diff --git a/data/blueprints/library/quickfortress.csv b/data/blueprints/library/quickfortress.csv index 9d11ec675..edd52788b 100644 --- a/data/blueprints/library/quickfortress.csv +++ b/data/blueprints/library/quickfortress.csv @@ -1,29 +1,29 @@ #notes label(help) "This is Buketgeshud, or translated from Dwarvish, The Quick Fortress. It is a set of basic blueprints for quickfort, demonstrating its use in assembling an entire basic (if incomplete) fort." -"" + Buketgeshud is designed around a 30x20 footprint with a common 2x2 central staircase. Blueprints can be repeated in any direction to connect in a modular fashion with adjacent 30x20 areas. A fortresswide example recirculating waterfall/plumbing system is included as an overlay if you're feeling hardcore. -"" + Walkthrough: 1) Embark! -"" + 2) Clear a 30 wide x 20 high region of trees on the surface. This should be uninterrupted flat ground with soil (so that we can place farms below). Deconstruct your wagon. -"" + "3) Run /surface1. You'll want to put the cursor in the middle of the 30x20 cleared area (14 right, 8 down from the top left corner). This digs out stairs on the surface, a farm/depot/workshop level below, as well as the beginnings of an entrance moat. The beginnings of a 3rd z-level are also dug out; don't build anything here if you'd like to put waterfall plumbing in later." -"" + "4) After /surface1 is dug out, run /surface2 (beginning from the same starting position as you used for /surface1). This puts down a basic set of workshops commonly needed soon after embark, a couple farm plots, and a depot. It also places and configures starting stockpiles." -"" + "5) If your embark site is near any enemies, run /surface3 to build walls and traps on the surface to protect against invaders." -"" + "6) Dig out the central shaft and tunnels for several z-levels below our surface/depot level. Place the cursor THREE Z-levels below the surface, where no digging has occurred yet, and run /basic1 for 6 z-levels down starting from that level." -"" + "7) Optionally run /basic2 to designate booze-only stockpiles around the central stairs on every z-level below the farming level. The stockpiles are configured to take booze from the level above, so be sure to apply /basic2 on the top level first and work your way down." -"" + "8) Run workshops, bedrooms, and storeroom blueprints on any desired Z-level along our central shaft." -"" + "9) If desired, add a fortresswide waterfall system, bathing your dwarves in tile after tile of lovely waterfall mist as they go about their day. Run /waterfall1 on the z-level immediately below your farm/depot level (you left that space empty, didn't you?) and run /plumbing1 on z-levels below that, down to the bottom of your fort. Each application of /plumbing1 will dig out two floors. On the bottommost level, the screw pumps that will be placed there require 2 floor tiles to sit on, so remove or refloor the 2 northern channel designations in the lower right corner on that z-level. You'll also need a reservior in the z-level below that (not included)." -"" + "10) After all levels are dug out, apply /plumbing2 on the *bottommost* level, just above the reservior. The blueprint will build screw pumps on that level and the level above. Repeat on every alternate level up to the level below where you applied /waterfall1." -"" + "11) Finally, apply /waterfall2 on the z-level where you applied /waterfall1. Route flowing water to the 2 tiles in lower right." "#dig label(surface1) start(15;10; top left corner of central stairs) message(The 3rd z-level just digs stairs; if you want to install