From 4746e5c046634c7f8632ab612d4f11acf5b28b8b Mon Sep 17 00:00:00 2001 From: lethosor Date: Thu, 1 Oct 2020 22:10:11 -0400 Subject: [PATCH] Change/remove headings to match original TOC nesting --- docs/tools/quickfort-user-guide.rst | 38 ++++++++++++++--------------- 1 file changed, 18 insertions(+), 20 deletions(-) diff --git a/docs/tools/quickfort-user-guide.rst b/docs/tools/quickfort-user-guide.rst index 78bb24ea7..d7835f764 100644 --- a/docs/tools/quickfort-user-guide.rst +++ b/docs/tools/quickfort-user-guide.rst @@ -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 forum @@ -1104,8 +1103,7 @@ Quickfort links - `Quickfort source code `__ -Related tools -~~~~~~~~~~~~~ +**Related tools:** - DFHack's `blueprint plugin ` can generate blueprints from actual DF maps.