document the message() marker

develop
Myk Taylor 2020-08-14 21:27:16 -07:00
parent eeed2381d0
commit 861c34a474
1 changed files with 7 additions and 1 deletions

@ -406,10 +406,11 @@ The modeline has some additional optional components that we haven't talked abou
* give a blueprint a label by adding a `label()` marker
* set a cursor offset by adding a `start()` marker
* hide a blueprint with a `hidden()` marker
* register a message to be displayed after the blueprint is successfully applied
The full modeline syntax, when everything is specified, is:
#mode label(mylabel) start(X;Y;STARTCOMMENT) hidden() comment
#mode label(mylabel) start(X;Y;STARTCOMMENT) hidden() message(mymessage) comment
Note that all elements are optional except for the initial `#mode`. Here are a few examples of modelines with optional elements before we discuss them in more detail:
@ -418,6 +419,7 @@ Note that all elements are optional except for the initial `#mode`. Here are a f
#query label(configstockpiles) No explicit start() means cursor is at upper left corner
#meta label(digwholefort)
#dig label(digdining) hidden() managed by the digwholefort meta blueprint
#zone label(pastures) message(remember to assign animals to the new pastures)
### Blueprint labels ###
@ -441,6 +443,10 @@ The two numbers specify the column and row (or X and Y offset) where the cursor
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 blueprint (rather than, say, deleting it or moving it out of the `blueprints/` 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. This is useful for reminding players to take manual steps that cannot be automated, like assigning animals to a pasture or assigning minecarts to a route.
Packaging a set of blueprints
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