Change/remove headings to match original TOC nesting

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lethosor 2020-10-01 22:10:11 -04:00
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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. in your DFHack installation.
Area expansion syntax Area expansion syntax
--------------------- ~~~~~~~~~~~~~~~~~~~~~
In Quickfort, the following blueprints are equivalent: In Quickfort, the following blueprints are equivalent:
@ -333,7 +333,7 @@ size, like bridges. The following blueprints are equivalent:
# # # # # # # # # #
Automatic area expansion Automatic area expansion
------------------------ ~~~~~~~~~~~~~~~~~~~~~~~~
Buildings larger than 1x1, like workshops, can be represented in any of three 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 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. appropriately-sized chunks.
Multilevel blueprints Multilevel blueprints
--------------------- ~~~~~~~~~~~~~~~~~~~~~
Multilevel blueprints are accommodated by separating Z-levels of the blueprint 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 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. like a modeline.
Dig priorities Dig priorities
-------------- ~~~~~~~~~~~~~~
DF designation priorities are supported for ``#dig`` blueprints. The full syntax DF designation priorities are supported for ``#dig`` blueprints. The full syntax
is ``[letter][number][expansion]``, where if the ``letter`` is not specified, 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
----------- ~~~~~~~~~~~
Marker mode is useful for when you want to plan out your digging, but you don't 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 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. any effect on quickfort.
Stockpiles and zones Stockpiles and zones
-------------------- ~~~~~~~~~~~~~~~~~~~~
It is very common to have stockpiles that accept multiple categories of items or 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 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. must still be done manually or with a ``#query`` blueprint.
Minecart tracks Minecart tracks
--------------- ~~~~~~~~~~~~~~~
There are two ways to produce minecart tracks, and they are handled very 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 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. simpler, so we'll start with them.
Constructed tracks Constructed tracks
~~~~~~~~~~~~~~~~~~ ``````````````````
Quickfort supports the designation of track stops and rollers through the normal Quickfort supports the designation of track stops and rollers through the normal
mechanisms: a ``#build`` blueprint with ``CS`` and some number of ``d`` and 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. UI.
Carved tracks Carved tracks
~~~~~~~~~~~~~ `````````````
In the game, you carve a minecart track by specifying a beginning and ending 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 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 Modeline markers
---------------- ~~~~~~~~~~~~~~~~
The modeline has some additional optional components that we haven't talked The modeline has some additional optional components that we haven't talked
about yet. You can: about yet. You can:
@ -706,7 +706,7 @@ detail:
#zone label(pastures) message(remember to assign animals to the new pastures) #zone label(pastures) message(remember to assign animals to the new pastures)
Blueprint labels Blueprint labels
~~~~~~~~~~~~~~~~ ````````````````
Labels are displayed in the ``quickfort list`` output and are used for Labels are displayed in the ``quickfort list`` output and are used for
addressing specific blueprints when there are multiple blueprints in a single 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. to ensure the auto-generated labels don't conflict with user-defined labels.
Start positions Start positions
~~~~~~~~~~~~~~~ ```````````````
Start positions specify a cursor offset for a particular blueprint, simplifying Start positions specify a cursor offset for a particular blueprint, simplifying
the task of blueprint alignment. This is very helpful for blueprints that are 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 /masonw
Hiding blueprints Hiding blueprints
~~~~~~~~~~~~~~~~~ `````````````````
A blueprint with a ``hidden()`` marker won't appear in ``quickfort list`` output 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 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>`__. managed by a `meta blueprint <#meta-blueprints>`__.
Messages Messages
~~~~~~~~ ````````
A blueprint with a ``message()`` marker will display a message after the A blueprint with a ``message()`` marker will display a message after the
blueprint is applied with ``quickfort run``. This is useful for reminding 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" Once the area is clear, continue with /surface2.) clear the embark site and set up pastures"
Packaging a set of blueprints Packaging a set of blueprints
----------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A complete specification for a section of your fortress may contain 5 or more 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 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. But the naming and organization is completely up to you.
Meta blueprints Meta blueprints
--------------- ~~~~~~~~~~~~~~~
Meta blueprints are blueprints that script a series of other blueprints. Many Meta blueprints are blueprints that script a series of other blueprints. Many
blueprint packages follow this pattern: blueprint packages follow this pattern:
@ -1092,8 +1092,7 @@ Caveats and limitations
Links Links
----- -----
Quickfort links **Quickfort links:**
~~~~~~~~~~~~~~~
- `Quickfort command syntax <quickfort>` - `Quickfort command syntax <quickfort>`
- `Quickfort forum - `Quickfort forum
@ -1104,8 +1103,7 @@ Quickfort links
- `Quickfort source - `Quickfort source
code <https://github.com/DFHack/scripts/tree/master/internal/quickfort>`__ code <https://github.com/DFHack/scripts/tree/master/internal/quickfort>`__
Related tools **Related tools:**
~~~~~~~~~~~~~
- DFHack's `blueprint plugin <blueprint>` can generate blueprints from actual - DFHack's `blueprint plugin <blueprint>` can generate blueprints from actual
DF maps. DF maps.