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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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