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