diff --git a/data/blueprints/dreamfort.csv b/data/blueprints/dreamfort.csv index 66ce693b8..0e348984a 100644 --- a/data/blueprints/dreamfort.csv +++ b/data/blueprints/dreamfort.csv @@ -1,16 +1,17 @@ #notes label(help) run me for the dreamfort walkthrough "Welcome to Dreamfort! These blueprints will help you build a functional, secure, fully self-sustaining fortress that you can use as-is or extend to build the fortress of your dreams!" "" -"It can be difficult to apply a set of blueprints that you did not write yourself. This walkthrough will guide you through the high-level steps of building Dreamfort. Run ""quickfort run library/dreamfort.csv -n /checklist"" (or, if you're looking at the online version, switch to the ""checklist"" sheet) for a compact list of the commands you'll be running. Each level also has its own mini-walkthrough with more details." +"It can be difficult to apply a set of blueprints that you did not write yourself. This walkthrough will guide you through the high-level steps of building Dreamfort. Run ""quickfort run library/dreamfort.csv -n /checklist"" (or, if you're looking at the online version, switch to the ""checklist"" sheet) for a compact list of the blueprints you'll be applying. Each level also has its own mini-walkthrough with more details." "" "The final fort will have a walled-in area on the surface for livestock, trading, aboveground farming, and military training. One z-level down is the farming level, with related workshops and vents up to the surface for miasma prevention. The farming level also has a miniature dining hall and dormitory for use until you get the services and housing levels set up." "" "Beyond those two, the other layers can be built in any order, at any z-level, according to your preference and the layout peculiarities of your embark site:" "- The industry level has a compact, but complete set of workshops and stockpiles (minus what is already provided on the farming level)." -"- The services level has dining, hospital, marksman barracks, and justice services, plus a well system. It is 4 z-levels deep." -"- The guildhall level has large, empty rooms for building libraries, temples, and guildhalls." -- The suites level has fancy rooms for your nobles. +"- The services level has dining, hospital, marksman barracks, and justice services. It has a well system and is 4 z-levels deep." +"- The guildhall level has large rooms for building libraries, temples, and guildhalls, with optional furniture layouts." +- The suites level has fancy rooms for your nobles with the furniture that they require. - The apartments levels have small but well-furnished bedrooms for your other dwarves. +- The crypt level houses your dead. "" "Run each level's ""help"" blueprint (e.g. ""quickfort run library/dreamfort.csv -n /surface_help"") for more details." "" @@ -20,25 +21,20 @@ "" "There are some tasks common to all forts that Dreamfort doesn't specifically handle for you. For example, Dreamfort sets up a barracks, but managing squads is up to you. Here are some other common tasks that may need to be done manually (or with some other tool):" - Exploratory mining for specific resources like iron -- Filling the well system with water -- Bringing magma up to the industry level to power magma forges/furnaces +"- Filling the well system with water (if you have a light aquifer, see library/aquifer_tap.csv for help with this)" +- Bringing magma up to the industry level to power magma forges/furnaces (see library/pump_stack.csv for help with this) - Manufacturing trade goods -- Assigning skilled labors to migrants (although the example professions included with DFHack will help with this) "- Custom stockpile setups to assist with, for example, encrusting only high-quality items" "" -"Dreamfort works best at an embark site that is flat and has at least one soil layer. New players should avoid embarks with aquifers if they are not prepared to deal with them. Bring picks for mining, an axe for woodcutting, and an anvil for a forge. Bring a few blocks to speed up initial workshop construction as well. That's all you really need, but see the example embark profile in the online spreadsheets for a more complete setup." +"Dreamfort works best at an embark site that is relatively flat and has at least one soil layer. New players should avoid embarks with aquifers if they are not prepared to deal with them. Bring picks for mining, an axe for woodcutting, and an anvil for a forge. Bring a few blocks to speed up initial workshop construction as well. That's all you really need, but see the example embark profile in the online spreadsheets for a more complete setup." "" -"Other DFHack commands also work very well with Dreamfort, such as autofarm, autonestbox, prioritize, seedwatch, tailor, and, of course, buildingplan. An init file that gets everything configured for you is distributed with DFHack as hack/examples/init/onMapLoad_dreamfort.init." -Put that file in your dfhack-config/init/ directory -- the same directory that has dfhack.init. +"Other DFHack tools also work very well with Dreamfort, such as autofarm and all of the other DFHack auto tools. Turn them on in the DFHack gui/control-panel." "" -"Also check out https://docs.dfhack.org/en/stable/docs/Plugins.html#professions for more information on the default labor professions that are distributed with DFHack, including suggestions on how many dwarves of each profession you are likely to need at each stage of fort maturity." +"Once you have your starting surface workshops up and running, you might want to configure buildingplan to only use blocks for constructions so it won't use your precious wood, boulders, and bars to build floors and walls. If you bring at least 7 blocks with you on embark, you can set this to be your default in the Autostart tab of gui/control-panel." "" -"Once you have your starting surface workshops up and running, you might want to configure buildingplan (in its global settings, accessible from any building placement screen, e.g.: b-a-G) to only use blocks for constructions so it won't use your precious wood, boulders, and bars to build floors and walls. If you bring at least 7 blocks with you on embark, you can even set this in your dfhack-config/init/onMapLoad.init file like this:" -on-new-fortress buildingplan set boulders false; buildingplan set logs false +"Directly after embark, run ""quickfort run library/dreamfort.csv -n /setup_help"" to get some advice on initial settings, and get started building your fort with ""quickfort run library/dreamfort.csv -n /surface1"" on the surface (see /surface_help for how to select a good spot). Read the walkthroughs for each level to understand what's going on and follow the checklist to keep track of where you are in the building process. Good luck, and have fun building an awesome Dreamfort-based fort!" "" -"Directly after embark, run ""quickfort run library/dreamfort.csv -n /setup"" with your cursor on your wagon to set settings, and get started building your fort with ""quickfort run library/dreamfort.csv -n /surface1"" on the surface (see /surface_help for how to select a good spot). Read the walkthroughs for each level to understand what's going on and follow the checklist to keep track of where you are in the building process. Good luck, and have fun building an awesome Dreamfort-based fort!" -"" -"The dreamfort.csv file distributed with DFHack is generated from online spreadsheet files. If you want to look at how these blueprints are put together, it is easier to look at the online spreadsheets than the giant .csv. You can view them at: https://drive.google.com/drive/folders/1iS90EEVqUkxTeZiiukVj1pLloZqabKuP" +"The dreamfort.csv file distributed with DFHack is generated from online spreadsheet files. If you want to look at how these blueprints are put together, it is easier to look at the online spreadsheets than the giant .csv. You can view them at: https://drive.google.com/drive/folders/1dsmvnzbOKsyFS3DCj0F8ibSnMhVHEjdV" You are welcome to copy the Dreamfort spreadsheets and make your own modifications! "" "If you like, you can download a fully built Dreamfort-based fort from https://dffd.bay12games.com/file.php?id=15434 and explore it @@ -46,105 +42,98 @@ interactively." "# The dreamfort.csv distributed with DFHack is generated with the following command: for fname in dreamfort*.xlsx; do xlsx2csv -a -p '' ""$fname""; done | sed 's/,*$//'" #notes label(checklist) command checklist -"Here is the recommended order for Dreamfort commands. You can copy/paste the command lines directly into the DFHack terminal, or, if you prefer, you can run the blueprints in the UI with gui/quickfort. See the walkthroughs (the ""help"" blueprints) for context and details. Also remember to read the messages the blueprints print out after you run them so you don't miss any important manual steps." +"Here is the recommended order for Dreamfort commands. You can either copy/paste the command lines directly into the DFHack terminal or run the blueprints in the UI with gui/quickfort. See the walkthroughs (the ""help"" blueprints) for context and details. Also remember to read the messages the blueprints print out after you run them so you don't miss any important manual steps!" "" -- Preparation (before you embark!) -- -Copy hack/examples/init/onMapLoad_dreamfort.init to your dfhack-config/init directory inside your DF installation -Optionally copy the premade Dreamfort embark profile from the online spreadsheets to the data/init/embark_profiles.txt file +Optionally copy the premade Dreamfort embark profile from the online spreadsheets to the prefs/embark_profiles.txt file. +Run gui/control-panel and enable settings on the Autostart tab. See the /setup_help notes for details. "" -- Set settings and preload initial orders -- -quickfort run library/dreamfort.csv -n /setup,# Run before making any manual adjustments to settings! Run the /setup_help blueprint for details on what this blueprint does. -"quickfort orders library/dreamfort.csv -n ""/surface2, /farming2, /surface3, /farming3, /industry2, /surface4""","# Queue up orders required to get the fort minimally functional and secure. You can remove the order for the anvil (you brought one with you, right?)." +quickfort run library/dreamfort.csv -n /setup_help,# For advice on how to do initial setup for success. +"quickfort orders library/dreamfort.csv -n ""/surface2, /farming2, /surface3, /industry2, /surface4""","# Queue up orders required to get the fort minimally functional and secure. You can remove the order for the anvil (you brought one with you, right?)." "" -- Find a good starting spot on the surface -- gui/quickfort library/dreamfort.csv -n /perimeter,# Run at embark. Don't actually apply the blueprint. Just use the preview shadow to find a good spot on the surface. "" -- Dig -- -quickfort run library/dreamfort.csv -n /surface1,# Run when you find your center tile. -quickfort run library/dreamfort.csv -n /dig_all,"# Run when you find a suitable rock layer for the industry level. It designates digging for industry, services, guildhall, suites, and apartments all in one go. This list does not include the farming level, which we'll dig in the uppermost soil layer a bit later. Note that it is more efficient for your miners if you designate your digging before they dig the central stairs past that level since the stairs are dug at a low priority. This keeps your miners focused on one level at a time. If you need to designate your levels individually due to caverns interrupting the sequence or just because it is your preference, run the level-specific dig blueprints (i.e. /industry1, /services1, /guildhall1, /suites1, and 5 levels of /apartments1) instead of running /dig_all." +quickfort run library/dreamfort.csv -n /surface1,# Run when you find your center tile. Deconstruct your wagon if it is in the way. +quickfort run library/dreamfort.csv -n /dig_all,"# Run when you find a suitable rock layer for the industry level. It designates digging for industry, services, guildhall, suites, apartments, and the crypt all in one go. This list does not include the farming level, which we'll dig in the uppermost soil layer a bit later. Note that it is more efficient for your miners if you designate your digging before they dig the central stairs past that level since the stairs are dug at a low priority. This keeps your miners focused on one level at a time. If you need to designate your levels individually due to caverns interrupting the sequence or just because it is your preference, run the level-specific dig blueprints (i.e. /industry1, /services1, /guildhall1, /suites1, 3 levels of /apartments1, and /crypt1) instead of running /dig_all." "" -- Core fort (should finish at about the third migration wave) -- quickfort run library/dreamfort.csv -n /surface2,"# Run after initial trees are cleared. If you are deconstructing the wagon now, wait until after the wagon is deconstructed so the jobs that depend on wagon contents (e.g. blocks) don't get canceled later." -quickfort run library/dreamfort.csv -n /farming1,# Run when channels are dug and the additional designated trees are cleared. +quickfort run library/dreamfort.csv -n /farming1,# Run when channels are dug and the additional designated trees on the surface are cleared. quickfort run library/dreamfort.csv -n /farming2,# Run when the farming level has been dug out. quickfort run library/dreamfort.csv -n /surface3,# Run right after /farming2. -quickfort run library/dreamfort.csv -n /farming3,# Run when furniture has been placed. quickfort run library/dreamfort.csv -n /industry2,# Run when the industry level has been dug out. -prioritize ConstructBuilding,# To get those workshops up and running ASAP. You may have to run this several times as the materials for the building construction jobs become ready. +prioritize ConstructBuilding,"# To get those workshops up and running ASAP. You may have to run this several times as the materials for the building construction jobs become ready. As industry workshops are built, you can remove the temporary workshops and stockpiles on the surface. **Be sure that there are no items attached to jobs left in the workshops before deconstructing them, otherwise you'll get canceled jobs!**" quickfort run library/dreamfort.csv -n /surface4,"# Run after the walls and floors are built on the surface. Even if /surface3 is finished before you run /industry2, though, wait until after /industry2 to run this blueprint so that surface walls, floors, and roofing don't prevent your workshops from being built (due to lack of blocks)." -"quickfort orders,run library/dreamfort.csv -n /services2",# Run when the services levels have been dug out. Feel free to remove the orders for the ropes if you already brought them with you. -orders import library/basic,"# Run after the first migration wave, so you have dorfs to do all the basic tasks. Note that this is the ""orders"" plugin, not the ""quickfort orders"" command." +"quickfort orders,run library/dreamfort.csv -n /services2","# Run when the services levels have been dug out. Feel free to remove the orders for the ropes if you already brought them with you. If you are filling your wells from an aquifer or stream, now is also a good time to start digging the plumbing." +orders import library/basic,"# Run after the first migration wave, so you have dwarves to do all the basic tasks. Note that this is the ""orders"" plugin, not the ""quickfort orders"" command." "quickfort orders,run library/dreamfort.csv -n /surface5","# Run when all marked trees on the surface are chopped down and walls and floors have been constructed, including the roof section over the future barracks." prioritize ConstructBuilding,# Run when you see the bridges ready to be built so the busy masons come and build them. -"quickfort orders,run library/dreamfort.csv -n /surface6",# Run when at least the beehives and weapon rack are constructed and you have linked all levers to their respective bridges. +"quickfort orders,run library/dreamfort.csv -n /surface6",# Run once you have linked all levers to their respective bridges. "quickfort orders,run library/dreamfort.csv -n /surface7",# Run after the surface walls are completed and any marked trees are chopped down. "" -- Plumbing -- -"This is a good time to fill your well cisterns, either with a bucket brigade or by routing water from a freshwater stream or an aquifer (see the library/aquifer_tap.csv blueprint for help with this)." -"Also consider bringing magma up to your services level so you can replace the forge and furnaces on your industry level with more powerful magma versions. This is especially important if your embark has insufficient trees to convert into charcoal. Keep in mind that moving magma is a tricky process and can take a long time. Don't forget to continue making progress through the checklist! If you choose to use magma, I suggest getting it in place before importing the military and