the waterfall plumbing system later, leave this 3rd level EMPTY for now and start the base proper below that; use /basic1 to dig out areas for future use below.) Surface and farm/depot levels" `,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,# @@ -182,8 +182,8 @@ w(4x2),,,,,f(9x2),,,,,,,,,`,`,f(1x2),,,,,,`,,,,,,,`,# #,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,# #query label(surface2_query) hidden() start(15;10; top left corner of central stairs) message(remember to set the farm plots to grow plump helmets) Adjust surface/depot level stockpiles `,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,# -`,bodyparts,,,,,~,,,,,,,rawhides,,,craftrefuse,,,,,,`,`,,,,,~,~,# -`,,,,,,,,,,,,,,,,,,,,,,`,`,,`,`,,~,~,# +`,forbidrawhides,,,,,~,,,,,,,rawhides,,,craftrefuse,,,,,,`,`,,,,,~,~,# +`,forbidcraftrefuse,,,,,,,,,,,,,,,,,,,,,`,`,,`,`,,~,~,# `,,,,,,,,,,,,,,,,,,,,,,`,`,,,`,,~,~,# `,,,,,,,,,,,,,,,,,,,,,,`,`,`,,`,`,`,`,# `,,,,,,,,,,,,,,,,,,,,,,`,`,,,`,`,`,`,# @@ -202,7 +202,7 @@ w(4x2),,,,,f(9x2),,,,,,,,,`,`,f(1x2),,,,,,`,,,,,,,`,# `,,,,,,,,,,,,`,,,,,`,,,,,`,`,`,`,`,`,`,`,# `,`,`,`,`,`,`,`,`,`,`,`,`,~,~,~,~,`,`,`,`,`,`,`,`,`,`,`,`,`,# #>,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,# -noseeds,,,,,,,,,,,,,,`,`,,,,,,,`,`,`,`,`,`,`,`,# +forbidseeds,,,,,,,,,,,,,,`,`,,,,,,,`,`,`,`,`,`,`,`,# ,,,,,,,,,,,,,,seeds,,,,,,,,`,,,,,,,`,# ,,,,,,,,,,,,,,,,,,,,,,`,,,,,,,`,# ,,,,,,,,,,,,,,,,,,,,,,`,,,,,,,`,# @@ -496,7 +496,7 @@ d,d,d,d,d,d,d,d,d,d,d,d,d,,d,d,,d,d,d,d,d,d,d,d,d,,,,,# d,d,d,d,d,d,d,d,d,d,d,d,d,,d,d,,d,d,d,d,d,d,d,d,d,,,,,# d,d,d,d,d,d,d,d,d,d,d,d,d,,d,d,,d,d,d,d,d,d,d,d,d,,,,,# d,d,d,d,d,d,d,d,d,d,d,d,d,,d,d,,d,d,d,d,d,d,d,d,d,,,,,# -d,d,d,d,d,d,d,d,d,d,d,d,d,d,i,i,d,d,d,d,d,d,d,d,d,d,,,,,# +d,d,d,d,i,d,d,d,d,d,d,d,d,d,i,i,d,d,d,d,d,d,d,d,d,i,,,,,# #,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,# #meta label(storeroom2a) General stockpiles /storeroom2a_place @@ -505,48 +505,48 @@ d,d,d,d,d,d,d,d,d,d,d,d,d,d,i,i,d,d,d,d,d,d,d,d,d,d,,,,,# /storeroom2b_place /storeroom2_doors #place label(storeroom2a_place) hidden() start(15;10; top left corner of central stairs) General stockpiles -g(6x8),,,,x(1x1),,l(7x8),,,,,,,,,,,d(7x5),,,,,,,p(6x5),x(1x1),,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# -,,,,,,,,,,,,,`,,,`,b(7x3),,,,,,,z(6x3),,,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# -,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,# +g,g,g,g,~,g,l(7x8),,,,,,,,,,,d(7x5),,,,,,,p,~,p,p,p,p,# +g,g,g,g,g,g,,,,,,,,`,,,`,,,,,,,,p,p,p,p,p,p,# +g,g,g,g,g,g,,,,,,,,`,,,`,,,,,,,,p,p,p,p,p,p,# +g,g,g,g,g,g,,,,,,,,`,,,`,,,,,,,,p,p,p,p,p,p,# +g,g,g,g,g,g,,,,,,,,`,,,`,,,,,,,,p,p,p,p,p,p,# +g,g,g,g,g,g,,,,,,,,`,,,`,b(7x3),,,,,,,z(6x3),,,,,,# +g,g,g,g,g,g,,,,,,,,`,,,`,,,,,,,,,,,,,,# +g,g,g,g,g,g,,,,,,,,,,,,,,,,,,,,,,,,,# `,`,`,`,,`,`,`,`,`,`,`,,`,,,`,,`,`,`,`,`,`,`,,`,`,`,`,# ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,# ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,# `,`,`,`,,`,`,`,`,`,`,`,,`,,,`,,`,`,`,`,`,`,`,,`,`,`,`,# -u(13x8),,,,,,,,,,,,,,,,,u(7x8),,,,,,,w(6x8),,,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,x(4x5),,,`,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,`,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,`,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,`,,,,# -,,,,,,,,,,,,,,,,,,,,,,,,,,`,,,,# +u,u,u,u,u,u,u,u,u,u,u,u,u,,,,,u(7x8),,,,,,,w,w,w,w,w,w,# +u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,,,,,,,,w,w,w,w,w,w,# +u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,,,,,,,,w,w,w,w,w,w,# +u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,,,,,,,,w,w,`,`,`,`,# +u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,,,,,,,,w,w,`,,,,# +u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,,,,,,,,w,w,`,,,,# +u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,,,,,,,,w,w,`,,,,# +u,u,u,u,~,u,u,u,u,u,u,u,u,,,,,,,,,,,,w,~,`,,,,# #,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,# "#place