of requiring that the channels be dug before
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the farming level is dug, but that would have been much more fiddly for the
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larger areas.
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The alternative is just to have a follow-up blueprint that removes any undesired
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ramps. Using dig priorities to avoid the issue in the first place can be
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cleaner, though.
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The guildhall_ level: avoiding smoothing issues
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.. _guildhall: https://docs.google.com/spreadsheets/d/1wwKcOpEW-v_kyEnFyXS0FTjvLwJsyWbCUmEGaXWxJyU/edit?usp=sharing
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The goal of this level is to provide rooms for locations like guildhalls,
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libraries, and temples. The value of these rooms is very important, so we are
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likely to smooth and engrave everything. To smooth or engrave a wall tile, a
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dwarf has to be adjacent to it, and since some furniture, like statues, block
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dwarves from entering a tile, where you put them affects what you can access.
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.. topic:: Tip
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Don't put statues in corners unless you want to smooth everything first.
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In the guildhall level, the statues are placed so as not to block any wall
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corners. This gives the player freedom for choosing when to smooth. If statues
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block wall segments, it forces the player to smooth before building the statues,
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or else they have to mess with temporarily removing statues to smooth the walls
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behind them.
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The beds_ levels: multi level meta blueprints
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.. _beds: https://docs.google.com/spreadsheets/d/1QNHORq6YmYfuVVMP5yGAFCQluary_JbgZ-UXACqKs9g/edit?usp=sharing
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The suites and apartments blueprints are straightforward. The only fancy bit
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here is the meta blueprint, which brings us to our final tip:
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.. topic:: Tip
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Use meta blueprints to lay out multiple adjacent levels.
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We couldn't use this technique for the entire fortress since there is often an
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aquifer between the farming and industry levels, and we can't know beforehand
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how many z-levels we need to skip. Here, though, we can at least provide the
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useful shortcut of designating all apartment levels at once. See the meta
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blueprint for how it applies the apartments on six z-levels using ``#>`` between
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apartment blueprint references.
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That's it! I hope this guide was useful to you. Please leave feedback on the
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forums if you have ideas on how this guide (or the dreamfort blueprints) can be
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improved!
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Links
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Links
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-----
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-----
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