smelting automation orders since they make heavy use of furnaces and forges." +"If you haven't done it already, this is a good time to fill your well cisterns, either with a bucket brigade or by routing water from a freshwater stream or an aquifer (see the library/aquifer_tap.csv blueprint for help with this)." +"Also consider bringing magma up to your services level so you can replace the forge and furnaces on your industry level with more powerful magma versions. This is especially important if your embark has insufficient trees to convert into charcoal. Keep in mind that moving magma is a tricky process and can take a long time. Don't forget to continue making progress through this checklist! If you choose to use magma, try to get it in place before importing the military and smelting automation orders since they make heavy use of furnaces and forges." "" -- Mature fort (third migration wave onward) -- +The order of steps in this section is less important. Feel free to reorder as per the needs of your fort. orders import library/furnace,# Automated production of basic furnace-related items. Don't forget to create a sand collection zone (or remove the sand- and glass-related orders if you have no sand). +"quickfort orders,run library/dreamfort.csv -n /guildhall2_default",# Run when the guildhall level has been dug out. "quickfort orders,run library/dreamfort.csv -n /suites2",# Run when the suites level has been dug out. -"quickfort orders,run library/dreamfort.csv -n /surface8","# Run if/when you need longer trap corridors on the surface for larger sieges, anytime after you run /surface7." +"quickfort orders,run library/dreamfort.csv -n /services3",# Run when your population grows to about 20. "quickfort orders,run library/dreamfort.csv -n /apartments2",# Run when the first apartment level has been dug out. -"quickfort orders,run library/dreamfort.csv -n /services3","# Run after the dining table and chair, weapon rack, and archery targets have been constructed. Also wait until after you complete /surface7, though, because surface defenses are more important than a grand dining hall." -"quickfort orders,run library/dreamfort.csv -n /guildhall2",# Run when the guildhall level has been dug out. -"quickfort orders,run library/dreamfort.csv -n ""/guildhall3, /guildhall4""",# Optionally run after /guildhall2 to build default furnishings and declare a library and temple. -"quickfort orders,run library/dreamfort.csv -n /apartments3",# Run when all beds have been constructed on the first apartments level. -"quickfort orders,run library/dreamfort.csv -n /farming4",# Run once you have a cache of potash. +"quickfort orders,run library/dreamfort.csv -n /crypt2",# Run when the crypt level has been dug out. +"quickfort orders,run library/dreamfort.csv -n /surface8","# Run if/when you need longer trap corridors on the surface for larger sieges, anytime after you run /surface7." +"quickfort orders,run library/dreamfort.csv -n /farming3",# Add in all the doors we couldn't afford to build earlier. orders import library/military,# Automated production of military equipment. Turn on automelt in the meltables piles on the industry level to automatically upgrade all metal military equipment to masterwork quality. These orders are optional if you are not using a military. orders import library/smelting,# Automated production of all types of metal bars. -"quickfort orders,run library/dreamfort.csv -n /services4","# Run when you need a jail, anytime after the restraints are placed from /services3." -orders import library/rockstock,# Maintains a small stock of all types of rock furniture. +"quickfort orders,run library/dreamfort.csv -n /services4",# Run when you need a full dining room and/or jail. +orders import library/rockstock,# Maintains a small stock of all types of rock furniture. Useful for filling out future guildhalls. orders import library/glassstock,# Maintains a small stock of all types of glass furniture and parts (only import if you have sand). +"quickfort orders,run library/dreamfort.csv -n /apartments2",# Repeat as needed as your fort grows. +"quickfort orders,run library/dreamfort.csv -n /crypt3",# Run when the crypt is starting to run out of space. "" --- Repeat for each remaining apartments level as needed -- -"quickfort orders,run library/dreamfort.csv -n /apartments2",# Run when the apartment level has been dug out. -"quickfort orders,run library/dreamfort.csv -n /apartments3",# Run when all beds have been constructed. -burial -pets,# Run once the coffins are placed to set them to allow for burial. - See this checklist online at https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=1459509569 #notes label(setup_help) -Makes common initial adjustments to in-game settings. -"" -"The /setup blueprint is intended to be run once at the start of the game, before anything else is changed. Players are welcome to make any further customizations after this blueprint is run. Please be sure to run the /setup blueprint before making any other changes, though, so your settings are not overwritten!" -"" -The following settings are changed: -"- The manager, chief medical dwarf, broker, and bookkeeper noble roles are assigned to the first suggested dwarf. This is likely to be the expedition leader, but the game could suggest others if they have relevant skills. Bookkeeping is set to the highest precision." -"" -- Standing orders are set to: - - only farmers harvest - - gather refuse from outside (incl. vermin) - - no autoloom (so the hospital always has thread -- we'll be managing cloth production with automated orders) -"" -"- A burrow named ""Inside"" is created, but it's up to the player to define the area as the fort expands. It is intended for use in getting your civilians to safety during sieges. A military alert named ""Siege"" is also created and associated with the ""Inside"" burrow." -"" -- Military uniforms get the following modifications: - - all default uniforms set to replace clothing -" - in the ""Metal armor"" uniform, the ""metal armor"" item is removed and replaced by ""metal breastplate"" and ""metal mail shirt""" -" - in the ""Metal armor"" uniform, the ""metal legwear"" item is removed and replaced by ""metal greaves""" -"" -"All default uniforms should also have a leather cloak added, but the position of the cloak in the equipment list changes for every embark. We suggest manually adding a leather cloak to your uniforms after running the /setup blueprint." -"" -- Hotkeys are created for the 8 most interesting levels. Only the names are set -- it's up to the player to adjust them to actual locations in the (H) menu since the blueprint can't know where the levels will eventually be built. Feel free to replace any hotkeys with locations that *you* think are interesting : ) -"" -These are all set for your convenience. Nothing in Dreamfort depends on these settings staying as they are. Feel free to change any setting to your personal preference. -"" -#aliases -startnobles: n{Down 4}{togglesequence 8}{Up}s{Up}&^^ -startorders: ohrov^Wl^^ -startburrows: wa&nInside&^^ -metalarmorsetup: A{Right 2}{Down 2}&{Down}&{Left}&M{Right}{Down}&{Left}{Down}{Right}{Down}&{Left}{Down 2}L{Right}{Down 2}&{Left}{Down 3}&M{Right}{Down}&{Left 2} -startmilitary: mnr{Down}r{metalarmorsetup}{Down}racNSiege&{Right}&^ -sethotkey: {fkey}n{name}& -starthotkeys: H{sethotkey fkey={F2} name=Farming}{sethotkey fkey={F3} name=Industry}{sethotkey fkey={F4} name=Services}{sethotkey fkey={F5} name=Guildhall}{sethotkey fkey={F6} name=Quarry}{sethotkey fkey={F7} name=Cavern}{sethotkey fkey={F8} name=Magma}^ -"" -"#config label(setup) message(Please set the zoom targets of the hotkeys (the 'H' menu) according to where you actually end up digging the levels. -As you build your fort, expand the ""Inside"" burrow to include new civilian-safe areas. -Optionally, add a leather cloak to your military uniforms to enhance their protection rating. -Nothing in Dreamfort depends on these settings staying as they are. Feel free to change any setting to your personal preference.) assign nobles, set standing orders, create burrows, make adjustments to military uniforms, and set hotkey names" -{startnobles}{startorders}{startburrows}{startmilitary}{starthotkeys} +These are Dreamfort's suggestions for adjustments to settings and initial setup. +"" +"- Assign dwarves to manager, chief medical dwarf, sheriff, broker, and bookkeeper noble roles (they can all be the same dwarf)" +"" +- On the Work details screen (Labor -> Work details) + - Specialize your miners (click the hammer-lock button so it turns red) and make your miners also engravers (they'll need something to do once the mining is done) +"" +- In standing orders (Labor -> Standing orders): +" - Change ""Automatically weave all thread"" to ""No automatic weaving"" so the hospital always has thread -- we'll be managing cloth production with automated orders" +"" +"- Create a burrow named ""Inside"" and register it as a civilian alert burrow in gui/civ-alert so you can use it to get your civilians to safety during sieges. You will have to periodically expand the burrow area as the fort expands." +"" +"Beyond the bugfix tools that are enabled by default, we recommend enabling the following DFHack tools in gui/control-panel (but they are not required if you prefer to do these things manually):" +"On the ""Autostart"" tab, additionally enable:" +- autobutcher +- autobutcher target 50 50 14 2 BIRD_GOOSE +- autochop +- autofarm +- autofish +- autonestbox +- autoslab +- ban-cooking all +- buildingplan set boulders false +- buildingplan set logs false +- nestboxes +- prioritize +- seedwatch +- suspendmanager +- tailor +"Note that if you've already started your fort and have missed the ""new fort"" trigger, you can enable these tools on the ""Fort"" tab instead. You can run the one-time commands (like ban-cooking all) manually from gui/launcher." +"" +"On the ""Maintenance"" tab, enable:" +- everything +"" +"On the ""System"" tab, additionally enable:" +- work-now "#meta label(dig_all) start(central stairs on industry level) dig industry, services, guildhall, suites, and apartments levels. does not include farming." # Note that this blueprint will only work for the unified dreamfort.csv. It won't work for the individual .xlsx files (since #meta blueprints can't cross file boundaries). "" @@ -156,35 +145,35 @@ Nothing in Dreamfort depends on these settings staying as they are. Feel free to #> /suites1 #> -/apartments1 repeat(down 5) +/apartments1 repeat(down 3) +#>3 +/crypt1 #ignore -"Here are the minimal labors needed for essential tasks in getting Dreamfort up and running, along with suggestions for which dwarves to assign them to. You can enable additional labors as you wish. Skills with an asterisk (*) are especially worth putting points into on the embark preparation screen." +"Here are the most important skills for getting Dreamfort up and running, along with suggestions for how to distribute them." "" -Manager / Bookkeeper / Broker,Miner,Miner,Mason,Mason,Outdoorsdwarf,Farmer -Mechanic (*),Miner (*),Miner (*),Mason (*),Mason (*),Carpenter (*),Grower (*) -Stonecrafter,,,,,Wood Cutter (*) -Wood Cutter,,,,,Bee Keeper -Architect -Misc. labors needed for constructing workshops +Manager / Bookkeeper / Broker,Miner,Miner,Mason,Smith,Outdoorsdwarf,Farmer +Mechanic,Miner,Miner,Stonecutter,Weaponsmith,Carpenter,Stonecutter +Stonecrafting,Engraver,Engraver,Mason,Armorsmith,Wood Cutter,Planter "" -"The most time-consuming tasks in early Dreamfort are: mining, chopping down trees, and making blocks. Starting with at least two miners, two woodcutters (assuming your embark has trees), and two masons helps in keeping the fort from stalling." +"The most time-consuming tasks in early Dreamfort are: mining, chopping down trees, and making blocks. Starting with at least two miners, two woodcutters (assuming your embark has trees), and two stonecutters helps keep the fort from stalling. If you have to smooth walls to prevent a light aquifer from flooding your fort, starting with a few engravers saves a ton of time." "" We suggest bringing at least: 2 picks,for the two miners -2 battleaxes,for the two woodcutters +2 battleaxes,for two active woodcutters 1 anvil,for the forge food and seeds,as per usual 4 ropes,"for the hospital well and traction benches. you could build the ropes out of raw materials, but dwarves are usually too busy to do textile work at the start of the game." 7 blocks,for starting workshops and the temporary trade depot. necessary if you have buildingplan configured for blocks only. -many boulders,for quickly turning into more blocks. blocks are the limiting factor in the early stages. +many boulders,for quickly turning into more blocks while your miners are digging in dirt or dealing with aquifers. blocks are the limiting factor in the early stages. dogs and cats,for protection and vermin control -geese,"for bones and leather. bring at least 1 male and 2 females for the 2 early nestboxes. autobutcher settings in the included onMapLoad_dreamfort.init file are optimized for raising geese. if you prefer another bird, be sure to adjust the autobutcher settings." +geese,for bones and leather. bring at least 1 male and 2 females for the 2 early nestboxes. "" Also bring logs for beds if embarking in an area without many trees. "" See ldog's Dreamfort embark profile for a more advanced (and more thoroughly explained!) approach: https://drive.google.com/file/d/1Et42JTzeYK23iI5wrPMsFJ7lUXwVBQob/view?usp=sharing "#ignore Add these lines to the bottom of your ""data/init/embark_profiles.txt"" file to make the ""Dreamfort"" profile available in-game. Also see ldog's dreamfort embark profile for a more advanced, dwarfy approach." +[PROFILE] [TITLE:Dreamfort] [SKILL:1:STONECRAFT:1] [SKILL:1:MECHANICS:5] @@ -193,36 +182,40 @@ https://drive.google.com/file/d/1Et42JTzeYK23iI5wrPMsFJ7lUXwVBQob/view?usp=shari [SKILL:1:ORGANIZATION:1] [SKILL:1:RECORD_KEEPING:1] [SKILL:2:MINING:5] -[SKILL:2:DETAILSTONE:2] +[SKILL:2:ENGRAVE_STONE:4] [SKILL:2:SWIMMING:1] [SKILL:3:MINING:5] -[SKILL:3:DETAILSTONE:2] +[SKILL:3:ENGRAVE_STONE:4] [SKILL:3:SWIMMING:1] -[SKILL:4:MASONRY:5] -[SKILL:5:MASONRY:5] +[SKILL:4:MASONRY:2] +[SKILL:4:MILITARY_TACTICS:5] +[SKILL:4:CUT_STONE:3] +[SKILL:5:FORGE_WEAPON:5] +[SKILL:5:FORGE_ARMOR:5] [SKILL:6:WOODCUTTING:5] [SKILL:6:CARPENTRY:5] -[SKILL:7:PLANT:3] -[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER] -[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER] +[SKILL:7:PLANT:5] +[SKILL:7:CUT_STONE:5] +[ITEM:10:CLOTH:NONE:CREATURE_MAT:SPIDER_CAVE:SILK] +[ITEM:100:WOOD:NONE:PLANT_MAT:WILLOW:WOOD] +[ITEM:30:BLOCKS:NONE:INORGANIC:QUARTZITE] +[ITEM:21:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED] +[ITEM:21:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED] +[ITEM:21:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED] +[ITEM:21:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED] +[ITEM:20:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED] +[ITEM:20:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED] [ITEM:1:ANVIL:NONE:INORGANIC:IRON] -[ITEM:7:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK] -[ITEM:26:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK] -[ITEM:26:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK] -[ITEM:26:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK] -[ITEM:10:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED] -[ITEM:10:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED] -[ITEM:10:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED] -[ITEM:10:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED] -[ITEM:10:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED] -[ITEM:10:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED] -[ITEM:25:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL] +[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER] +[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER] +[ITEM:20:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK] +[ITEM:20:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK] +[ITEM:20:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK] +[ITEM:20:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK] +[ITEM:30:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL] +[ITEM:45:BOULDER:NONE:INORGANIC:QUARTZITE] +[ITEM:20:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE:SILK] [ITEM:4:CHAIN:NONE:CREATURE_MAT:SPIDER_CAVE:SILK] -[ITEM:5:CLOTH:NONE:CREATURE_MAT:SPIDER_CAVE:SILK] -[ITEM:5:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE:SILK] -[ITEM:50:WOOD:NONE:PLANT_MAT:WILLOW:WOOD] -[ITEM:40:BOULDER:NONE:INORGANIC:QUARTZITE] -[ITEM:10:BLOCKS:NONE:INORGANIC:QUARTZITE] [PET:2:DOG:FEMALE:STANDARD] [PET:1:DOG:MALE:STANDARD] [PET:2:CAT:FEMALE:STANDARD] @@ -268,7 +261,7 @@ Features: - Barracks (with prisoner processing quantum dump) - Trap-filled hallways for invaders - Optional extended trap hallways (to handle larger sieges) -- Protected trade