label(storeroom2b_place) hidden() start(15;10; top left corner of central stairs) Extra storage for wood, food and furniture" -w(13x8),,,,x(1x1),,,,,,,,,,,,,f(13x8),,,,,,,,x(1x1),,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# -,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,# +w,w,w,w,~,w,w,w,w,w,w,w,w,,,,,f,f,f,f,f,f,f,f,~,f,f,f,f,# +w,w,w,w,w,w,w,w,w,w,w,w,w,`,,,`,f,f,f,f,f,f,f,f,f,f,f,f,f,# +w,w,w,w,w,w,w,w,w,w,w,w,w,`,,,`,f,f,f,f,f,f,f,f,f,f,f,f,f,# +w,w,w,w,w,w,w,w,w,w,w,w,w,`,,,`,f,f,f,f,f,f,f,f,f,f,f,f,f,# +w,w,w,w,w,w,w,w,w,w,w,w,w,`,,,`,f,f,f,f,f,f,f,f,f,f,f,f,f,# +w,w,w,w,w,w,w,w,w,w,w,w,w,`,,,`,f,f,f,f,f,f,f,f,f,f,f,f,f,# +w,w,w,w,w,w,w,w,w,w,w,w,w,`,,,`,f,f,f,f,f,f,f,f,f,f,f,f,f,# +w,w,w,w,w,w,w,w,w,w,w,w,w,,,,,f,f,f,f,f,f,f,f,f,f,f,f,f,# `,`,`,`,,`,`,`,`,`,`,`,,`,,,`,,`,`,`,`,`,`,`,,`,`,`,`,# ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,# ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,# `,`,`,`,,`,`,`,`,`,`,`,,`,,,`,,`,`,`,`,`,`,`,,`,`,`,`,# -u(13x8),,,,,,,,,,,,,,,,,u(13x8),,,,,,,,,,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,x(4x5),,,`,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,`,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,`,,,,# -,,,,,,,,,,,,,`,,,`,,,,,,,,,,`,,,,# -,,,,,,,,,,,,,,,,,,,,,,,,,,`,,,,# +u,u,u,u,u,u,u,u,u,u,u,u,u,,,,,u,u,u,u,u,u,u,u,u,u,u,u,u,# +u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,u,u,u,u,u,u,u,u,u,u,u,u,u,# +u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,u,u,u,u,u,u,u,u,u,u,u,u,u,# +u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,u,u,u,u,u,u,u,u,u,`,`,`,`,# +u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,u,u,u,u,u,u,u,u,u,`,,,,# +u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,u,u,u,u,u,u,u,u,u,`,,,,# +u,u,u,u,u,u,u,u,u,u,u,u,u,`,,,`,u,u,u,u,u,u,u,u,u,`,,,,# +u,u,u,u,~,u,u,u,u,u,u,u,u,,,,,u,u,u,u,u,u,u,u,~,`,,,,# #,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,# #build label(storeroom2_doors) hidden() start(15;10; top left corner of central stairs) Build storeroom doors ,,,,,,,,,,,,,d,,,d,,,,,,,,,,,,,,# @@ -765,4 +765,4 @@ r+,,,,,,,,r+,,r+,,,,,,,,,r+,,r+,,,,,,,,,# ,,,,,,,,,,,,,,,,,,,,,Tl,Tl,Tl,d,,,,,,# ,,,,,,,,,,,,,,,,,,,,,,Tl,,,,,d,Msm,Msm,# ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,# -#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,# +#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,# \ No newline at end of file diff --git a/docs/changelog.txt b/docs/changelog.txt index a488977d0..db3a49ccc 100644 --- a/docs/changelog.txt +++ b/docs/changelog.txt @@ -80,6 +80,7 @@ changelog.txt uses a syntax similar to RST, with a few special sequences: - `embark-assistant`: improved performance of surveying - `quickfort`: fixed eventual crashes when creating zones - `quickfort`: fixed library aliases for tallow and iron, copper, and steel weapons +- `quickfort blueprint library `: fix refuse stockpile config and prevent stockpiles from covering stairways in the quickfortress.csv library blueprint - `seedwatch`: fixed an issue where the plugin would disable itself on map load - `search`: fixed crash when searching the ``k`` sidebar and navigating to another tile with certain keys, like ``<`` or ``>`` - `stockflow`: fixed ``j`` character being intercepted when naming stockpiles