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:
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
#query label(configstockpiles) No explicit start() means cursor is at upper left corner
#meta label(digwholefort)
#meta label(digwholefort)
#dig label(digdining) hidden() managed by the digwholefort meta blueprint
#dig label(digdining) hidden() managed by the digwholefort meta blueprint
#zone label(pastures) message(remember to assign animals to the new pastures)
### Blueprint labels ###
### 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).
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.