depot +"- Protected trade depot, with separate trade goods stockpiles for organics and inorganics (for easy elven trading)" - A grid of 1x1 farm plots (intended to be managed by DFHack autofarm) "" Manual steps you have to take: @@ -279,11 +272,11 @@ Manual steps you have to take: Be sure to choose an embark site that has a flat area on the surface large enough to use these blueprints! "" Surface Walkthrough: -"1) Choose a tile for your central fortress stairs. The terrain around that tile should be perfectly flat. Trees are ok, but no slopes, rivers, or lakes. To be sure that the tile you've chosen is in a good spot, set the cursor over that tile and run ""quickfort run library/dreamfort.csv -n /perimeter"". This will show you the eventual boundaries of the fort. Some wall segments might be missing due to existing trees, but that's ok. Make sure the area within the exterior wall is flat. Run ""quickfort undo library/dreamfort.csv -n /perimeter"" to clean up." +"1) Choose a tile for your central fortress stairs. The terrain around that tile should be perfectly flat. Trees are ok, but no slopes, rivers, or lakes. To be sure that the tile you've chosen is in a good spot, run ""gui/quickfort library/dreamfort.csv -n /perimeter"". This will show you the eventual boundaries of the fort. Some wall segments might be missing due to existing trees, but that's ok. Make sure the area within the exterior wall is flat. Cancel out of the preview. You don't actually need to apply this blueprint." "" "2) With the cursor on the chosen tile, run /surface1 to clear surrounding trees and set up your pastures. Deconstruct your wagon to get it out of the way of our upcoming walls and floors. Remember to assign your dogs to the pasture around the staircase and your grazing animals to the large pasture. Your egg-layers will automatically get assigned to nestbox zones once the nestboxes are built, so you don't need to worry about them. You can let your cats roam free to chase vermin." "" -"3) Once the marked trees have been cleared, run /surface2 to setup starting workshops/stockpiles, channel out the miasma vents for the farming level, and start clearing trees from a larger area. If you haven't done it already, now is a good time to configure buildingplan to only build buildings with blocks, not logs or raw boulders. Do this by entering buildingplan's global configuration (""baG"") and ensuring the only generic building material allowed is ""blocks"". Run ""quickfort orders"" for /surface2." +"3) Once the marked trees have been cleared, run /surface2 to setup starting workshops/stockpiles, channel out the miasma vents for the farming level, and start clearing trees from a larger area. If you haven't done it already, now is a good time to configure buildingplan to only build buildings with blocks, not logs or raw boulders. Run ""quickfort orders"" for /surface2." "" "4) Once the channels are dug out and the trees are cleared, start digging the farming level one z-level down. Once you have run /farming2, come back to the surface and run /surface3 to cover the vents and build an enclosure around your central stairs. Although the vents will be covered with flooring, they will still work to prevent miasma on the farming level. Run ""quickfort orders"" for /surface3." "" @@ -291,39 +284,39 @@ Surface Walkthrough: "" "6) Once walls and floors have been constructed (including the small roof segment one z-level up over the barracks), run /surface5 to build furniture, gates, and the permanent trade depot. Remember to deconstruct the temporary trade depot once nobody is using it. Run ""quickfort orders"" for /surface5." "" -"7) Once at least the beehives and weapon rack are built, run /surface6 to configure the rooms and build the remaining walls and floors. Run ""quickfort orders"" for /surface6." +"7) Once all marked trees are cleared, run /surface6 to build the remaining walls and floors. Run ""quickfort orders"" for /surface6." "" "8) Once you have enough dwarves to do a lot of building without starving other important tasks, run /surface7 to build the roof. Run ""quickfort orders"" for /surface7." "" "9) For extra security, you can run /surface8 any time after /surface7 to extend the trap corridors. Run ""quickfort orders"" for /surface8." "" -"10) Once your industry and farming levels are set up and running, you can disassemble the surface workshops and remove the surface stockpiles. Disassembling a workshop scatters the items stored within it and cancels any pending jobs that happen to use those items. In order to avoid job cancellations, first set the surface workshops to not accept general work orders. Do this by entering query mode (""q""), selecting a workshop, entering the workshop profile (""P""), moving to work orders (right arrow), and hitting Enter. Then enter view mode (""t"") and check to see if any items in a workshop are marked with ""TSK"". Once no items in the workshop have that marker, you are free to disassemble that workshop." +"10) Once your industry and farming levels are set up and running, you can disassemble the surface workshops and remove the surface stockpiles. Disassembling a workshop scatters the items stored within it and cancels any pending jobs that happen to use those items. In order to avoid job cancellations, first set the surface workshops to not accept general work orders. Then check to see if any items in a workshop are marked as being part of an active job. Once no items in the workshop have that marker, you are free to disassemble that workshop." "" Sieges and Prisoner Processing: Here are some tips and procedures for handling seiges -- including how to clean up afterwards! "" "- Ensure your ""Inside"" burrow includes only below-ground areas and safe surface areas of your fort. In particular, don't include the ""atrium"" area (where the ""siege bait"" zone is) or the trapped hallways." "" -"- When a siege begins, set the civilian alert to ""Siege"" to ensure all your civilians stay out of danger. Immediately pull the lever to close the outer main gate. It is also wise to close the trade depot and inner main gate as well. That way, if enemies get past the traps, they'll have to go through the soldiers in your barracks." +"- When a siege begins, set your civilian alert (attach the alert to your ""Inside"" burrow if it isn't already) to ensure all your civilians stay out of danger. Immediately pull the lever to close the outer main gate. It is also wise to close the trade depot and inner main gate as well. That way, if enemies get past the traps, they'll have to go through the soldiers in your barracks." "" "- During a siege, use the levers to control how attackers path through the trapped corridors. If there are more enemies than cage traps, time your lever pulling so that the inner gates snap closed before your last cage trap is sprung. Then the remaining attackers will have to backtrack and go through the other trap-filled hallway." "" -"- If your cage traps fill up, ensure your hallways are free of uncaged attackers, then close the trap hallway outer gates and open the inner gates. Unset the civilian alert and allow your dwarves to reset all the traps -- make some extra cages in preparation for this! Then re-set the civilian alert to ""Siege"" and open the trap hallway outer gates." +"- If your cage traps fill up, ensure your hallways are free of uncaged attackers, then close the trap hallway outer gates and open the inner gates. Clear the civilian alert and allow your dwarves to reset all the traps -- make some extra cages in preparation for this! Then re-enable the civilian alert and open the trap hallway outer gates." "" "- Once the last attacker is caged, open all the gates and unset the civilian alert. Life is normal again!" "" "After a siege, you can use the caged prisoners to safely train your military. Here's how:" "" -"- Once the prisoners are hauled to the ""prisoner quantum"" stockpile, run ""unforbid all"" and ""stripcaged all"" in the DFHack console (or GUI launcher)." +"- Once the prisoners are hauled to the ""prisoner quantum"" stockpile, run ""stripcaged all"" in the DFHack gui/launcher." "" "- After all the prisoners' items have been confiscated, bring your military dwarves to the barracks (if they aren't already there)." "" -- Use the zone (i) menu to assign a group prisoners to the pasture that overlaps the prisoner quantum stockpile +- Assign a group prisoners to the pasture that overlaps the prisoner quantum stockpile "" "- Hauler dwarves will come and release prisoners one by one. Your military dwarves will immediately pounce on the released prisoner and chop them to bits, saving the hauler dwarves from being attacked. Repeat until all prisoners have been ""processed""." "" -"Only common hostile creatures are accepted by the prisoner hauling route by default. You can add additional creature types by configuring the hauling route stop in the 'h' menu. Note that generated creature types, like necromancer experiments, can't be explicitly added. You have to (at least temporarily) accept all animals to include them." -#meta label(perimeter) start(central stairs) message(Run quickfort undo on this blueprint to clean up.) show the eventual perimeter of the surface fort; useful for location scouting +"Only common hostile creatures are accepted by the prisoner hauling route by default. You can add additional creature types by configuring the hauling route stop. Note that generated creature types, like necromancer experiments, can't be explicitly added. You have to (at least temporarily) accept all animals to include them." +"#meta label(perimeter) start(central stairs) message(If you accidentally applied this blueprint to the map, run quickfort undo on this blueprint to clean up.) show the eventual perimeter of the surface fort; useful for location scouting" walls/surface_walls corridor/surface_corridor "" @@ -333,15 +326,13 @@ If your wagon is within the fort perimeter, deconstruct it to get it out of the Once the marked trees are all chopped down (if any), continue with /surface2.) clear trees and set up pastures" clear_small/surface_clear_small zones/surface_zones -name_zones/surface_name_zones #> central_stairs/central_stairs repeat(down 10) "" "#meta label(surface2) start(central stairs) message(Remember to enqueue manager orders for this blueprint. Once the channels are dug out and the marked trees are cleared, continue with /surface3.) set up starting workshops/stockpiles, channel miasma vents, and clear more trees" -build_start/surface_build_start place_start/surface_place_start -query_start/surface_query_start +build_start/surface_build_start channel/surface_channel clear/surface_clear "" @@ -357,16 +348,14 @@ pre_building/surface_pre_building "" "#meta label(surface5) start(central stairs) message(Remember to enqueue manager orders for this blueprint. Disassemble the temporary trade depot in the pasture once the new one is constructed (and no merchants are using the old one). -Once the marked trees are cleared and at least the beehives and weapon rack have been constructed, continue with /surface6.) build gates, furniture, and trade stockpile/depot" +Once the marked trees are cleared, continue with /surface6.) build gates, furniture, and trade stockpile/depot" +traffic/surface_traffic place/surface_place build/surface_build -query/surface_query -traffic/surface_traffic clear_large/surface_clear_large "" "#meta label(surface6) start(central stairs) message(Remember to enqueue manager orders for this blueprint. -Continue with /surface7 sometime after the walls are completed and any marked trees are chopped down, whenever you have enough dwarves to build the roof without starving other important construction tasks.) configure hives and barracks, build traps and remaining walls/floors" -query2/surface_query2 +Continue with /surface7 sometime after the walls are completed and any marked trees are chopped down, whenever you have enough dwarves to build the roof without starving other important construction tasks.) build traps and remaining walls/floors" walls/surface_walls floors/surface_floors traps/surface_traps @@ -384,17 +373,26 @@ roof4/surface_roof4 corridor_gates/surface_corridor_gates corridor/surface_corridor corridor_traps/surface_corridor_traps -query_corridor/surface_query_corridor -#dig label(central_stairs_odd) start(2;2) hidden() spiral stairs odd levels +#dig label(central_stairs_odd) start(2;2) hidden() carved spiral stairs odd levels `,j6,` u,`,u `,j6,` -#meta label(central_stairs_even) hidden() spiral stairs even levels +#meta label(central_stairs_even) hidden() carved spiral stairs even levels /central_stairs_odd transform(cw) -#meta label(central_stairs) two levels of spiral stairs (use --repeat down) +#meta label(central_stairs) two levels of carved spiral stairs (repeat down as needed) /central_stairs_odd #> /central_stairs_even +#build label(central_stairs_odd_constructed) start(2;2) hidden() constructed spiral stairs odd levels +`,Cd,` +Cu,`,Cu +`,Cd,` +#meta label(central_stairs_even_constructed) hidden() constructed spiral stairs even levels +/central_stairs_odd_constructed transform(cw) +#meta label(central_stairs_constructed) two levels of constructed spiral stairs (repeat down as needed) +/central_stairs_odd_constructed +#> +/central_stairs_even_constructed #dig label(surface_clear_small) start(19; 19) hidden() clear trees for starting workshops and stockpiles @@ -417,7 +415,7 @@ u,`,u ,,,`,,`,,,,,,,,,,`,t1,j,t1,j,t1,`,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,,t1,t1,t1,t1,t1,,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,`,t1,t1,t1,t1,t1,`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,` +,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,,,,,,,`,,` ,,,`,,`,,,,,,,,,`,t1,,,,,,t1,`,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,t1,t1,,,,,,t1,t1,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,t1,t1,,t1,t1,t1,,t1,t1,,,,,,,,,`,,` @@ -435,98 +433,30 @@ Feel free to assign an unimportant animal to the pasture in the main entranceway ,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,`,nmt(25x11),,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,`,,`,n(1x1),n(1x1),n(1x1),n(1x1),n(1x1),n(1x1),n(1x1),`,,,,,,`,nt(9x5),,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,,nt,nt,nt,nt,nt,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,`,nt,`,~,`,nt,`,,,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,,nt,nt,nt,nt,nt,,,,,,,,,,,`,,` -,,,`,,`,,`,n(1x1),n(1x1),n(1x1),n(1x1),n(1x1),n(1x1),n(1x1),`,,,,,,`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,` -,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,n,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,`,,,,,,,,`,,n,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,` -,,,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` - - - -#query label(surface_name_zones) start(19; 19) hidden() - - - -,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,`,"{namezone name=""main pasture""}",,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,`,,`,"{namezone name=""nestbox1""}","{namezone name=""nestbox2""}","{namezone name=""nestbox3""}","{namezone name=""nestbox4""}","{namezone name=""nestbox5""}","{namezone name=""nestbox6""}","{namezone name=""nestbox7""}",`,,,,,,`,"{namezone name=""taming area""}",,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,,,`,`,`,"{namezone name=""guard dogs""}",,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,`,,`,~,`,,`,,,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` -,,,`,,`,,`,"{namezone name=""nestbox8""}","{namezone name=""nestbox9""}","{namezone name=""nestbox10""}","{namezone name=""nestbox11""}","{namezone name=""nestbox12""}","{namezone name=""nestbox13""}","{namezone name=""nestbox14""}",`,,,,,,`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,` -,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,"{namezone name=""siege bait""}",,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,`,,,,,,,,`,,"{namezone name=""prisoner processing""}",,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,` -,,,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` - - - -#build label(surface_build_start) start(19; 19) hidden() message(There is room to the left of the carpenter's workshop to build one more workshop of any type if you need it.) starting workshops - - - -,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,,` +,,,`,,`,"n{name=""Main pasture""}(25x11)",,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` +,,,`,,`,,,,,,,,,,,,,,,,,"t{name=""Pet training area""}(9x5)",,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,wc,,,,wr,,,,wm,,,,wt,,,,,D,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,`,,`,N,N,,,,,,`,,,,,,`,,,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` +,,,`,,`,,`,"n{name=""Nestbox 1""}(1x1)","n{name=""Nestbox 2""}(1x1)","n{name=""Nestbox 3""}(1x1)","n{name=""Nestbox 4""}(1x1)","n{name=""Nestbox 5""}(1x1)","n{name=""Nestbox 