Change/remove headings to match original TOC nesting

develop
lethosor 2020-10-01 22:10:11 -04:00
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commit 4746e5c046
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1 changed files with 18 additions and 20 deletions

@ -247,7 +247,7 @@ pre-packaged aliases, or create your own in
in your DFHack installation.
Area expansion syntax
---------------------
~~~~~~~~~~~~~~~~~~~~~
In Quickfort, the following blueprints are equivalent:
@ -333,7 +333,7 @@ size, like bridges. The following blueprints are equivalent:
# # # # #
Automatic area expansion
------------------------
~~~~~~~~~~~~~~~~~~~~~~~~
Buildings larger than 1x1, like workshops, can be represented in any of three
ways. You can designate just their center tile with empty cells around it to
@ -384,7 +384,7 @@ Quickfort will intelligently break large areas of the same designation into
appropriately-sized chunks.
Multilevel blueprints
---------------------
~~~~~~~~~~~~~~~~~~~~~
Multilevel blueprints are accommodated by separating Z-levels of the blueprint
with ``#>`` (go down one z-level) or ``#<`` (go up one z-level) at the end of
@ -406,7 +406,7 @@ The marker must appear in the first column of the row to be recognized, just
like a modeline.
Dig priorities
--------------
~~~~~~~~~~~~~~
DF designation priorities are supported for ``#dig`` blueprints. The full syntax
is ``[letter][number][expansion]``, where if the ``letter`` is not specified,
@ -440,7 +440,7 @@ default priority). So each of these blueprints is equivalent:
# # # # # #
Marker mode
-----------
~~~~~~~~~~~
Marker mode is useful for when you want to plan out your digging, but you don't
want to dig everything just yet. In ``#dig`` mode, you can add a ``m`` before
@ -469,7 +469,7 @@ Note that the in-game UI setting "Standard/Marker Only" (``d-m``) does not have
any effect on quickfort.
Stockpiles and zones
--------------------
~~~~~~~~~~~~~~~~~~~~
It is very common to have stockpiles that accept multiple categories of items or
zones that permit more than one activity. Although it is perfectly valid to
@ -508,7 +508,7 @@ parameters, like hospital supply levels or converting between pits and ponds,
must still be done manually or with a ``#query`` blueprint.
Minecart tracks
---------------
~~~~~~~~~~~~~~~
There are two ways to produce minecart tracks, and they are handled very
differently by the game. You can carve them into hard natural floors or you can
@ -516,7 +516,7 @@ construct them out of building materials. Constructed tracks are conceptually
simpler, so we'll start with them.
Constructed tracks
~~~~~~~~~~~~~~~~~~
``````````````````
Quickfort supports the designation of track stops and rollers through the normal
mechanisms: a ``#build`` blueprint with ``CS`` and some number of ``d`` and
@ -605,7 +605,7 @@ DFHack API calls. Only ``#query`` blueprints still send actual keycodes to the
UI.
Carved tracks
~~~~~~~~~~~~~
`````````````
In the game, you carve a minecart track by specifying a beginning and ending
tile and the game "adds" the designation to the tiles. You cannot designate
@ -675,7 +675,7 @@ Which would result in a carved track simliar to a constructed track of the form:
# # # #
Modeline markers
----------------
~~~~~~~~~~~~~~~~
The modeline has some additional optional components that we haven't talked
about yet. You can:
@ -706,7 +706,7 @@ detail:
#zone label(pastures) message(remember to assign animals to the new pastures)
Blueprint labels
~~~~~~~~~~~~~~~~
````````````````
Labels are displayed in the ``quickfort list`` output and are used for
addressing specific blueprints when there are multiple blueprints in a single
@ -719,7 +719,7 @@ otherwise set, etc. Labels that are explicitly defined must start with a letter
to ensure the auto-generated labels don't conflict with user-defined labels.
Start positions
~~~~~~~~~~~~~~~
```````````````
Start positions specify a cursor offset for a particular blueprint, simplifying
the task of blueprint alignment. This is very helpful for blueprints that are
@ -753,7 +753,7 @@ to the ``masonw`` blueprint above could look like this:
/masonw
Hiding blueprints
~~~~~~~~~~~~~~~~~
`````````````````
A blueprint with a ``hidden()`` marker won't appear in ``quickfort list`` output
unless the ``--hidden`` flag is specified. The primary reason for hiding a
@ -762,7 +762,7 @@ folder) is if a blueprint is intended to be run as part of a larger sequence
managed by a `meta blueprint <#meta-blueprints>`__.
Messages
~~~~~~~~
````````
A blueprint with a ``message()`` marker will display a message after the
blueprint is applied with ``quickfort run``. This is useful for reminding
@ -776,7 +776,7 @@ series of blueprints. For long or multi-part messages, you can embed newlines:
Once the area is clear, continue with /surface2.) clear the embark site and set up pastures"
Packaging a set of blueprints
-----------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A complete specification for a section of your fortress may contain 5 or more
separate blueprints, one for each "phase" of construction (dig, build, place
@ -843,7 +843,7 @@ files and just give related blueprints similar names:
But the naming and organization is completely up to you.
Meta blueprints
---------------
~~~~~~~~~~~~~~~
Meta blueprints are blueprints that script a series of other blueprints. Many
blueprint packages follow this pattern:
@ -1092,8 +1092,7 @@ Caveats and limitations
Links
-----
Quickfort links
~~~~~~~~~~~~~~~
**Quickfort links:**
- `Quickfort command syntax <quickfort>`
- `Quickfort forum
@ -1104,8 +1103,7 @@ Quickfort links
- `Quickfort source
code <https://github.com/DFHack/scripts/tree/master/internal/quickfort>`__
Related tools
~~~~~~~~~~~~~
**Related tools:**
- DFHack's `blueprint plugin <blueprint>` can generate blueprints from actual
DF maps.