add docs for quickfort burrow blueprint mode

develop
Myk Taylor 2023-11-03 02:29:43 -07:00
parent f09af3c8a2
commit dbf1eb1d42
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@ -84,7 +84,7 @@ Feature summary
- Configurable zone/location settings, such as the pit/pond toggle or
hospital supply quantities
- Build mode
- Build mode
- Integrated with DFHack `buildingplan`: you can place buildings before
manufacturing building materials and you can use the `buildingplan` UI
@ -108,6 +108,10 @@ Feature summary
- Set building properties (such as a name)
- Can attach and configure track stops as part of hauling routes
- Burrow mode
- Supports creating, adding to, and subtracting from burrows.
Introduction to blueprints
--------------------------
@ -866,6 +870,35 @@ names an existing route, the stop will be added to that route::
These two track stops (which do not dump their contents) simply exist on a
common route at the ends of a connected carved track.
#burrow mode
------------
``#burrow`` mode can create, extend, and remove tiles from burrows.
Burrow designation syntax
~~~~~~~~~~~~~~~~~~~~~~~~~
The syntax should look familiar by now::
symbol{properties}(expansion)
See the `#burrow mode reference`_ for symbol and property definitions.
Here's how to create (or add to, if a burrow by that name already exists) a
5x5 burrow named ``Inside+``::
#burrow
a{create=true name=Inside+}(5x5)
Why the trailing ``+``? That's to indicate to the `burrow` plugin that the
burrow should grow as adjacent tiles are dug out.
Similarly, here is how to erase a tile from all burrows that currently include
it::
#burrow
e
.. _quickfort-modeline:
Modeline markers
@ -2199,3 +2232,17 @@ Symbol Type Properties
``trackrampSEW`` track ramp tee to the S, E, W
``trackrampNSEW`` track ramp cross
================= ============================= ==========
#burrow mode reference
~~~~~~~~~~~~~~~~~~~~~~
====== ======= ==========
Symbol Meaning Properties
====== ======= ==========
``a`` add ``name``: if set, will add to an existing burrow of this name.
``create``: if set to ``true``, will create a burrow with the
specified ``name`` if it doesn't already exist.
``e`` erase ``name``: if set, will only affect the first burrow of the given
name. if not set, will affect all burrows that cover the given
tiles.
====== ======= ==========