6""}(1x1)","n{name=""Nestbox 7""}(1x1)",`,,,,,,`,,,,,,,,,,`,,` +,,,`,,`,,`,,,,,,,,,"n/guarddogs{name=""Guard dogs""}(5x1)",~,~,~,~,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,`,,`,~,`,,`,,,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,` -,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` +,,,`,,`,,`,,,,,,,,,n/guarddogs(5x1),~,~,~,~,,,,,,,,,,,`,,` +,,,`,,`,,`,"n{name=""Nestbox 8""}(1x1)","n{name=""Nestbox 9""}(1x1)","n{name=""Nestbox 10""}(1x1)","n{name=""Nestbox 11""}(1x1)","n{name=""Nestbox 12""}(1x1)","n{name=""Nestbox 13""}(1x1)","n{name=""Nestbox 14""}(1x1)",`,,,,,,`,,,,,,,,,,`,,` +,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,,,,,,,`,,` +,,,`,,`,"B{name=""Surface barracks""}(8x5)",,,,,,,,`,,,,,,,,`,"m{name=""Welcome area/wagon parking lot""}(8x5)",,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` +,,,`,,`,,,,,,,,,,,,,"n{name=""Siege bait pasture""}",,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,,` +,,,`,,`,,,,,,,"t{name=""Caged wildlife taming area""}(1x1)",,`,,,,,,,,`,,,,,,,,,`,,` +,,,`,,`,`,`,`,`,`,`,"n{name=""Prisoner processing pen""}(1x-2)",`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,,` ,,,`,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,` ,,,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` @@ -537,9 +467,9 @@ Feel free to assign an unimportant animal to the pasture in the main entranceway ,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,,` +,,,`,,`,,,"gunzSpd{name=""Starting misc"" containers=0}(8x2)",,,,,,,,"hlr{name=""Starting cloth/trash"" containers=0}(8x2)",,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,f(8x4),,,,,,,,w(4x4),,,,s2(5x4),,,,,gunzSpd(4x4),,,,hlr(4x4),,,,`,,` +,,,`,,`,"f{name=""Starting food""}(8x4)",,,,,,,,"w{name=""Starting wood""}(4x4)",,,,"s2{name=""Starting stone""}:=otherstone(6x4)",,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` @@ -554,7 +484,7 @@ Feel free to assign an unimportant animal to the pasture in the main entranceway ,,,`,,`,,,,,,,,,,`,,`,~,`,,`,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,` +,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,,,,,,,`,,` ,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` @@ -566,29 +496,29 @@ Feel free to assign an unimportant animal to the pasture in the main entranceway -#query label(surface_query_start) start(19; 19) hidden() config stockpiles +#build label(surface_build_start) start(19; 19) hidden() message(There is room to the left of the carpenter's workshop to build one more workshop of any type if you need it.) starting workshops ,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,,` +,,,`,,`,,,,,,,,,,,,,,,,,,,,,`,`,`,`,`,`,,` +,,,`,,`,,,,,,,,,,,,,,,,,,,,,`,`,`,`,`,`,,` +,,,`,,`,,,,,,,,,,,,,,,,,,,,,`,`,"D{name=""Starter trade depot""}",`,`,`,,` +,,,`,,`,,,,,,,,,,,,,,,,,,,,,`,`,`,`,`,`,,` +,,,`,,`,,,,,,,,,,,,,,,,,,,,,`,`,`,`,`,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,"{givename name=""starting food""}",,,,"{givename name=""starting wood""}",,,,,"{givename name=""starting stone""}",,,,"{givename name=""starting misc""}",,,,"{givename name=""starting cloth/trash""}",`,,` -,,,`,,`,,,,,,,,,,,,,otherstone,,,,,nocontainers,,,,nocontainers,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` +,,,`,,`,`,`,`,,`,`,`,,`,`,`,,`,`,`,,,,,,,,,,,`,,` +,,,`,,`,`,"wt{name=""Starter mechanic's""}",`,,`,"wc{name=""Starter carpenter""}",`,,`,"wr{name=""Starter craftsdwarf's""}",`,,`,"wm{name=""Starter stoneworker's""}",`,,,,,,,,,,,`,,` +,,,`,,`,`,`,`,,`,`,`,,`,`,`,,`,`,`,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` +,,,`,,`,,`,N,N,,,,,,`,,,,,,`,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,`,,`,~,`,,`,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,` +,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,,,,,,,`,,` ,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` @@ -622,7 +552,7 @@ Feel free to assign an unimportant animal to the pasture in the main entranceway ,,,`,,`,,,,,,,,,,`,,`,~,`,,`,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,` +,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,,,,,,,`,,` ,,,`,,`,,,,,,,,,`,h1,,,,,,h1,`,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,h1,h1,,,,,,h1,h1,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,h1,h1,,h1,h1,h1,,h1,h1,,,,,,,,,`,,` @@ -656,7 +586,7 @@ Feel free to assign an unimportant animal to the pasture in the main entranceway ,,,`,,`,,,,,,,,,,`,,`,~,`,,`,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,t1,t1 -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,t1,t1 +,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,,,,,,,`,,t1,t1 ,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,t1,t1 ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,t1,t1 ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,t1,t1 @@ -690,7 +620,7 @@ Feel free to assign an unimportant animal to the pasture in the main entranceway ,,,`,,`,,,,,,,,,,`,,`,~,`,,`,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,` +,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,,,,,,,`,,` ,,,`,,`,,,,,,,,,`,Cf,,,,,,Cf,`,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,Cf,Cf,,,,,,Cf,Cf,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,Cf,Cf,,Cf,Cf,Cf,,Cf,Cf,,,,,,,,,`,,` @@ -724,7 +654,7 @@ Feel free to assign an unimportant animal to the pasture in the main entranceway ,,,`,,`,,,,,,,,,,Cw,,H,~,H,,Cw,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,Cf,,`,`,`,,Cf,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,Cw,,,,,,Cw,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,Cw,Cw,Cf,Cw,Cf,Cw,Cw,`,`,,`,`,`,`,`,`,`,,` +,,,`,,`,`,`,`,`,`,`,,`,`,Cw,Cw,Cf,Cw,Cf,Cw,Cw,`,`,,,,,,,,`,,` ,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` @@ -792,7 +722,7 @@ Feel free to assign an unimportant animal to the pasture in the main entranceway ,,,`,,`,,,,,,,,,,`,,`,`,`,,`,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,d,,`,`,`,,d,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,d,`,d,`,`,`,`,,`,`,`,`,`,`,`,,` +,,,`,,`,`,`,`,`,`,`,,`,`,`,`,d,`,d,`,`,`,`,,,,,,,,`,,` ,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` @@ -825,14 +755,14 @@ Feel free to assign an unimportant animal to the pasture in the main entranceway ,,,`,,`,,`,,,,,,,,`,~,~,~,~,~,`,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,~,~,~,~,~,~,~,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,`,~,~,~,~,~,`,,,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,~,~,~,~,~,~,~,Cf,Cf,Cf,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,`,~,~,~,~,~,`,,,Cf,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,~,`,~,`,`,`,`,Cf,`,`,`,`,`,`,`,,` -,,,`,,`,,,,,,,,,`,,,,,,,,`,,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,Cf,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,Cf,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,Cf,`,,` -,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,Cf,`,,` +,,,`,,`,,`,,,,,Cf,Cf,Cf,~,~,~,~,~,~,~,,,,,,,,,,`,,` +,,,`,,`,,`,,,,,Cf,,,`,~,~,~,~,~,`,,,,,,,,,,`,,` +,,,`,,`,`,`,`,`,`,`,Cf,`,`,`,`,~,`,~,`,`,`,`,,,,,,,,`,,` +,,,`,,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,,`,,,,,,,,`,,,,,,,,,`,,` +,,,`,,`,Cf,,,,,,,,,,,,,,,,,,,,,,,,,`,,` +,,,`,,`,Cf,,,,,,,,,,,,,,,,,,,,,,,,,`,,` +,,,`,,`,Cf,,,,,,,,,,,,,,,,,,,,,,,,,`,,` +,,,`,,`,Cf,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` ,,,`,,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,,` ,,,`,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,` ,,,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` @@ -856,24 +786,24 @@ Feel free to assign an unimportant animal to the pasture in the main entranceway ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,`,,`,,,,,,,,`,Cf,,Cf,,Cf,`,,,,,,,,,,`,,` -,,,`,,`,,Cw,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` -,,,`,,`,,Cf,,,,,,,,`,,`,`,`,,`,,,,,,,,,,`,,` -,,,`,,`,,Cw,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,`,Cf,Cf,Cf,Cf,Cf,`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,Cw,Cf,Cw,`,`,`,,`,,`,`,`,Cw,Cf,Cw,`,`,`,`,`,`,,` -,,,`,,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,~,,,,,,~,`,,,,,,,Cf,Cf,`,,` -,,,`,,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,~,~,Cf,Cf,Cf,Cf,Cf,~,~,,,,,,,,Cf,`,,` -,,,`,,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,~,~,,~,~,~,,~,~,,,,,Cf,Cf,,Cf,`,,` -,,,`,,`,,Cf,,Cf,Cf,Cf,Cf,Cf,,Cf,,~,~,~,,Cf,,,Cf,,,,,,Cf,`,,` -,,,`,,`,,Cf,,Cf,Cf,Cf,Cf,Cf,`,,,~,~,~,,,`,,Cf,,,,,Cf,Cf,`,,` +,,,`,,`,,`,,,,,,,,`,Cf,,Cf,,Cf,`,Cf,Cf,,Cf,Cf,Cf,Cf,Cf,,`,,` +,,,`,,`,,Cw,,,,,,,,,,`,`,`,,,Cf,Cf,,Cf,Cf,Cf,Cf,Cf,,`,,` +,,,`,,`,,Cf,,,,,,,,`,,`,`,`,,`,Cf,Cf,,Cf,Cf,Cf,Cf,Cf,,`,,` +,,,`,,`,,Cw,,,,,,,,,,`,`,`,,,Cf,Cf,,Cf,Cf,Cf,Cf,Cf,,`,,` +,,,`,,`,,`,,,,,,,,`,Cf,Cf,Cf,Cf,Cf,`,Cf,Cf,,Cf,Cf,Cf,Cf,Cf,,`,,` +,,,`,,`,`,`,`,`,`,Cw,Cf,Cw,`,`,`,,`,,`,`,`,`,,,,,,,,`,,` +,,,`,,`,Cf,Cf,,Cf,Cf,,,,`,~,Cf,Cf,Cf,Cf,Cf,~,`,,,,,,,,,`,,` +,,,`,,`,Cf,,,,,,,,~,~,Cf,Cf,Cf,Cf,Cf,~,~,,,,,,,,,`,,` +,,,`,,`,Cf,,,,,,,,~,~,,~,~,~,,~,~,,,,,,,,,`,,` +,,,`,,`,Cf,,,,,,Cf,,Cf,Cf,,~,~,~,,Cf,Cf,,,,,,,,,`,,` +,,,`,,`,Cf,Cf,,,,,Cf,,`,,,~,~,~,,,`,,,,,,,,,`,,` ,,,`,,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,,` -,,,`,Cf,,,,,,,,,Cf,,,,,~,,,,,Cf,,,,,,,,,Cf,` +,,,`,Cf,Cf,,,,,,,,Cf,Cf,,,,~,,,,Cf,Cf,,,,,,,,Cf,Cf,` ,,,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` -#place label(surface_place) start(19; 19) hidden() remaining surface stockpiles +#dig label(surface_traffic) start(19; 19) hidden() set traffic designations @@ -890,64 +820,26 @@ Feel free to assign an unimportant animal to the pasture in the main entranceway ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,`,,`,,,,,,,,`,,,,,,`,a5(9x5),,,,,,,,,`,,` +,,,`,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,`,,`,`,`,,`,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,` -,,,`,,`,g(3x3),,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,c,,,,,,,`,,,,,,,,`,,c,,,,,,,`,,` +,,,`,,`,`,`,`,`,`,`,or,`,`,`,`,,`,,`,`,`,`,,,,,,,,`,,` +,,,`,,`,,,,,,,,or,`,or,or,ol,ol,ol,ol,,`,,,,,,,,,`,,` +,,,`,,`,,,,,,,,or,ol,ol,or,ol,ol,ol,ol,ol,ol,,,,,,,,,`,,` +,,,`,,`,,,,,,,,or,ol,ol,or,,,,,ol,ol,,,,,,,,,`,,` +,,,`,,`,,,,,,,,or,ol,ol,or,,,,,ol,ol,,,,,,,,,`,,` +,,,`,,`,,,,,,,,or,`,or,or,,,,,,`,,,,,,,,,`,,` ,,,`,,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,,` ,,,`,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,` -,,,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` - - - -"#build label(surface_build) start(19; 19) hidden() message(Use autofarm to manage farm crop selection. -Remember to connect the levers to the gates once they are built.) gates, barracks, farm area, and trade area" - - - -,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,`,~h,`,~,~,N,N,N,N,N,`,Tl,,Tl,,Tl,`,,,,,,,,,,`,,` -,,,`,,`,~h,`,p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),,,`,`,`,,,,,,,,,,,,`,,` -,,,`,,`,~h,d,p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),`,,`,`,`,,`,,,,,,,,,,`,,` -,,,`,,`,~h,`,p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),,,`,`,`,,,,,,,,,,,,`,,` -,,,`,,`,~h,`,N,N,N,N,N,N,N,`,Tl,Tl,Tl,Tl,Tl,`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,d,`,`,`,`,,`,,`,`,`,`,d,`,`,`,`,`,`,`,,` -,,,`,,`,,,,,,,,,`,,gw,gw,gw,gw,gw,,`,,,,,,,h,b,`,,` -,,,`,,`,,,,,,,,,ga,ga,gw,gw,gw,gw,gw,gd,gd,,,,,,,,b,`,,` -,,,`,,`,,,,,,D,,,ga,ga,,,,,,gd,gd,,,,,a,r,,b,`,,` -,,,`,,`,,trackstopS,,,,,,,ga,ga,,,,,,gd,gd,,trackstopS,,,,,,b,`,,` -,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,h,b,`,,` -,,,`,,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,,` -,,,`,gd,gd,,,,,,,,gd,gd,,,,,,,,ga,ga,,,,,,,,ga,ga,` -,,,`,`,`,`,`,`,`,`,`,`,`,`,gw,gw,gw,gw,gw,gw,gw,`,`,`,`,`,`,`,`,`,`,`,` -,,,,,,,,,,,,,,,gw,gw,gw,gw,gw,gw,gw -,,,,,,,,,,,,,,,gw,gw,gw,gw,gw,gw,gw - -#aliases -"prisoner_route_enable: {enableanimals}{cages}{permittraps}{animalsprefix}{Right}{permitsearch search="" men""}{permitsearch search=dwarves}{permitsearch search=elves}{permitsearch search=humans}{permitsearch search=kobolds}{permitsearch search=gremlins}{permitsearch search=giants}{permitsearch search=goblins}{permitsearch search=ettins}{permitsearch search=cyclopes}{permitsearch search=ogres}{permitsearch search=eyes}{permitsearch search=reachers}{permitsearch search=gorlaks}{permitsearch search=trolls}{permitsearch search=minotaurs}^" +,,,`,`,`,`,`,`,`,`,`,`,`,`,ol,ol,ol,ol,ol,ol,ol,`,`,`,`,`,`,`,`,`,`,`,` +,,,,,,,,,,,,,,,ol,ol,ol,ol,ol,ol,ol +,,,,,,,,,,,,,,,ol,ol,ol,ol,ol,ol,ol -"#query label(surface_query) start(19; 19) hidden() message(Remember to assign minecarts to the trade goods and prisoner processing quantum stockpiles (run ""assign-minecarts all""). +"#place label(surface_place) start(19; 19) hidden() message(Remember to assign minecarts to the trade goods and prisoner processing quantum stockpiles (run ""assign-minecarts all""). Feel free to adjust the configuration of the ""trade goods"" feeder stockpile so it accepts the item types you want to trade away. If those items types are also accepted by other stockpiles, configure those stockpiles to give to the ""trade goods"" stockpile. -You might also want to set the ""trade goods quantum"" stockpile to Auto Trade if you have the autotrade DFHack plugin enabled.)" +You might also want to set the ""trade goods quantum"" stockpile to autotrade.) remaining surface stockpiles" @@ -958,30 +850,32 @@ You might also want to set the ""trade goods quantum"" stockpile to Auto Trade i ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` +,,,`,,`,,,,,,,,,,,,,,,,,"a{name=""Pets/Prisoner feeder""}(9x5)",,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,`,,`,,,,,,,,`,"{givename name=""trade depo gate""}",,"{givename name=""inner main gate""}",,"{givename name=""barracks gate""}",`,"{givename name=""prison/training area""}",,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` +,,,`,,`,,`,,,,,,,,`,,,,,,`,,"c{name=""Organic trade goods quantum"" quantum=true}:+all",,,,,,,,`,,` +,,,`,,`,,`,,,,,,,,,,`,`,`,,,"g{name=""Trade goods"" containers=0}:-cat_finished_goods/type/,core/artifact+crafts(2x3)",,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,`,,`,`,`,,`,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,`,"{givename name=""left outer gate""}","{givename name=""left inner gate""}","{givename name=""outer main gate""}","{givename name=""right inner gate""}","{givename name=""right outer gate""}",`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,` -,,,`,,`,nocontainers,crafts,,,,,,,`,,,,"{givename name=""inner main gate""}",,,,`,,,,,,,,,`,,` -,,,`,,`,"{givename name=""trade goods""}",,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,{forbidmasterworkfinishedgoods}{forbidartifactfinishedgoods},,,,,,,,"{givename name=""trade depo gate""}",,,,,,,,"{givename name=""barracks gate""}",,,,,,,,,`,,` -,,,`,,`,,"{quantumstopfromnorth name=""Trade Goods quantum""}",,,,,,,,,,,,,,,,,"{quantumstop name=""Prisoner/Cage quantum"" move={Up 5} move_back={Down 5} route_enable={prisoner_route_enable}}{givename name=""prisoner/cage dumper""}",,,,,,,`,,` -,,,`,,`,,"{quantum name=""trade goods quantum""}",,,,,,,`,,,,,,,,`,,"{quantum name=""prisoner/cage quantum"" quantum_enable={enableanimals}}",,,,,,,`,,` +,,,`,,`,,`,,,,,,,,`,,,,,,`,,"c{name=""Inorganic trade goods quantum"" quantum=true}:+all-organic",,,,,,,,`,,` +,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,,,,,,,`,,` +,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` +,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` +,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` +,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` +,,,`,,`,,,,,,,"a{name=""Prisoner/cage quantum"" quantum=true}",,`,,,,,,,,`,,,,,,,,,`,,` ,,,`,,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,"{givename name=""left outer gate""}",,,,,,,,,"{givename name=""left inner gate""}",,,,,,,,"{givename name=""right inner gate""}",,,,,,,,,"{givename name=""right outer gate""}",,` -,,,`,`,`,`,`,`,`,`,`,`,`,`,,,,"{givename name=""outer main gate""}",,,,`,`,`,`,`,`,`,`,`,`,`,` +,,,`,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,` +,,,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` -#dig label(surface_traffic) start(19; 19) hidden() set traffic designations +#aliases +"#build label(surface_build) start(19; 19) hidden() message(Use autofarm to manage farm crop selection. +Remember to connect the levers to the gates once they are built.) gates, barracks, farm area, and trade area" @@ -998,22 +892,22 @@ You might also want to set the ""trade goods quantum"" stockpile to Auto Trade i ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,`,,`,`,`,,`,,,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,or,`,`,`,`,`,`,`,,` -,,,`,,`,,,,,,,,,`,,ol,ol,ol,ol,ol,,`,or,,,,,,,,`,,` -,,,`,,`,,,,,,,,,ol,ol,ol,ol,ol,ol,ol,ol,ol,or,,,,,,,,`,,` -,,,`,,`,,,,,,,,,ol,ol,,,,,,ol,ol,or,,,,,,,,`,,` -,,,`,,`,,,,,,,,,ol,ol,,,,,,ol,ol,or,,,,,,,,`,,` -,,,`,,`,,,,,,,,,`,,,,,,,,`,or,,,,,,,,`,,` +,,,`,,`,~h{do_install=true do_gather=true}(1x1),`,~,~,N,N,N,N,N,`,"Tl{name=""Barracks gate""}",,"Tl{name=""Inner main gate""}",,"Tl{name=""Trade depo gate""}",`,"trackstopE{name=""Organic trade goods dumper"" take_from=""Trade goods"" route=""Organic trade goods quantum""}",,,~,~,~,~,~,,`,,` +,,,`,,`,~h{do_install=true do_gather=true}(1x1),`,p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),,,`,`,`,,,,,,~,~,~,~,~,,`,,` +,,,`,,`,"~h{name=""reserved for splitting"" do_install=true}(1x1)",d,p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),`,,`,`,`,,`,,,,~,~,D,~,~,,`,,` +,,,`,,`,~h{do_install=true do_gather=true}(1x1),`,p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),,,`,`,`,,,,,,~,~,~,~,~,,`,,` +,,,`,,`,~h{do_install=true do_gather=true}(1x1),`,N,N,N,N,N,N,N,`,"Tl{name=""Left outer gate""}(1x1)","Tl{name=""Left inner gate""}(1x1)","Tl{name=""Outer main gate""}(1x1)","Tl{name=""Right inner gate""}(1x1)","Tl{name=""Right outer gate""}(1x1)",`,"trackstopE{name=""Inorganic trade goods dumper"" take_from=""Trade goods,Organic trade goods quantum"" route=""Inorganic trade goods quantum""}:-organic",,,~,~,~,~,~,,`,,` +,,,`,,`,`,`,`,`,`,`,d,`,`,`,`,,`,,`,`,`,`,,,,,,,,`,,` +,,,`,,`,b,h,,a,r,,,,`,,"gw{name=""Inner main gate""}",gw,gw,gw,gw,,`,,,,,,,,,`,,` +,,,`,,`,b,,,,,,,,"ga{name=""Barracks gate""}",ga,gw,gw,gw,gw,gw,"gd{name=""Trade depo gate""}",gd,,,,,,,,,`,,` +,,,`,,`,b,,,,,,,,ga,ga,,,,,,gd,gd,,,,,,,,,`,,` +,,,`,,`,b,,,,,,"trackstopS{name=""Prisoner/cage dumper"" take_from=""Pets/Prisoner feeder"" route=""Prisoner/cage quantum""}:-cat_animals/tameable",,ga,ga,,,,,,gd,gd,,,,,,,,,`,,` +,,,`,,`,b,h,,,,,,,`,,,,,,,,`,s,,s,,,s,,s,`,,` ,,,`,,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,` -,,,`,`,`,`,`,`,`,`,`,`,`,`,ol,ol,ol,ol,ol,ol,ol,`,`,`,`,`,`,`,`,`,`,`,` -,,,,,,,,,,,,,,,ol,ol,ol,ol,ol,ol,ol -,,,,,,,,,,,,,,,ol,ol,ol,ol,ol,ol,ol +,,,`,"gd{name=""Left outer gate""}",gd,,,,,,,,"gd{name=""Left inner gate""}",gd,,,,,,,,"ga{name=""Right inner gate""}",ga,,,,,,,,"ga{name=""Right outer gate""}",ga,` +,,,`,`,`,`,`,`,`,`,`,`,`,`,"gw{name=""Outer main gate""}",gw,gw,gw,gw,gw,gw,`,`,`,`,`,`,`,`,`,`,`,` +,,,,,,,,,,,,,,,gw,gw,gw,gw,gw,gw,gw +,,,,,,,,,,,,,,,gw,gw,gw,gw,gw,gw,gw #dig label(surface_clear_large) start(19; 19) hidden() clear wider area of trees t1(37x33) @@ -1031,51 +925,17 @@ t1(37x33) ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,,`,`,`,`,`,`,,`,,`,`,`,`,`,,`,`,`,,`,`,,` +,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,` ,,,`,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,`,,`,~,`,,`,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,` -,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` +,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,,,,,,,`,,` ,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,` -,,,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` - - - -#query label(surface_query2) start(19; 19) hidden() - - - -,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,`,cg,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` -,,,`,,`,cg,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` -,,,`,,`,c,,,,,,,,,`,,`,`,`,,`,,,,,,,,,,`,,` -,,,`,,`,cg,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` -,,,`,,`,cg,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,` -,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,r&,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` ,,,`,,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,,` ,,,`,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,` @@ -1105,7 +965,7 @@ t1(37x33) ,,,`,,Cw,,,,,,,,,,~,,`,`,`,,~,,,,,,,,,,Cw,,` ,,,`,,Cw,,~,,,,,,,,,,`,`,`,,,,,,,,,,,,Cw,,` ,,,`,,Cw,,Cw,,,,,,,,~,,,,,,~,,,,,,,,,,Cw,,` -,,,`,,Cw,Cw,Cw,Cw,Cw,Cw,~,,~,Cw,~,~,,~,,~,~,Cw,~,,~,Cw,Cw,Cw,Cw,Cw,Cw,,` +,,,`,,Cw,Cw,Cw,Cw,Cw,Cw,~,,~,Cw,~,~,,~,,~,~,Cw,Cw,,,,,,,,Cw,,` ,,,`,,Cw,,,,,,,,,Cw,,,,,,,,Cw,,,,,,,,,Cw,,` ,,,`,,Cw,,,,,,,,,,,,,,,,,,,,,,,,,,Cw,,` ,,,`,,Cw,,,,,,,,,,,,,,,,,,,,,,,,,,Cw,,` @@ -1134,17 +994,17 @@ t1(37x33) ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,~,`,~,`,`,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,`,,`,,,,,,,,`,~,Cf,~,Cf,~,`,,,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,~,Cf,Cf,Cf,Cf,Cf,~,,,,,,,,,,`,,` -,,,`,,`,,~,,,,,,,,`,Cf,`,Cf,`,Cf,`,,,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,~,Cf,Cf,Cf,Cf,Cf,~,,,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,`,~,~,~,~,~,`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,~,`,`,`,`,~,`,~,`,`,`,`,~,`,`,`,`,`,`,`,,` -,,,`,,`,~,~,~,~,~,~,~,~,`,~,~,~,~,~,~,~,`,Cf,Cf,Cf,Cf,Cf,Cf,~,~,`,,` -,,,`,,`,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,Cf,Cf,Cf,Cf,Cf,Cf,Cf,~,`,,` -,,,`,,`,~,~,~,~,~,~,~,~,~,~,Cf,~,~,~,Cf,~,~,Cf,Cf,Cf,Cf,~,~,Cf,~,`,,` -,,,`,,`,Cf,~,Cf,~,~,~,~,~,~,~,Cf,~,~,~,Cf,~,~,Cf,~,Cf,Cf,Cf,Cf,Cf,~,`,,` -,,,`,,`,Cf,~,Cf,~,~,~,~,~,`,Cf,Cf,~,~,~,Cf,Cf,`,Cf,~,Cf,Cf,Cf,Cf,~,~,`,,` +,,,`,,`,,`,,,,,,,,`,~,Cf,~,Cf,~,`,~,~,Cf,~,~,~,~,~,Cf,`,,` +,,,`,,`,,`,,,,,,,,~,Cf,Cf,Cf,Cf,Cf,~,~,~,Cf,~,~,~,~,~,Cf,`,,` +,,,`,,`,,~,,,,,,,,`,Cf,`,Cf,`,Cf,`,~,~,Cf,~,~,~,~,~,Cf,`,,` +,,,`,,`,,`,,,,,,,,~,Cf,Cf,Cf,Cf,Cf,~,~,~,Cf,~,~,~,~,~,Cf,`,,` +,,,`,,`,,`,,,,,,,,`,~,~,~,~,~,`,~,~,Cf,~,~,~,~,~,Cf,`,,` +,,,`,,`,`,`,`,`,`,`,~,`,`,`,`,~,`,~,`,`,`,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,,` +,,,`,,`,~,~,Cf,~,~,Cf,Cf,Cf,`,~,~,~,~,~,~,~,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,,` +,,,`,,`,~,Cf,Cf,Cf,Cf,Cf,Cf,Cf,~,~,~,~,~,~,~,~,~,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,,` +,,,`,,`,~,Cf,Cf,Cf,Cf,Cf,Cf,Cf,~,~,Cf,~,~,~,Cf,~,~,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,,` +,,,`,,`,~,Cf,Cf,Cf,Cf,Cf,~,Cf,~,~,Cf,~,~,~,Cf,~,~,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,,` +,,,`,,`,~,~,Cf,Cf,Cf,Cf,~,Cf,`,Cf,Cf,~,~,~,Cf,Cf,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,,` ,,,`,,`,`,`,`,`,`,`,`,`,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,`,`,`,`,`,`,`,`,`,,` ,,,`,~,,,,,,,,,,,Cf,Cf,Cf,~,Cf,Cf,Cf,,,,,,,,,,,~,` ,,,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` @@ -1153,8 +1013,8 @@ t1(37x33) #build label(surface_traps) start(19; 19) hidden() -,,,,,Tc,Tc,,,,,,,,,,,,,,,,,,,,,,,,Tc,Tc -,,,,,Tc,Tc,,,,,,,,,,,,,,,,,,,,,,,,Tc,Tc +,,,,,Tc,,,,,,,,,,,,,,,,,,,,,,,,,,Tc +,,,,,Tc,,,,,,,,,,,,,,,,,,,,,,,,,,Tc ,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` @@ -1173,7 +1033,7 @@ t1(37x33) ,,,`,,`,,,,,,,,,,`,,`,`,`,,`,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,` +,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,,,,,,,`,,` ,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` @@ -1205,14 +1065,14 @@ t1(37x33) ,,,`,,`,,`,,,,,,,,`,~,~,~,~,~,`,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,~,~,~,~,~,~,~,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,`,~,~,~,~,~,`,,,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,~,~,~,~,~,~,~,~,~,~,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,`,~,~,~,~,~,`,,,~,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,~,`,~,`,`,`,`,~,`,`,`,`,`,`,`,,` -,,,`,,`,,,,,,,,,`,,,,,,,,`,,~,~,~,~,~,~,~,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,~,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,~,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,~,`,,` -,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,~,`,,` +,,,`,,`,,`,,,,,~,~,~,~,~,~,~,~,~,~,,,,,,,,,,`,,` +,,,`,,`,,`,,,,,~,,,`,~,~,~,~,~,`,,,,,,,,,,`,,` +,,,`,,`,`,`,`,`,`,`,~,`,`,`,`,~,`,~,`,`,`,`,,,,,,,,`,,` +,,,`,,`,~,~,~,~,~,~,~,,`,,,,,,,,`,,,,,,,,,`,,` +,,,`,,`,~,,,,,,,,,,,,,,,,,,,,,,,,,`,,` +,,,`,,`,~,,,,,,,,,,,,,,,,,,,,,,,,,`,,` +,,,`,,`,~,,,,,,,,,,,,,,,,,,,,,,,,,`,,` +,,,`,,`,~,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` ,,,`,,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,,` ,,,`,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,` ,,,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` @@ -1239,14 +1099,14 @@ t1(37x33) ,,,`,,`,Cf,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,~,~,~,~,~,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,,` ,,,`,,`,Cf,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,~,~,~,~,~,~,~,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,,` ,,,`,,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,~,~,~,~,~,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,,` -,,,`,,`,Cf,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,~,~,~,~,~,~,~,~,~,~,Cf,Cf,Cf,Cf,Cf,Cf,`,,` -,,,`,,`,Cf,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,~,~,~,~,~,`,Cf,Cf,~,Cf,Cf,Cf,Cf,Cf,Cf,`,,` -,,,`,,`,`,`,`,`,`,`,Cf,`,`,`,`,~,`,~,`,`,`,`,~,`,`,`,`,`,`,`,,` -,,,`,,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,Cf,~,~,~,~,~,~,~,`,,` -,,,`,,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,~,`,,` -,,,`,,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,~,`,,` -,,,`,,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,~,`,,` -,,,`,,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,~,`,,` +,,,`,,`,Cf,`,Cf,Cf,Cf,Cf,~,~,~,~,~,~,~,~,~,~,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,,` +,,,`,,`,Cf,`,Cf,Cf,Cf,Cf,~,Cf,Cf,`,~,~,~,~,~,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,,` +,,,`,,`,`,`,`,`,`,`,~,`,`,`,`,~,`,~,`,`,`,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,,` +,,,`,,`,~,~,~,~,~,~,~,Cf,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,,` +,,,`,,`,~,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,,` +,,,`,,`,~,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,,` +,,,`,,`,~,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,,` +,,,`,,`,~,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,,` ,,,`,,`,`,`,`,`,`,`,`,`,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,`,`,`,`,`,`,`,`,`,,` ,,,`,,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,Cf,,` ,,,`,`,`,`,`,`,`,`,`,`,`,`,Cf,Cf,Cf,Cf,Cf,Cf,Cf,`,`,`,`,`,`,`,`,`,`,`,` @@ -1275,7 +1135,7 @@ t1(37x33) ,,,`,,`,~,~,~,~,~,~,~,~,~,`,~,~,~,~,~,`,~,~,~,~,~,~,~,~,~,`,,` ,,,`,,`,~,`,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,`,,` ,,,`,,`,~,`,~,~,~,~,~,~,~,`,~,~,~,~,~,`,~,~,~,~,~,~,~,~,~,`,,` -,,,`,,`,`,`,`,`,`,`,~,`,`,`,`,~,`,~,`,`,`,`,~,`,`,`,`,`,`,`,,` +,,,`,,`,`,`,`,`,`,`,~,`,`,`,`,~,`,~,`,`,`,`,~,~,~,~,~,~,~,`,,` ,,,`,,`,~,~,~,~,~,~,~,~,`,~,~,~,~,~,~,~,`,~,~,~,~,~,~,~,~,`,,` ,,,`,,`,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,`,,` ,,,`,,`,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,`,,` @@ -1309,7 +1169,7 @@ t1(37x33) ,,,`,,`,~,~,~,~,~,~,~,~,~,`,~,~,~,~,~,`,~,~,~,~,~,~,~,~,~,`,,` ,,,`,,`,~,`,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,`,,` ,,,`,,`,~,`,~,~,~,~,~,~,~,`,~,~,~,~,~,`,~,~,~,~,~,~,~,~,~,`,,` -,,,`,,`,`,`,`,`,`,`,~,`,`,`,`,~,`,~,`,`,`,`,~,`,`,`,`,`,`,`,,` +,,,`,,`,`,`,`,`,`,`,~,`,`,`,`,~,`,~,`,`,`,`,~,~,~,~,~,~,~,`,,` ,,,`,,`,~,~,~,~,~,~,~,~,`,~,~,~,~,~,~,~,`,~,~,~,~,~,~,~,~,`,,` ,,,`,,`,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,`,,` ,,,`,,`,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,`,,` @@ -1321,10 +1181,10 @@ t1(37x33) -#build label(surface_corridor_gates) start(19; 19) hidden() gates for the longer trap hallways +#build label(surface_corridor_gates) start(19; 19) hidden() message(Remember to connect the levers to the new external trap gates.) gates for the longer trap hallways -,,,,gx,,,,,,,,,,,,,,,,,,,,,,,,,,,,gx +,,,,"gx{name=""Left trap gate""}",,,,,,,,,,,,,,,,,,,,,,,,,,,,"gx{name=""Right trap gate""}" ,,,`,gx,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,gx,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` @@ -1340,10 +1200,10 @@ t1(37x33) ,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,` ,,,`,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,`,Tl,`,`,`,Tl,`,,,,,,,,,,`,,` +,,,`,,`,,,,,,,,,,`,"Tl{name=""Left trap gate""}",`,`,`,"Tl{name=""Right trap gate""}",`,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` ,,,`,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,` +,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,,,,,,,`,,` ,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` @@ -1377,7 +1237,7 @@ t1(37x33) ,,,Cw,,`,,,,,,,,,,`,~,`,`,`,~,`,,,,,,,,,,`,,Cw ,,,Cw,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,Cw ,,,Cw,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,Cw -,,,Cw,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,Cw +,,,Cw,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,,,,,,,`,,Cw ,,,Cw,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,Cw ,,,Cw,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,Cw ,,,Cw,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,Cw @@ -1411,7 +1271,7 @@ t1(37x33) ,,,`,Cf,`,~,~,~,~,~,~,~,~,~,`,~,~,~,~,~,`,~,~,~,~,~,~,~,~,~,`,Cf,` ,,,`,Cf,`,~,`,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,`,Cf,` ,,,`,Cf,`,~,`,~,~,~,~,~,~,~,`,~,~,~,~,~,`,~,~,~,~,~,~,~,~,~,`,Cf,` -,,,`,Cf,`,`,`,`,`,`,`,~,`,`,`,`,~,`,~,`,`,`,`,~,`,`,`,`,`,`,`,Cf,` +,,,`,Cf,`,`,`,`,`,`,`,~,`,`,`,`,~,`,~,`,`,`,`,~,~,~,~,~,~,~,`,Cf,` ,,,`,Cf,`,~,~,~,~,~,~,~,~,`,~,~,~,~,~,~,~,`,~,~,~,~,~,~,~,~,`,Cf,` ,,,`,Cf,`,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,`,Cf,` ,,,`,Cf,`,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,~,`,Cf,` @@ -1426,8 +1286,8 @@ t1(37x33) #build label(surface_corridor_traps) start(19; 19) hidden() traps for the longer trap hallways -,,,,~,,,,,,,,,,,,,,,,,,,,,,,,,,,,~ -,,,`,~,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,~,` +,,Tc,Tc,~,,,,,,,,,,,,,,,,,,,,,,,,,,,,~,Tc,Tc +,,Tc,`,~,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,~,`,Tc ,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,` ,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,` ,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,` @@ -1445,7 +1305,7 @@ t1(37x33) ,,,`,Tc,`,,,,,,,,,,`,~,`,`,`,~,`,,,,,,,,,,`,Tc,` ,,,`,Tc,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,Tc,` ,,,`,Tc,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,Tc,` -,,,`,Tc,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,Tc,` +,,,`,Tc,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,,,,,,,`,Tc,` ,,,`,Tc,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,Tc,` ,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,` ,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,` @@ -1453,42 +1313,8 @@ t1(37x33) ,,,`,Tc,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,Tc,` ,,,`,Tc,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,Tc,` ,,,`,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,` -,,,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` - - - -#query label(surface_query_corridor) start(19; 19) hidden() (Remember to connect the levers to the new external trap gates.) configure barracks and name outer levers/gates - - - -,,,`,"{givename name=""left trap gate""}",`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,"{givename name=""right trap gate""}",` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,`,"{givename name=""left trap gate""}",`,`,`,"{givename name=""right trap gate""}",`,,,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` -,,,`,,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,` -,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` -,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` -,,,`,,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,,` -,,,`,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,` -,,,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` - +,,Tc,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,Tc +,,Tc,Tc,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,Tc,Tc #notes label(farming_help) @@ -1497,7 +1323,7 @@ Screenshot: https://drive.google.com/file/d/1fBC3G5Y888l4tVe5REAyAd_zeojADVme "" Features: - Pairs with the surface blueprints for vents that prevent miasma -- Farm plots (intended to be managed by DFHack autofarm) +- Farm plots (can be managed by DFHack autofarm) - Plentiful food storage - Refuse/corpse quantum stockpile - Small dormitory and dining room for post-embark needs @@ -1514,25 +1340,21 @@ Workshops: - Screw Press "" Manual steps you have to take: -- Check to make sure the lower office is assigned to your manager and assign the upper office to your bookkeeper (if different from your manager) "- Assign a minecart to your refuse quantum stockpile hauling route (you can run ""assign-minecarts all"" at the DFHack prompt to do this)" -"- If the industry level is already built, configure the jugs, pots, and bags stockpiles to take from the ""Goods"" quantum stockpile (the one on the left) on the industry level" "" Farming Walkthrough: "1) Wait until you have channeled the miasma vents and cleared trees on the surface before digging out the farming level on the z-level below the surface, otherwise you will end up with extra ramps on the farming level and unprotected holes through the surface when you later chop down trees growing above empty space." "" -"2) Start digging with /farming1 and get started on manufacturing furniture by running ""quickfort orders"" on /farming2 and /farming3." +"2) Start digging with /farming1 and get started on manufacturing furniture by running ""quickfort orders"" on /farming2" "" -"3) Once the level is dug out, run /farming2 to build workshops, stockpiles, and the furniture we need to anchor the rooms. Remember to assign a minecart to the newly-designated quantum refuse dump. There are also jugs, pots, and bags stockpiles on this level that should be configured to ""take"" from the industry level stockpile once we get the industry level built." +"3) Once the level is dug out, run /farming2 to designate zones, build workshops and stockpiles, and place furniture. Remember to assign a minecart to the newly-designated quantum refuse dump." "" -"4) When the furniture is in place, run /farming3 to designate your starter dining room and dormitory and build the farm plots and remaining furniture. The blueprint also attempts to assign the lower office to your manager, but double-check this assignment in case your dwarves are in an unexpected order." +"4) Once your fort has enough free time to build the remaining doors, run /farming3. Run ""quickfort orders"" for /farming3." "" -"5) Once your fort has enough free time to build the remaining doors, run /farming4. This will also enable seasonal fertilization for your farm plots. Run ""quickfort orders"" for /farming4." -"" -"6) You can disassemble the dining room and dormitory once the services and apartments levels are up and running, if you like." +"5) You can disassemble the dining room and dormitory once the services and apartments levels are up and running, if you like." "#dig label(farming1) start(16; 18; central stairs) message(Once the area is dug out, continue with /farming2.)" -# this level is dug at priority 2 since it is dug in soil. it's worth the miner's time to stop digging the industry level and -# quickly dig out this one. +# this level is dug at priority 2 since it is dug in soil. it's worth the miner's time to +# stop digging the industry level and quickly dig out this one. ,,,,,,,,,2,2,2,,2,2,2,2,2,,2,2,2,2 ,,,,,,,,,2,2,2,,2,2,2,2,2,,2,2,2,2 ,,,,,,,,,2,2,2,,2,2,2,2,2,,2,2,2,2 @@ -1563,35 +1385,29 @@ Farming Walkthrough: "#meta label(farming2) start(central stairs) message(Remember to enqueue manager orders for this blueprint. Once furniture has been placed, continue with /farming3.) workshops, stockpiles, and important furniture" -build/farming_build +zone/farming_zone place/farming_place +build/farming_build traffic/farming_traffic -query_stockpiles/farming_query_stockpiles -link_stockpiles/farming_link -"" -#meta label(farming3) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) configure rooms and build farm plots and more furniture -query_rooms/farming_rooms -build2/farming_build2 "" -#meta label(farming4) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) configure farm plots and build remaining furniture -query_plots/farming_query_plots -build3/farming_build3 -#build label(farming_build) start(16; 18) hidden() workshops and important furniture +#meta label(farming3) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) build remaining doors +doors/farming_doors +#zone label(farming_zone) start(16; 18) hidden() rooms -,,,,,,,,,`,`,`,,`,`,`,`,`,,`,`,`,` -,,,,,,,,,c,t,`,,`,`,`,`,`,,`,`,`,` -,,,,,,,,,`,`,`,,`,`,`,`,`,,`,`,t,c +,,,,,,,,,T{pets=true}(1x1),`,`,,`,`,`,`,`,,"h{name=""Starter dining hall""}(4x6)",,,` +,,,,,,,,,T{pets=true}(1x1),`,`,,`,`,`,`,`,,`,`,`,` +,,,,,,,,,T{pets=true}(1x1),`,`,,`,`,`,`,`,,`,`,`,` ,,,,,,,,,,,`,,`,`,`,`,`,,`,`,`,` -,,,,,,,`,`,`,,`,,`,`,`,`,`,,`,`,`,` -,,,,,,,c,t,`,`,`,,`,`,`,`,`,,`,`,`,` -,,,,,,,`,`,`,,`,,`,`,`,`,`,,` -,,,,,,,,,,,`,,`,`,`,`,`,,`,,`,`,b +,,,,,,,"o{name=""Manager's office"" assigned_unit=manager}(3x1)",,`,,`,,`,`,`,`,`,,`,`,`,` +,,,,,,,`,`,`,`,`,,`,`,`,`,`,,`,`,`,` +,,,,,,,"o{name=""Bookkeeper's office"" assigned_unit=bookkeeper}(3x1)",,`,,`,,`,`,`,`,`,,` +,,,,,,,,,,,`,,`,`,`,`,`,,`,,"D{name=""Starter dormitory""}(3x3)",,` ,,,,,,`,`,`,`,,`,,`,`,`,`,`,,`,`,`,`,` -,,,,,,`,wl,`,`,,`,,`,`,`,`,`,,`,,`,`,` +,,,,,,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,` ,,,`,`,,`,`,`,`,,`,,`,`,`,`,`,,` -,,wq,`,`,,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,,`,`,` -,,wp,`,`,`,`,ww,`,`,`,`,,,`,,`,,,`,`,`,wu,`,`,`,wz,` +,,`,`,`,,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,,`,`,` +,,`,`,`,`,`,`,`,`,`,`,,,`,,`,,,`,`,`,`,`,`,`,`,` ,,,`,`,,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,`,`,,`,`,` ,,,,`,,,`,,,,,,`,`,`,`,`,,,,,`,,,,` ,,`,`,`,`,`,`,`,`,`,`,,`,`,~,`,`,,`,`,`,`,`,`,`,`,`,` @@ -1602,40 +1418,71 @@ build3/farming_build3 ,,`,`,`,`,`,`,`,`,,`,`,,,`,,,`,`,,`,`,`,`,`,`,`,` ,,`,`,`,`,`,`,`,,,`,`,,`,`,`,,`,`,,,`,`,`,`,`,`,` ,,`,`,`,`,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,`,wh,`,,`,`,`,,`,wn,`,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,`,`,`,,,trackstopS,,,`,`,`,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,`,`,`,,,`,,,`,`,`,,`,`,`,`,`,`,` ,,,,,,,,,,,,,,,` -#place label(farming_place) start(16; 18) hidden() stockpiles +"#place label(farming_place) start(16; 18) hidden() message(remember to assign a minecart to the refuse quantum stockpile (run ""assign-minecarts all"")" -,,,,,,,,,`,`,`,,`,`,`,f10(1x9),b(1x12),,f(4x2),,,` +,,,,,,,,,`,`,`,,`,`,`,"c{name=""Seeds"" barrels=10 links_only=true take_from=""Starting food""}:+seeds(1x9)","c{name=""Potash""}:+potash(1x12)",,"c{name=""booze"" barrels=-1 take_from=""Starting food""}:+booze(4x2)",,,` ,,,,,,,,,`,`,`,,`,`,`,`,`,,`,`,`,` ,,,,,,,,,`,`,`,,`,`,`,`,`,,`,`,`,` ,,,,,,,,,,,`,,`,`,`,`,`,,`,`,`,` -,,,,,,,`,`,`,,`,,`,`,`,`,`,,`,f(3x2),,` +,,,,,,,`,`,`,,`,,`,`,`,`,`,,`,"c{name=""Prepared food"" take_from=""Starting food""}:+preparedmeals(3x2)",,` ,,,,,,,`,`,`,`,`,,`,`,`,`,`,,`,`,`,` ,,,,,,,`,`,`,,`,,`,`,`,`,`,,` ,,,,,,,,,,,`,,`,`,`,`,`,,`,,`,`,` -,,,,,,`,`,`,u,,`,,`,`,`,`,`,,`,`,`,`,` -,,,,,,`,`,`,u,,`,,f(4x3),,,`,`,,`,,`,`,` -,,,u,u,,`,`,`,u,,`,,`,`,`,`,`,,` -,,`,u,u,,`,`,`,u,,`,,`,`,`,`,`,,`,,`,`,`,,`,`,` -,,`,g,g,`,`,`,`,u,`,`,,,`,,`,,,`,`,`,`,`,`,`,`,` -,,,g,g,,`,`,`,u,,`,`,`,`,`,`,`,`,`,,`,`,`,,`,`,` +,,,,,,`,`,`,"u{name=""Pots"" take_from=""Starting misc""}:-cat_furniture/type+pots(1x4)",,`,,`,`,`,`,`,,`,`,`,`,` +,,,,,,`,`,`,~,,`,,"c{name=""Seeds feeder"" give_to=""Seeds"" take_from=""Starting food""}:+seeds(4x3)",,,,`,,`,,`,`,` +,,,"u{name=""Bags"" take_from=""Starting misc""}:-cat_furniture/type+bags(2x2)",~,,`,`,`,~,,`,,`,`,`,`,`,,` +,,`,~,~,,`,`,`,~,,`,,`,`,`,`,`,,`,,`,`,`,,`,`,` +,,`,"c{name=""Jugs"" take_from=""Starting misc""}:+cat_finished_goods/core,total+woodtools(2x2)",~,`,`,`,`,"u{name=""Barrels"" take_from=""Starting misc,Starting food""}:-cat_furniture/type+barrels(1x2)",`,`,,,`,,`,,,`,`,`,`,`,`,`,`,` +,,,~,~,,`,`,`,~,,`,`,`,`,`,`,`,`,`,,`,`,`,,`,`,` +,,,,`,,,`,,,,,,`,`,`,`,`,,,,,`,,,,` +,,"c{name=""Plants"" barrels=-1 take_from=""Starting food""}:+plants",c,c,c,c,c,c,c,c,c,,`,`,~,`,`,,"c{name=""Cookable food"" barrels=-1 take_from=""Starting food""}:+cat_food/meat/,fish/prepared/,egg/,cheese/,leaves/,powder/,glob/,liquid/plant/,paste/,pressed/,milk,royal_jelly-dye-cat_food/tallow,thread,liquid/misc/",c,c,c,c,c,c,c,c,c +,,c,c,c,c,c,c,c,c,c,c,`,`,`,`,`,`,`,c,c,c,c,c,c,c,c,c,c +,,c,c,c,c,c,c,c,c,c,c,,`,`,`,`,`,,c,c,c,c,c,c,c,c,c,c +,,c,c,c,c,c,c,c,c,c,,,,`,,`,,,,c,c,c,c,c,c,c,c,c +,,c,c,c,c,c,c,c,c,,,c,`,`,`,`,`,c,,,c,c,c,c,c,c,c,c +,,c,c,c,c,c,c,c,c,,"c{name=""Unprepared fish"" take_from=""Starting food""}:+unpreparedfish",c,,,`,,,"c{name=""Rawhides"" take_from=""Starting cloth/trash""}:+rawhides",c,,c,c,c,c,c,c,c,c +,,c,c,c,c,c,c,c,,,c,c,,"c{name=""Refuse feeder"" give_to=""Rawhides"" take_from=""Starting cloth/trash""}:+cat_refuse/type(1x3)","y{name=""Corpse feeder"" take_from=""Starting cloth/trash""}:+cat_refuse/corpses,bodyparts(2x3)",~,,c,c,,,c,c,c,c,c,c,c +,,c,c,c,c,c,c,c,,`,`,`,,~,~,~,,`,`,`,,c,c,c,c,c,c,c +,,c,c,c,c,c,c,c,,`,`,`,,~,~,~,,`,`,`,,c,c,c,c,c,c,c +,,c,c,c,c,c,c,c,,`,`,`,,,`,,,`,`,`,,c,c,c,c,c,c,c +,,,,,,,,,,,,,,,"ry{name=""Refuse/corpse quantum"" give_to=""Rawhides"" quantum=true}" + + +#build label(farming_build) start(16; 18) hidden() workshops and important furniture + + +,,,,,,,,,n,`,`,,p{seasonal_fertilize=true}(3x1),,,`,`,,`,`,`,` +,,,,,,,,,n,`,`,,p{seasonal_fertilize=true}(3x1),,,`,`,,`,`,`,` +,,,,,,,,,n,`,`,,p{seasonal_fertilize=true}(3x1),,,`,`,,c,t,t,c +,,,,,,,,,,,`,,p{seasonal_fertilize=true}(3x1),,,`,`,,c,t,t,c +,,,,,,,t,c,`,,`,,p{seasonal_fertilize=true}(3x1),,,`,`,,`,`,`,` +,,,,,,,`,`,`,`,`,,p{seasonal_fertilize=true}(3x1),,,`,`,,`,`,`,` +,,,,,,,t,c,`,,`,,p{seasonal_fertilize=true}(3x1),,,`,`,,` +,,,,,,,,,,,`,,p{seasonal_fertilize=true}(3x1),,,`,`,,`,,b,b,b +,,,,,,`,`,`,`,,`,,p{seasonal_fertilize=true}(3x1),,,`,`,,`,`,`,`,h +,,,,,,`,wl,`,`,,`,,`,`,`,`,`,,`,,b,b,b +,,,`,`,,`,`,`,`,,`,,`,`,`,`,`,,` +,,wq,`,`,,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,,`,`,` +,,wp,`,`,`,`,ww,`,`,`,`,,,`,,`,,,`,`,`,wu,`,`,`,wz,` +,,,`,`,,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,`,`,,`,`,` ,,,,`,,,`,,,,,,`,`,`,`,`,,,,,`,,,,` -,,f,f,f,f,f,f,f,f,f,f,,`,`,~,`,`,,f,f,f,f,f,f,f,f,f,f -,,f,f,f,f,f,f,f,f,f,f,`,`,`,`,`,`,`,f,f,f,f,f,f,f,f,f,f -,,f,f,f,f,f,f,f,f,f,f,,`,`,`,`,`,,f,f,f,f,f,f,f,f,f,f -,,f,f,f,f,f,f,f,f,f,,,,`,,`,,,,f,f,f,f,f,f,f,f,f -,,f,f,f,f,f,f,f,f,,,f,`,`,`,`,`,r,,,f,f,f,f,f,f,f,f -,,f,f,f,f,f,f,f,f,,f,f,,,`,,,r,r,,f,f,f,f,f,f,f,f -,,f,f,f,f,f,f,f,,,f,f,,r(2x3),,ry2(1x3),,r,r,,,f,f,f,f,f,f,f -,,f,f,f,f,f,f,f,,`,`,`,,`,`,`,,`,`,`,,f,f,f,f,f,f,f -,,f,f,f,f,f,f,f,,`,`,`,,`,`,`,,`,`,`,,f,f,f,f,f,f,f -,,f,f,f,f,f,f,f,,`,`,`,,,`,,,`,`,`,,f,f,f,f,f,f,f -,,,,,,,,,,,,,,,ry +,,`,`,`,`,`,`,`,`,`,`,,`,`,~,`,`,,`,`,`,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,`,`,,,,`,,`,,,,`,`,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,`,,,`,d,`,`,`,d,`,,,`,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,`,,`,`,,,d,,,`,`,,`,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,,`,`,,`,`,`,,`,`,,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,`,wh,`,,`,`,`,,`,wn,`,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,`,`,`,,,"trackstopS{name=""Refuse/corpse dumper"" take_from=""Refuse feeder,Corpse feeder"" route=""Refuse/corpse quantum""}",,,`,`,`,,`,`,`,`,`,`,` +,,,,,,,,,,,,,,,` #dig label(farming_traffic) start(16; 18) hidden() keep hungry dwarves away from the crops and food stores so they prefer the prepared meals @@ -1652,181 +1499,24 @@ build3/farming_build3 ,,,,,,ol,ol,ol,ol,,ol,,or,or,or,or,or,,ol,ol,ol,ol,ol ,,,,,,ol,ol,ol,ol,,ol,,or,or,or,or,or,,ol,,ol,ol,ol ,,,ol,ol,,ol,ol,ol,ol,,ol,,or,or,or,or,or,,ol -,,ol,ol,ol,,ol,ol,ol,ol,,ol,,or,or,or,or,or,,ol,,ol,ol,ol,,ol,ol,ol -,,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,,,or,,or,,,ol,ol,ol,ol,ol,ol,ol,ol,ol -,,,ol,ol,,ol,ol,ol,ol,,ol,ol,ol,ol,ol,ol,ol,ol,ol,,ol,ol,ol,,ol,ol,ol +,,ol,ol,ol,,ol,ol,ol,ol,,ol,,or,or,or,or,or,,ol,,or,or,or,,or,or,or +,,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,,,or,,or,,,ol,or,or,or,or,ol,or,or,or +,,,ol,ol,,ol,ol,ol,ol,,ol,ol,ol,ol,ol,ol,ol,ol,ol,,or,or,or,,or,or,or ,,,,or,,,or,,,,,,ol,`,`,`,ol,,,,,or,,,,or ,,or,or,or,or,or,or,or,or,or,or,,ol,`,~,`,ol,,or,or,or,or,or,or,or,or,or,or ,,or,or,or,or,or,or,or,or,or,or,or,ol,`,`,`,ol,or,or,or,or,or,or,or,or,or,or,or ,,or,or,or,or,or,or,or,or,or,or,,ol,ol,ol,ol,ol,,or,or,or,or,or,or,or,or,or,or -,,or,or,or,or,or,or,or,or,or,,,,ol,,ol,,,,or,or,or,or,or,or,or,or,or -,,or,or,or,or,or,or,or,or,,,ol,ol,ol,ol,ol,ol,ol,,,or,or,or,or,or,or,or,or -,,or,or,or,or,or,or,or,or,,ol,ol,,,ol,,,ol,ol,,or,or,or,or,or,or,or,or -,,or,or,or,or,or,or,or,,,ol,ol,,ol,ol,ol,,ol,ol,,,or,or,or,or,or,or,or -,,or,or,or,or,or,or,or,,ol,ol,ol,,ol,ol,ol,,ol,ol,ol,,or,or,or,or,or,or,or -,,or,or,or,or,or,or,or,,ol,ol,ol,,ol,ol,ol,,ol,ol,ol,,or,or,or,or,or,or,or -,,or,or,or,or,or,or,or,,ol,ol,ol,,,ol,,,ol,ol,ol,,or,or,or,or,or,or,or -,,,,,,,,,,,,,,,ol - +,,or,or,or,or,or,or,or,or,or,,,,or,,or,,,,or,or,or,or,or,or,or,or,or +,,or,or,or,or,or,or,or,or,,,or,or,or,or,or,or,or,,,or,or,or,or,or,or,or,or +,,or,or,or,or,or,or,or,or,,or,or,,,or,,,or,or,,or,or,or,or,or,or,or,or +,,or,or,or,or,or,or,or,,,or,or,,or,or,or,,or,or,,,or,or,or,or,or,or,or +,,or,or,or,or,or,or,or,,or,or,or,,or,or,or,,or,or,or,,or,or,or,or,or,or,or +,,or,or,or,or,or,or,or,,or,or,or,,or,or,or,,or,or,or,,or,or,or,or,or,or,or +,,or,or,or,or,or,or,or,,or,or,or,,,or,,,or,or,or,,or,or,or,or,or,or,or +,,,,,,,,,,,,,,,or -"#query label(farming_query_stockpiles) start(16; 18) hidden() message(remember to: -- assign a minecart to the refuse quantum stockpile (run ""assign-minecarts all"") -- if the industry level is already built, configure the jugs, pots, and bags stockpiles to take from the ""Goods"" quantum stockpile on the industry level) config stockpiles" - -,,,,,,,,,`,`,`,,`,`,`,seeds,potash,,booze,,,` -,,,,,,,,,`,`,`,,`,`,`,linksonly,nocontainers,,"{givename name=""booze""}",`,`,` -,,,,,,,,,`,`,`,,`,`,`,"{givename name=""seeds""}","{givename name=""potash""}",,`,`,`,` -,,,,,,,,,,,`,,`,`,`,`,`,,`,`,`,` -,,,,,,,`,`,`,,`,,`,`,`,`,`,,`,preparedfood -,,,,,,,`,`,`,`,`,,`,`,`,`,`,,`,"{givename name=""prepared food""}",`,` -,,,,,,,`,`,`,,`,,`,`,`,`,`,,` -,,,,,,,,,,,`,,`,`,`,`,`,,`,,`,`,` -,,,,,,`,`,`,pots,,`,,`,`,`,`,`,,`,`,`,`,` -,,,,,,`,`,`,"{givename name=""pots""}",,`,,seeds,nocontainers,"{givename name=""seeds feeder""}",give2up,`,,`,,`,`,` -,,,bags,,,`,`,`,`,,`,,`,`,`,`,`,,` -,,`,nocontainers,"{givename name=""bags""}",,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,,`,`,` -,,`,woodentools,,`,`,`,`,`,`,`,,,`,,`,,,`,`,`,`,`,`,`,`,` -,,,nocontainers,"{givename name=""jugs""}",,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,`,`,,`,`,` -,,,,`,,,`,,,,,,`,`,`,`,`,,,,,`,,,,` -,,plants,,,`,`,`,`,`,`,`,,`,`,~,`,`,,`,`,`,,,,,,,"{givename name=""cookable food""}" -,,`,,,,"{givename name=""plants""}",`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,forbidplants,,,,,`,` -,,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,,`,`,`,forbidtallow,,,,,`,` -,,`,`,`,`,`,`,`,`,`,,,,`,,`,,,,`,`,forbiddye,,,,`,`,` -,,`,`,`,`,`,`,`,`,,,unpreparedfish,,,,,,rawhides,,,`,forbidunpreparedfish,,,,,,` -,,`,`,`,`,`,`,`,`,,`,nocontainers,,,`,,,"{givename name=""rawhides""}",`,,`,forbidmiscliquid,,,,,,` -,,`,`,`,`,`,`,`,,,`,"{givename name=""unprepared fish""}",,forbidcraftrefuse,"{givename name=""refuse feeder""}",corpses,,t{Left 3}{Down 4}&,`,,,forbidpreparedfood,,,,,,` -,,`,`,`,`,`,`,`,,`,`,`,,forbidcorpses,"{give move=""{Right 3}{Up}""}","{givename name=""corpse feeder""}",,`,`,`,,forbidbooze,,,,,`,` -,,`,`,`,`,`,`,`,,`,`,`,,`,`,`,,`,`,`,,forbidseeds,,,,,`,` -,,`,`,`,`,`,`,`,,`,`,`,,,"{quantumstop name=""Refuse/Corpse quantum"" sp_links=""{sp_link move={Up} move_back={Down}}{sp_link move=""""{Right}{Up}"""" move_back=""""{Down}{Left}""""}""}{givename name=""refuse/corpse dumper""}",,,`,`,`,,forbidwax,,,,`,`,` -,,,,,,,,,,,,,,,"{quantum name=""refuse/corpse quantum""}" - - -#query label(farming_link) start(16; 18) hidden() set farming stockpiles to take from starting surface stockpiles - - -,,,,,,,,,`,`,`,,`,`,`,t{Down 6}{Left 10}<&,`,,t{Down 6}{Left 13}<&,`,`,` -,,,,,,,,,`,`,`,,`,`,`,`,`,,`,`,`,` -,,,,,,,,,`,`,`,,`,`,`,`,`,,`,`,`,` -,,,,,,,,,,,`,,`,`,`,`,`,,`,`,`,` -,,,,,,,`,`,`,,`,,`,`,`,`,`,,`,t{Down 2}{Left 14}<&,`,` -,,,,,,,`,`,`,`,`,,`,`,`,`,`,,`,`,`,` -,,,,,,,`,`,`,,`,,`,`,`,`,`,,` -,,,,,,,,,,,`,,`,`,`,`,`,,`,,`,`,` -,,,,,,`,`,`,t{Up 2}{Right 11}<&,,`,,`,`,`,`,`,,`,`,`,`,` -,,,,,,`,`,`,`,,`,,t{Up 3}{Left 7}<&,`,`,`,`,,`,,`,`,` -,,,t{Up 4}{Right 17}<&,`,,`,`,`,`,,`,,`,`,`,`,`,,` -,,`,`,`,,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,,`,`,` -,,`,t{Up 6}{Right 17}<&,`,`,`,`,`,`,`,`,,,`,,`,,,`,`,`,`,`,`,`,`,` -,,,`,`,,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,`,`,,`,`,` -,,,,`,,,`,,,,,,`,`,`,`,`,,,,,`,,,,` -,,t{Up 9}{Right 4}<&,`,`,`,`,`,`,`,`,`,,`,`,~,`,`,,t{Up 9}{Left 13}<&,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,`,,,,`,,`,,,,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,,,t{Up 13}{Left 6}<&,`,`,`,`,`,`,,,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,,`,`,,,`,,,`,`,,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,,`,`,,t{Up 15}{Right 10}<&,`,`,,`,`,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,`,`,`,,,`,,,`,`,`,,`,`,`,`,`,`,` -,,,,,,,,,,,,,,,` - - -#query label(farming_rooms) start(16; 18) hidden() message(Check to ensure the lower office got assigned to your manager and assign the upper office to your bookkeeper (if different from your manager).) configure rooms - - -,,,,,,,,,`,`,`,,`,`,`,`,`,,`,`,`,` -,,,,,,,,,r&a+&,,,,`,`,`,`,`,,`,`,`,` -,,,,,,,,,`,`,`,,`,`,`,`,`,,`,`,r+&h -,,,,,,,,,,,`,,`,`,`,`,`,,`,`,`,` -,,,,,,,`,`,`,,`,,`,`,`,`,`,,`,`,`,` -,,,,,,,r&a+&,,,`,`,,`,`,`,`,`,,`,`,`,` -,,,,,,,`,`,`,,`,,`,`,`,`,`,,` -,,,,,,,,,,,`,,`,`,`,`,`,,`,,`,`,r&d -,,,,,,`,`,`,`,,`,,`,`,`,`,`,,`,`,`,`,` -,,,,,,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,` -,,,`,`,,`,`,`,`,,`,,`,`,`,`,`,,` -,,`,`,`,,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,,`,`,` -,,`,`,`,`,`,`,`,`,`,`,,,`,,`,,,`,`,`,`,`,`,`,`,` -,,,`,`,,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,`,`,,`,`,` -,,,,`,,,`,,,,,,`,`,`,`,`,,,,,`,,,,` -,,`,`,`,`,`,`,`,`,`,`,,`,`,~,`,`,,`,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,`,,,,`,,`,,,,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,,`,`,,,`,,,`,`,,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,,`,`,,`,`,`,,`,`,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,`,`,`,,,`,,,`,`,`,,`,`,`,`,`,`,` -,,,,,,,,,,,,,,,` - - -"#build label(farming_build2) start(16; 18) hidden() farm plots, remaining furniture, and important doors" - - -,,,,,,,,,`,`,`,,p(3x1),,,`,`,,`,`,`,` -,,,,,,,,,`,`,`,,p(3x1),,,`,`,,`,`,`,` -,,,,,,,,,`,`,`,,p(3x1),,,`,`,,c,t,~,~ -,,,,,,,,,,,`,,p(3x1),,,`,`,,c,t,t,c -,,,,,,,`,`,`,,`,,p(3x1),,,`,`,,`,`,`,` -,,,,,,,`,`,`,`,`,,p(3x1),,,`,`,,`,`,`,` -,,,,,,,`,`,`,,`,,p(3x1),,,`,`,,` -,,,,,,,,,,,`,,p(3x1),,,`,`,,`,,b,b,~ -,,,,,,`,`,`,`,,`,,p(3x1),,,`,`,,`,`,`,`,h -,,,,,,`,`,`,`,,`,,`,`,`,`,`,,`,,b,b,b -,,,`,`,,`,`,`,`,,`,,`,`,`,`,`,,` -,,`,`,`,,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,,`,`,` -,,`,`,`,`,`,`,`,`,`,`,,,`,,`,,,`,`,`,`,`,`,`,`,` -,,,`,`,,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,`,`,,`,`,` -,,,,`,,,`,,,,,,`,`,`,`,`,,,,,`,,,,` -,,`,`,`,`,`,`,`,`,`,`,,`,`,~,`,`,,`,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,`,,,,`,,`,,,,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,,,`,d,`,`,`,d,`,,,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,,`,`,,,d,,,`,`,,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,,`,`,,`,`,`,,`,`,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,`,`,`,,,`,,,`,`,`,,`,`,`,`,`,`,` -,,,,,,,,,,,,,,,` - - -#query label(farming_query_plots) start(16; 18) hidden() configure farm plots for seasonal fertilization - - -,,,,,,,,,`,`,`,,s,`,`,`,`,,`,`,`,` -,,,,,,,,,`,`,`,,s,`,`,`,`,,`,`,`,` -,,,,,,,,,`,`,`,,s,`,`,`,`,,`,`,`,` -,,,,,,,,,,,`,,s,`,`,`,`,,`,`,`,` -,,,,,,,`,`,`,,`,,s,`,`,`,`,,`,`,`,` -,,,,,,,`,`,`,`,`,,s,`,`,`,`,,`,`,`,` -,,,,,,,`,`,`,,`,,s,`,`,`,`,,` -,,,,,,,,,,,`,,s,`,`,`,`,,`,,`,`,` -,,,,,,`,`,`,`,,`,,s,`,`,`,`,,`,`,`,`,` -,,,,,,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,` -,,,`,`,,`,`,`,`,,`,,`,`,`,`,`,,` -,,`,`,`,,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,,`,`,` -,,`,`,`,`,`,`,`,`,`,`,,,`,,`,,,`,`,`,`,`,`,`,`,` -,,,`,`,,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,`,`,,`,`,` -,,,,`,,,`,,,,,,`,`,`,`,`,,,,,`,,,,` -,,`,`,`,`,`,`,`,`,`,`,,`,`,~,`,`,,`,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,`,,,,`,,`,,,,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,,`,`,,,`,,,`,`,,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,,`,`,,`,`,`,,`,`,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,`,`,`,,,`,,,`,`,`,,`,`,`,`,`,`,` -,,,,,,,,,,,,,,,` - - -#build label(farming_build3) start(16; 18) hidden() remaining doors +#build label(farming_doors) start(16; 18) hidden() remaining doors ,,,,,,,,,`,`,`,,`,`,`,`,`,,`,`,`,` @@ -1862,18 +1552,18 @@ Sets up workshops for all non-farming industries Screenshot: https://drive.google.com/file/d/1emMaHHCaUPcdRbkLQqvr-0ZCs2tdM5X7 "" Features: -- Space-efficient layout for all workshops +- Compact layout that covers all workshops - Manager orders that automate basic fortress maintenance "- Space available underneath the forge and smelters for magma, allowing the starting forge and smelters to be eventually replaced by magma versions." - Quantum stockpiles for compact storage with separate stockpiles for: - A reserve of uncut gems for strange moods that the jeweler's workshop cannot take from -"- Wood, steel bars, and coal so you can see at a glance if you're low on stock" -- Items that cannot be quantum stockpiled (e.g. lye and sand bags) +"- Wood, iron bars, steel bars, flux, and coal so you can see at a glance if you're low on stock" +"- Items that cannot be quantum stockpiled (e.g. lye, dye, and sand bags)" - Meltable weapons and armor "" Workshops: -- 2x Mason +- 2x Stonecutter - 4x Craftsdwarf - 1x Jeweler - 1x Mechanic @@ -1890,33 +1580,29 @@ Workshops: - 1x Dyer - 1x Loom - 1x Clothier - "" Manual steps you have to take: -- Assign minecarts to your quantum stockpile hauling routes -"- Give from the ""Goods"" quantum stockpile to the jugs, pots, and bags stockpiles on the farming level" +- Assign minecarts to your quantum stockpile hauling routes. "" Optional manual steps you can take: -- Restrict the Mechanic's workshop to only allow skilled workers so unskilled trap-resetters won't be tasked to build mechanisms. -"- Restrict the Craftsdwarf's workshops to only allow labors that take from the adjacent stockpiles. That is, only allow Woodcrafting for the Craftsdwarf's workshop on the left near the wood stockpile, Stonecrafting and Strand Extraction for the Craftsdwarf's workshop near the Mason's workshops, and Bonecrafting for one of the Craftsdwarf's workshop near the Clothier's workshop. The last Craftdwarf's workshop can hold all the remaining labors, or it can be a secondary workshop for a labor that you want more dwarves working on." "- To encourage your masons to concentrate on building blocks and other high-volume orders, it helps to set one of your Mason's workshops to service a maximum of 2 manager orders at a time." "- Once you have enough haulers, you can increase the rate of stone and ore hauling jobs by building more wheelbarrows and adding them to the stone and ore feeder stockpiles." -"- If desired, set one or both stockpiles in the bottom left to auto-melt. This results in melting all weapons and armor that are inferior to masterwork. This is great for upgrading your military, but it takes a *lot* of fuel unless you have first replaced the forge and smelters with magma versions. If you enable automelt and you don't have magma forges and magma smelters, be sure to be in a heavily forested area, enable auto-chop, and keep your coal stocks high." +"- If desired, set one or both stockpiles in the bottom left to auto-melt. This results in melting all weapons and armor that are inferior to masterwork. This is great for upgrading your military, but it takes a *lot* of fuel unless you have first replaced the forge and smelters with magma versions. If you enable automelt and you don't have magma forges and magma smelters, be sure to be in a heavily forested area, set up autochop, and keep your coal stocks high." "" Industry Walkthrough: -"1) Start digging out /industry1 as soon as you find a stone layer at least two layers beneath the surface so the boulders can be used by your starting workshops. The services level is intended to be dug beneath this one, and there is space on that level to route magma underneath your furnaces so you can replace the furnaces on this level with magma-powered equivalents." +"1) Start digging out /industry1 as soon as you find a non-aquifer stone layer at least two layers beneath the surface so the boulders can be used by your starting workshops. The services level is intended to be dug beneath this one, and there is space on that level to route magma underneath your furnaces so you can replace the furnaces on this level with magma-powered equivalents." "" -"2) Queue up manufacturing by running ""quickfort orders"" on /industry2. You brought an anvil with you (right??), so you can remove the unneeded anvil work order from the manager orders screen (j-m). Note that stockpiles that accept containers may claim the barrels you need to build the Dyer's Workshop and Ashery. If you see those two buildings not being constructed, build a few extra barrels or run combine-plants and combine-drinks to free up some existing ones." +"2) Queue up manufacturing by running ""quickfort orders"" on /industry2. You brought an anvil with you (right??), so you can remove the unneeded anvil work order from the manager orders screen. Note that stockpiles that accept containers may claim the barrels you need to build the Dyer's Workshop and Ashery. If you see those two buildings not being constructed, build a few extra barrels or run combine all to free up some existing ones." "" -"3) Once the area is dug out, run /industry2. Remember to assign minecarts to to your quantum stockpile hauling routes, and if the farming level is already built, give from the ""Goods"" quantum stockpile (the one on the left) to the jugs, pots, and bags stockpiles on the farming level." +"3) Once the area is dug out, run /industry2. Remember to assign minecarts to to your quantum stockpile hauling routes." "" -"4) Once you have enough dwarves to do maintenance tasks (that is, after the first or second migration wave), run ""orders import library/basic"" to use the provided basic.json to take care of your fort's basic needs, such as food, booze, and raw material processing." +"4) Once you have enough dwarves to do maintenance tasks (that is, after the first or second migration wave), run ""orders import library/basic"" to use the provided manager orders to take care of your fort's basic needs, such as food, booze, and raw material processing." "" "5) If you want to automatically melt goblinite and other low-quality weapons and armor, mark the south-east stockpiles for auto-melt. If you don't have a high density of trees to make into charcoal, though, be sure to route magma to the level beneath this one and replace the forge and furnaces with magma equivalents." "" "6) Once you have magma furnaces (or abundant fuel) and more dwarves, run ""orders import library/furnace"", ""orders import library/military"", and ""orders import library/smelting"" to import the remaining fort automation orders. The military orders are optional if you are not planning to have a military, of course." "" -"7) At any time, feel free to build extra workshops or designate custom stockpiles in the unused space in the top and bottom right. The space is there for you to use!" +"7) At any time, feel free to build extra workshops or designate custom stockpiles in the remaining open space. The space is there for you to use! Note the area in the bottom right can be used for additional magma-powered furnaces and workshops since there is space reserved for magma in those spots in the level beneath." "#dig label(industry1) start(18; 18; central stairs) message(Once the area is dug out, continue with /industry2.)" @@ -1953,12 +1639,12 @@ Industry Walkthrough: ,,,,,,,,,,,d,d,d,d,d,d,d,d,d,d,d,d,d -"#meta label(industry2) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) build workshops and stockpiles, configure stockpiles" +#meta label(industry2) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) workshops and stockpiles traffic/industry_traffic -build/industry_build place/industry_place -query/industry_query -#dig label(industry_traffic) start(18; 18; central stairs) hidden() +build/industry_build +build2/industry_build2 +#dig label(industry_traffic) start(18; 18; central stairs) hidden() traffic patterns ,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,` @@ -1994,117 +1680,115 @@ query/industry_query ,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,` -#build label(industry_build) start(18; 18) hidden() +"#place label(industry_place) start(18; 18) hidden() message(remember to: +- assign minecarts to to your quantum stockpile hauling routes (use ""assign-minecarts all"") +- if you want to automatically melt goblinite and other low-quality weapons and armor, mark the south-east stockpiles for auto-melt +- once you have enough dwarves, run ""orders import library/basic"" to automate your fort's basic needs (see /industry_help for more info on this file)) industry stockpiles" + + +,,,,,,,,,,,"e{name=""Rough gems for moods"" containers=0 take_from=""Stoneworker quantum,Gem feeder""}:=roughgems",e,e,e,e,e,e,e,e,e,e,e,e +,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,"se{name=""Stoneworker quantum"" quantum=true}",`,`,`,`,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,`,`,"s10{name=""Stone feeder""}:=otherstone(5x4)",,,~,~,`,`,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,`,`,~,~,~,~,~,`,`,`,`,`,`,`,`,`,`,` +,,"w{name=""Wood"" take_from=""Goods/wood quantum,Wood feeder""}",`,`,`,`,`,`,`,`,`,`,`,`,~,~,~,~,~,`,`,`,`,`,`,`,`,`,`,`,`,"c{name=""Dye"" barrels=-1 }:+dye" +,,w,`,`,`,`,`,`,`,`,`,`,`,`,~,~,~,~,~,`,`,`,`,`,`,`,`,`,`,`,`,c +,,w,`,`,`,`,`,`,`,`,`,`,`,`,"e{name=""Gem feeder"" containers=0}(5x1)",,,~,~,`,`,`,`,`,`,`,`,`,`,`,`,c +,,w,`,`,`,`,`,`,`,`,`,`,`,,,`,,`,,,`,`,`,`,`,`,`,`,`,`,`,c +,,w,`,`,`,`,`,`,"w{name=""Wood feeder""}(2x5)",,"g{name=""Goods feeder"" containers=0}:+cat_food/tallow+wax-crafts-goblets(3x3)",,`,,`,`,`,`,`,,"hlS{name=""Cloth/bones feeder"" containers=0}:+cat_refuse/skulls/,bones/,hair/,shells/,teeth/,horns/-adamantinethread(5x5)",,,~,~,`,`,`,`,`,`,c +,,w,`,`,`,`,`,`,~,~,~,~,~,`,`,,,,`,`,~,~,~,~,~,`,`,`,`,`,`,c +,,`,`,`,`,`,"c{name=""Goods/wood quantum"" quantum=true give_to=Pots,Barrels,Jugs,Bags}:+all",`,~,~,~,~,~,,`,,`,,`,,~,~,~,~,~,`,"r{name=""Cloth/bones quantum"" quantum=true}:+all",`,`,`,`,c +,,"c{name=""Lye"" barrels=2}:+miscliquid",`,`,`,`,`,`,~,~,"u2{name=""Furniture feeder""}:-sand(3x2)",~,~,`,`,,,,`,`,~,~,~,~,~,`,`,`,`,`,`,c +,,c,`,`,`,`,`,`,~,~,~,~,~,,`,`,`,`,`,,~,~,~,~,~,`,`,`,`,`,`,c +,,c,`,`,`,`,`,`,`,`,`,`,`,,,`,,`,,,`,`,`,`,`,`,`,`,`,`,`,c +,,c,`,`,`,`,`,`,`,`,`,`,`,`,"bnpdz{name=""Bar/military feeder"" containers=0}:-potash+adamantinethread(5x3)",,,,~,`,`,`,`,`,`,`,`,`,`,`,`,c +,,c,`,`,`,`,`,`,`,`,`,`,`,`,~,~,~,~,~,`,`,`,`,`,`,`,`,`,`,`,`,c +,,c,`,`,`,`,`,`,`,`,`,`,`,`,~,~,~,~,~,`,`,`,`,`,`,`,`,`,`,`,`,c +,,,,"pd{name=""Meltable steel/bronze"" take_from=""Metalworker quantum,Bar/military feeder""}:-cat_weapons/mats/,other/-cat_armor/mats/,other/+bronzeweapons+bronzearmor+steelweapons+steelarmor-masterworks-artifacts(7x3)",,,~,~,~,~,`,`,`,`,"s5{name=""Ore/clay feeder""}:-otherstone(5x2)",,,~,~,`,`,`,`,`,`,`,`,`,`,` +,,,,~,~,~,~,~,~,~,`,`,`,`,~,~,~,~,~,`,`,`,`,`,`,`,`,`,`,` +,,,,~,~,~,~,~,~,~,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,`,`,"c{name=""Coal"" containers=0 take_from=""Metalworker quantum,Bar/military feeder""}:+coal",`,"c{name=""Metalworker quantum"" quantum=true}:+all",`,"c{name=""Iron"" containers=0 take_from=""Metalworker quantum,Bar/military feeder""}:+ironbars",`,`,`,`,`,`,`,`,`,`,` +,,,,"pd{name=""Other meltables"" take_from=""Metalworker quantum,Bar/military feeder""}:-cat_weapons/other/-cat_armor/other/-bronzeweapons-bronzearmor-steelweapons-steelarmor-masterworks-artifacts(7x3)",,,~,~,~,~,`,`,`,`,c,"c{name=Flux take_from=""Metalworker quantum,Ore/clay feeder""}:+flux(3x1)",,,c,`,`,`,`,`,`,`,`,`,`,` +,,,,~,~,~,~,~,~,~,`,`,`,`,c,`,`,`,c,`,`,`,`,`,`,`,`,`,`,` +,,,,~,~,~,~,~,~,~,`,`,`,`,c,`,`,`,c,`,`,`,`,`,`,`,`,`,`,` +,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,` +,,,,,,,,,,,"u{name=""Sand bags""}:-cat_furniture/type+sand",u,u,u,u,u,`,"c{name=""Steel"" containers=0 take_from=""Metalworker quantum,Bar/military feeder""}:+steelbars",c,c,c,c,c + + +#build label(industry_build) start(18; 18) hidden() workshops to build first ,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,` ,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,wj,`,`,`,`,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,~,`,`,`,`,`,`,`,`,`,`,`,`,` ,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` ,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,`,`,`,`,`,`,`,`,`,wr,`,`,`,`,`,`,`,wt,`,`,`,`,`,`,`,`,` -,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,trackstopN,`,`,`,`,`,`,`,`,ws,`,`,`,` -,,,,`,`,wS,`,`,wb,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,"wr{name=""Stone craftsdwarf""}",`,`,`,`,`,`,`,wt,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,"trackstopN{name=""Stone/gem dumper"" take_from=""Stone feeder,Gem feeder"" route=""Stone/gem quantum""}",`,`,`,`,`,`,`,`,~,`,`,`,` +,,,,`,`,~,`,`,~,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` ,,,,`,`,`,`,`,`,`,`,`,wm,`,`,`,`,`,`,`,wm,`,`,`,`,`,`,`,`,` ,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` ,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,`,`,wy,`,`,ew,`,`,ew,`,`,`,`,`,`,`,`,`,`,`,`,`,wk,`,`,wo,`,`,wd,`,` -,,`,`,`,`,`,`,`,`,`,`,`,`,,,d,,d,,,`,`,`,`,`,`,`,`,`,`,`,` +,,`,`,~,`,`,~,`,`,~,`,`,`,`,`,`,`,`,`,`,`,`,`,~,`,`,~,`,`,~,`,` +,,`,`,`,`,`,`,`,`,`,`,`,`,,,~,,~,,,`,`,`,`,`,`,`,`,`,`,`,` ,,`,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,`,`,`,`,d,`,,,,`,d,`,`,`,`,`,`,`,`,`,`,`,` -,,`,`,wc,`,`,`,trackstopW,`,`,`,`,`,,`,,`,,`,,`,`,`,`,`,trackstopE,`,`,`,we,`,` -,,`,`,`,`,`,`,`,`,`,`,`,`,d,`,,,,`,d,`,`,`,`,`,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,`,`,`,`,`,~,`,,,,`,~,`,`,`,`,`,`,`,`,`,`,`,` +,,`,`,wc,`,`,`,"trackstopW{name=""Goods/wood dumper"" take_from=""Wood feeder,Goods feeder,Furniture feeder"" route=""Goods/wood quantum""}",`,`,`,`,`,,`,,`,,`,,`,`,`,`,`,"trackstopE{name=""Cloth/bones dumper"" take_from=""Cloth/bones feeder"" route=""Cloth/bones quantum""}",`,`,`,~,`,` +,,`,`,`,`,`,`,`,`,`,`,`,`,~,`,,,,`,~,`,`,`,`,`,`,`,`,`,`,`,` ,,`,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,`,`,`,`,,,d,,d,,,`,`,`,`,`,`,`,`,`,`,`,` -,,`,`,wr,`,`,ew,`,`,ew,`,`,`,`,`,`,`,`,`,`,`,`,`,wr,`,`,wr,`,`,`,`,` +,,`,`,`,`,`,`,`,`,`,`,`,`,,,~,,~,,,`,`,`,`,`,`,`,`,`,`,`,` +,,`,`,~,`,`,~,`,`,~,`,`,`,`,`,`,`,`,`,`,`,`,`,~,`,`,~,`,`,`,`,` ,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` ,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,`,`,`,`,`,`,`,`,`,es,`,`,`,`,`,`,`,es,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,~,`,`,`,`,`,`,`,~,`,`,`,`,`,`,`,`,` ,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,trackstopS,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,`,`,`,`,`,`,`,`,`,es,`,`,`,`,`,`,`,es,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,"trackstopS{name=""Metalworker dumper"" take_from=""Bar/military feeder,Ore/clay feeder"" route=""Metalworker quantum""}",`,`,`,`,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,~,`,`,`,`,`,`,`,~,`,`,`,`,`,`,`,`,` ,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` ,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,`,`,`,`,`,`,`,`,`,eg,`,`,`,wf,`,`,`,ek,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,~,`,`,`,~,`,`,`,~,`,`,`,`,`,`,`,`,` ,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,` ,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,` -#place label(industry_place) start(18; 18) hidden() +#build label(industry_build2) start(18; 18) hidden() remaining workshops -,,,,,,,,,,,e,e,e,e,e,e,e,e,e,e,e,e,e ,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,` +,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,"wj{name=""Encruster"" take_from=""Goods/wood quantum,Stoneworker quantum,Gem feeder""}",`,`,`,`,`,`,`,`,`,`,`,`,` ,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` ,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,~,`,`,`,`,`,`,`,~,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,~,`,`,`,`,`,`,`,`,ws,`,`,`,` +,,,,`,`,wS,`,`,wb,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,~,`,`,`,`,`,`,`,~,`,`,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,`,`,wy,`,`,ew,`,`,ew,`,`,`,`,`,`,`,`,`,`,`,`,`,wk,`,`,wo,`,`,"wd{take_from=""Cloth/bones feeder,Cloth/bones quantum,Dye""}",`,` +,,`,`,`,`,`,`,`,`,`,`,`,`,,,d,,d,,,`,`,`,`,`,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,`,`,`,`,`,d,`,,,,`,d,`,`,`,`,`,`,`,`,`,`,`,` +,,`,`,~,`,`,`,~,`,`,`,`,`,,`,,`,,`,,`,`,`,`,`,~,`,`,`,we,`,` +,,`,`,`,`,`,`,`,`,`,`,`,`,d,`,,,,`,d,`,`,`,`,`,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,`,`,`,`,`,,,d,,d,,,`,`,`,`,`,`,`,`,`,`,`,` +,,`,`,"wr{name=""Wood craftsdwarf""}",`,`,ew,`,`,ew,`,`,`,`,`,`,`,`,`,`,`,`,`,"wr{name=""Misc craftsdwarf""}",`,`,"wr{name=""Bone craftsdwarf""}",`,`,`,`,` +,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,es,`,`,`,`,`,`,`,es,`,`,`,`,`,`,`,`,` ,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,c,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,`,`,`,`,`,`,`,`,`,`,`,s4(5x4),,,~,~,`,`,`,`,`,`,`,`,`,`,` -,,,,`,`,`,`,`,`,`,`,`,`,`,~,~,~,~,~,`,`,`,`,`,`,`,`,`,`,` -,,w,`,`,`,`,`,`,`,`,`,`,`,`,~,~,~,~,~,`,`,`,`,`,`,`,`,`,`,`,`,` -,,w,`,`,`,`,`,`,`,`,`,`,`,`,~,~,~,~,~,`,`,`,`,`,`,`,`,`,`,`,`,` -,,w,`,`,`,`,`,`,`,`,`,`,`,`,e(5x1),,,~,~,`,`,`,`,`,`,`,`,`,`,`,`,` -,,w,`,`,`,`,`,`,`,`,`,`,`,,,`,,`,,,`,`,`,`,`,`,`,`,`,`,`,` -,,w,`,`,`,`,`,`,w(2x5),,fg(3x3),,`,,`,`,`,`,`,,frhlS(5x5),,,~,~,`,`,`,`,`,`,` -,,w,`,`,`,`,`,`,~,~,~,~,~,`,`,,,,`,`,~,~,~,~,~,`,`,`,`,`,`,` -,,`,`,`,`,`,c,`,~,~,~,~,~,,`,,`,,`,,~,~,~,~,~,`,r,`,`,`,`,` -,,f3,`,`,`,`,`,`,~,~,u2(3x2),~,~,`,`,,,,`,`,~,~,~,~,~,`,`,`,`,`,`,` -,,f3,`,`,`,`,`,`,~,~,~,~,~,,`,`,`,`,`,,~,~,~,~,~,`,`,`,`,`,`,` -,,f3,`,`,`,`,`,`,`,`,`,`,`,,,`,,`,,,`,`,`,`,`,`,`,`,`,`,`,` -,,f3,`,`,`,`,`,`,`,`,`,`,`,`,bnpdhz(5x3),,,,~,`,`,`,`,`,`,`,`,`,`,`,`,` -,,f3,`,`,`,`,`,`,`,`,`,`,`,`,~,~,~,~,~,`,`,`,`,`,`,`,`,`,`,`,`,` -,,f3,`,`,`,`,`,`,`,`,`,`,`,`,~,~,~,~,~,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,pd(7x3),,,~,~,~,~,`,`,`,`,s2(5x2),,,~,~,`,`,`,`,`,`,`,`,`,`,` -,,,,~,~,~,~,~,~,~,`,`,`,`,~,~,~,~,~,`,`,`,`,`,`,`,`,`,`,` -,,,,~,~,~,~,~,~,~,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,`,`,`,`,`,`,`,`,`,`,`,b,`,c,`,b,`,`,`,`,`,`,`,`,`,`,` -,,,,pd(7x3),,,~,~,~,~,`,`,`,`,b,s,s,s,b,`,`,`,`,`,`,`,`,`,`,` -,,,,~,~,~,~,~,~,~,`,`,`,`,b,`,`,`,b,`,`,`,`,`,`,`,`,`,`,` -,,,,~,~,~,~,~,~,~,`,`,`,`,b,`,`,`,b,`,`,`,`,`,`,`,`,`,`,` -,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,,,,,,,,u,u,u,u,u,u,`,b,b,b,b,b,b - - -"#query label(industry_query) start(18; 18) hidden() message(remember to: -- assign minecarts to to your quantum stockpile hauling routes (use ""assign-minecarts all"") -- if the farming level is already built, give from the ""Goods"" quantum stockpile to the jugs, pots, and bags stockpiles on the farming level -- if you want to automatically melt goblinite and other low-quality weapons and armor, mark the south-east stockpiles for auto-melt -- once you have enough dwarves, run ""orders import library/basic"" to automate your fort's basic needs (see /industry_help for more info on this file) -- optionally, restrict the labors for your Craftsdwarf's and Mechanic's workshops as per the guidance in /industry_help)" - - -,,,,,,,,,,,roughgems,,,,nocontainers,"{givename name=""rough gems for moods""}",t{Down 5}&,,,,,~,~ -,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,` ,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,~,`,`,`,`,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,es,`,`,`,`,`,`,`,es,`,`,`,`,`,`,`,`,` ,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` ,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,`,`,`,`,`,`,`,`,`,"{givename name=""stone craftsdwarf""}",`,`,`,"{quantum name=""stoneworker quantum""}g{Up 3}&",`,`,`,~,`,`,`,`,`,`,`,`,` -,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,"{quantumstop name=""Stoneworker quantum"" sp_links=""{sp_link move={Down} move_back={Up}}{sp_link move=""""{Down 5}"""" move_back=""""{Up 5}""""}""}{givename name=""stoneworker dumper""}",`,`,`,`,`,`,`,`,~,`,`,`,` -,,,,`,`,~,`,`,~,`,`,`,`,`,otherstone,,,,~,`,`,`,`,`,`,`,`,`,`,` -,,,,`,`,`,`,`,`,`,`,`,~,`,"{givename name=""stone feeder""}",~,~,~,~,`,~,`,`,`,`,`,`,`,`,` -,,"{givename name=""wood""}",`,`,`,`,`,`,`,`,`,`,`,`,~,~,~,~,~,`,`,`,`,`,`,`,`,`,`,`,`,` -,,~,`,`,`,`,`,`,`,`,`,`,`,`,~,~,~,~,~,`,`,`,`,`,`,`,`,`,`,`,`,` -,,~,`,~,`,`,~,`,`,~,`,`,`,`,nocontainers,"{givename name=""gem feeder""}",~,~,~,`,`,`,`,~,`,`,~,`,`,~,`,` -,,~,`,`,`,`,`,`,`,`,`,`,`,,,`,,`,,,`,`,`,`,`,`,`,`,`,`,`,` -,,~,`,`,`,`,`,`,"{givename name=""wood feeder""}",~,"{givename name=""goods feeder""}",nocontainers,~,,`,`,`,`,`,,craftrefuse,,,,~,`,`,`,`,`,`,` -,,t{Right 5}{Down}&,`,`,`,`,`,`,~,~,{tallow}{permitwax},~,~,`,`,,,,`,`,"{givename name=""cloth/bones feeder""}",g{Up 3}{Right 5}&,~,~,~,`,`,`,`,`,`,` -,,`,`,~,`,`,"{quantum name=""goods/wood quantum""}g{Up 13}{Right 10}&","{quantumstop name=""Goods/Wood quantum"" sp_links=""{sp_link move={Right} move_back={Left}}{sp_link move=""""{Right 5}"""" move_back=""""{Left 5}""""}{sp_link move=""""{Down}{Right 5}"""" move_back=""""{Left 5}{Up}""""}""}{givename name=""goods/wood dumper""}",~,~,{forbidcrafts}{forbidgoblets},~,~,,`,,`,,`,,nocontainers,~,~,~,~,"{quantumstopfromwest name=""Clothier/Bones quantum""}{givename name=""cloth/bones dumper""}","{quantum name=""cloth/bones quantum""}g{Up 4}{Right 3}&",`,`,~,`,` -,,miscliquid,`,`,`,`,`,`,~,~,"{givename name=""furniture feeder""}",~,~,`,`,,,,`,`,forbidadamantinethread,~,~,~,~,`,`,`,`,`,`,` -,,"{givename name=""miscliquid""}",`,`,`,`,`,`,~,~,forbidsand,~,~,,`,`,`,`,`,,dye,~,~,~,~,`,`,`,`,`,`,` -,,~,`,`,`,`,`,`,`,`,`,`,`,,,`,,`,,,`,`,`,`,`,`,`,`,`,`,`,` -,,~,`,"{givename name=""wood craftsdwarf""}",`,`,~,`,`,~,`,`,`,`,forbidpotash,nocontainers,"{givename name=""bar/military feeder""}",~,~,`,`,`,`,"{givename name=""misc craftsdwarf""}",`,`,"{givename name=""bone craftsdwarf""}",`,`,`,`,` -,,~,`,`,`,`,`,`,`,`,`,`,`,`,adamantinethread,~,~,~,~,`,`,`,`,`,`,`,`,`,`,`,`,` -,,~,`,`,`,`,`,`,`,`,`,`,`,`,~,~,~,~,~,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,nocontainers,t{Right 12}{Up 3}&,t{Right 11}{Down 3}&,"{givename name=""meltable steel/brnze""}",,,,`,`,~,`,forbidotherstone,,,,,`,~,`,`,`,`,`,`,`,`,` -,,,,{bronzeweapons}{permitsteelweapons}{forbidmasterworkweapons}{forbidartifactweapons},,,,,,,`,`,`,`,"{givename name=""ore/clay feeder""}",~,~,~,~,`,`,`,`,`,`,`,`,`,`,` -,,,,{bronzearmor}{permitsteelarmor}{forbidmasterworkarmor}{forbidartifactarmor},,,,,,,`,`,`,`,`,`,"{quantumstop name=""Metalworker quantum"" sp_links=""{sp_link move={Up} move_back={Down}}{sp_link move=""""{Up 5}"""" move_back=""""{Down 5}""""}""}{givename name=""metalworker dumper""}",`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,`,`,`,`,`,`,`,`,`,~,`,t{Right 2}&,`,"{quantum name=""metalworker quantum""}",`,t{Left 2}&,`,~,`,`,`,`,`,`,`,`,` -,,,,nocontainers,t{Right 12}{Up 7}&,t{Right 11}{Up 1}&,"{givename name=""other meltables""}",,,,`,`,`,`,coal,flux,t{Up}&,"{givename name=""flux""}",ironbars,`,`,`,`,`,`,`,`,`,`,` -,,,,{metalweapons}{forbidbronzeweapons}{forbidsteelweapons}{forbidmasterworkweapons}{forbidartifactweapons},,,,,,,`,`,`,`,"{givename name=""coal""}",`,`,`,"{givename name=""iron""}",`,`,`,`,`,`,`,`,`,`,` -,,,,{metalarmor}{forbidbronzearmor}{forbidsteelarmor}{forbidmasterworkarmor}{forbidartifactarmor},,,,,,,`,`,~,`,nocontainers,`,~,`,nocontainers,`,~,`,`,`,`,`,`,`,`,` +,,,,`,`,`,`,`,`,`,`,`,eg,`,`,`,wf,`,`,`,ek,`,`,`,`,`,`,`,`,` +,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,` ,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,,,,,,,,sand,"{givename name=""sand bags""}",nocontainers,~,~,~,`,t{Up 5}{Left}&,,,nocontainers,steelbars,"{givename name=""steel""}" #notes label(services_help) @@ -2113,53 +1797,55 @@ Screenshot: https://drive.google.com/file/d/13vDIkTVOZGkM84tYf4O5nmRs4VZdE1gh "" Features: - Spacious dining room/tavern (tavern is restricted to residents-only by default) -- Prepared food and drink stockpiles +- Large prepared food and drink stockpiles - Well cistern system (bring your own water) -- Hospital with a well for washing +- Hospital (also restricted to residents by default) with a well for washing +- Well-appointed jail cells +- Bolt-recycling archery range for your marksdwarves +- Interrogation room for your Captain of the Guard - Garbage dump - Empty space for magma to power forges and smelters in the industry level above "" -Note the hospital also has animal training enabled so it can be used with the dwarfvet plugin if it's enabled. +Note the hospital is attached to an animal training zone so it can be used with the dwarfvet plugin if it's enabled. "" Manual steps you have to take: -"- If you want to tavern to attract visitors, change the restriction in the (l)ocation menu." -"- Fill the cisterns with water, either with a bucket brigade or by plumbing flowing water. Fill so that there are two z-levels of 7-depth water to prevent muddiness. If you want to fill with buckets, designate a pond zone on the level below the main floor. If you feel adventurous and are experienced with water pressure, you can instead route (depressurized!) water to the second-to-bottom level (the one above the up staircases)." +"- If you want to tavern to attract visitors, change the restriction in the location configuration screen." +"- Fill the cisterns with water, either with a bucket brigade or by plumbing flowing water. Fill so that there are two z-levels of 7-depth water to prevent muddiness. If you want to fill with buckets, you can use the pre-designated pond zones on the level below the main floor. If you feel adventurous and are experienced with water pressure, you can instead route (depressurized!) water to the second-to-bottom level (the one above the up staircases)." "- If you are filling the wells with a bucket brigade and at least one well is already constructed, you'll run into issues with the dwarves stealing water from one well to fill another. Temporarily deconstruct the wells or temporarily build grates beneath the wells to block the buckets to avoid this issue. Remember to rebuild the wells or remove the grates afterwards, though!" -- Assign the office to the right of the barracks to your Sheriff/Captain of the Guard to use it as an interrogation room. "" Services Walkthrough: -1) Start this level when your fort grows to about 50 dwarves so everyone has a place to eat. +1) Start this level when your fort grows to about 30 dwarves so everyone has a place to eat. "" -2) Start digging with /services1. Note that this digs out the main level and three levels below for the wells. +2) Start digging with /services1. Note that this digs out the main level and three levels below for the well cisterns. "" -"3) Once the area is dug out, set up important furniture, stockpiles, hospital zone and garbage dump zone with /services2. Run ""quickfort orders"" for /services2." +"3) Once the area is dug out, set up zones/locations and start populating the rooms with /services2. Run ""quickfort orders"" for /services2." "" -"4) When the table and chair have been placed in the dining room, the beds are placed in the rented rooms, and the weapon rack and archery targets are constructed in the barracks, run /services3 to build the rest of the furniture and configure your dining room/tavern and barracks. Run ""quickfort orders"" for /services3." +4) Fill the wells with either bucket brigades or by carefully routing flowing water. "" -5) Fill the wells with either bucket brigades or by carefully routing flowing water. +"5) When your fort has grown some more, or you start needing a jail cell, run /services3 to extend the rooms a bit more. Run ""quickfort orders"" for /services3." "" -"6) When your fort is mature enough to need jail cells, run /services4 to set those up, anytime after the restraints are built in the jail cell block. You also get some decorative statues to increase the value of your dining hall. Assign the office to the right of the barracks to your Sheriff/Captain of the Guard to use it as an interrogation room. Run ""quickfort orders"" for /services4." +"6) When your fort is more mature and you need to expand the rooms, run /services4 to finish everything up. If you didn't have a Sheriff/Captain of the Guard to automatically assign to the interrogation room when you ran /services2, you can manually assign the office now. Run ""quickfort orders"" for /services4." "#dig label(services1) start(18; 18; central stairs) message(Once the area is dug out, continue with /services2.)" -,d,d,d,,d,d,d,,d,d,d,,d,h,d,,j,,d,h,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,h,d,,d,,d,h,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,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,h,d,,d,h,d,,d,h,d,,d,h,d,,d,h,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,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,,h,h,h,h,h,h,h,h,h,h,,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,,j,,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,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,h,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,h,d,d,d,d,d,,d,,d,`,`,`,d,,d,,d,d,d,h,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 @@ -2177,33 +1863,33 @@ Services Walkthrough: #> -,,,,,,,,,,,,,j5,h5,j,,u,,j,h5,j5 -,,,,,,,,,,,,,5,5,5,5,d,5,5,5,5 -,,,,,,,,,,,,,,,,,d -,,,,,,,,,,,,,,,,,d -,,,,,,,,,,,,,j5,h5,j,,d,,j,h5,j5 -,,,,,,,,,,,,,5,5,5,5,d,5,5,5,5 -,,,,,,,,,,,,,,,,,d -,,,,,,,,,,,,,,,,,d -,,,,,,,,,,,,,,,,,d -,,,,,,,,,,,,,,,,,d -,,,,,,,,,,,,,,,,,d -,,,,,,,,,,,,,,,,,d,d,d,d,d,d,d,d,d,d -,,,,,,,,,,,,,,,,,6,,,,,,,,,d -,,,,,,,,,,,,,,,,,d,,,,,,,,,d -,,,,,,,,,,,,,,,d,d,d,d,d,,,,,,,d -,,,,,,,,,,,,,,,d,`,`,`,d,,,,,,5,5,5 -,,,,,,,,,,,,,,,d,`,`,`,d,,,,,,j,h5,j5 +,,,,,,,,,,,,,j5,h5,j,,j5,h5,j,,j5,h5,j,,j5,h5,j,,j5,h5,j +,,,,,,,,,,,,,5,5,5,,5,5,5,,5,5,5,,5,5,5,,5,5,5 +,,,,,,,,,,,,,,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,,,,,,,,,,,,,,,,,,u,d,d +,,,,,,d,,,,,,,,,,,,,,,,,,,,d +,,,,,,d,,,,,,,,,,,,,,,,,,,,d +,,,,,,d,,,,,,,,,,,,,,,,,,,,d +,,,,,,d,,,,,,,,,d,d,d,d,d,,,,,,,d +,,,,,5,5,5,,,,,,,,d,`,`,`,d,,,,,,5,5,5 +,,,,,j5,h5,j,,,,,,,,d,`,`,`,d,,,,,,j5,h5,j ,,,,,,,,,,,,,,,d,`,`,`,d ,,,,,,,,,,,,,,,d,d,d,d,d #> -,,,,,,,,,,,,,u5,h5,i,,,,i,h5,u5 +,,,,,,,,,,,,,u5,h5,i,,u5,h5,i,,u5,h5,i,,u5,h5,i,,u5,h5,i + -,,,,,,,,,,,,,u5,h5,i,,,,i,h5,u5 @@ -2215,17 +1901,17 @@ Services Walkthrough: ,,,,,,,,,,,,,,,d,d,d,d,d ,,,,,,,,,,,,,,,d,`,`,`,d -,,,,,,,,,,,,,,,d,`,`,`,d,,,,,,i,h5,u5 +,,,,,u5,h5,i,,,,,,,,d,`,`,`,d,,,,,,u5,h5,i ,,,,,,,,,,,,,,,d,`,`,`,d ,,,,,,,,,,,,,,,d,d,d,d,d #> -,,,,,,,,,,,,,,d,u,,,,u,d +,,,,,,,,,,,,,,d,u,,,d,u,,,d,u,,,d,u,,,d,u + -,,,,,,,,,,,,,,d,u,,,,u,d @@ -2237,93 +1923,88 @@ Services Walkthrough: ,,,,,,,,,,,,,,,d,d,d,d,d ,,,,,,,,,,,,,,,d,`,`,`,d -,,,,,,,,,,,,,,,d,`,`,`,d,,,,,,u,d +,,,,,,d,u,,,,,,,,d,`,`,`,d,,,,,,,d,u ,,,,,,,,,,,,,,,d,`,`,`,d ,,,,,,,,,,,,,,,d,d,d,d,d -"#meta label(services2) start(central stairs) message(Remember to enqueue manager orders for this blueprint. -Once furniture has been placed, continue with /services3.) dining hall anchors, stockpiles, hospital, garbage dump" +"#meta label(services2) start(central stairs) message(Once furniture has been built, continue with /services3.) zones and minimally functional hospital and dining hall" traffic/services_traffic zones/services_zones -build/services_build place/services_place -name_zones/services_name_zones -query_stockpiles/services_query_stockpiles +build/services_build "" -"#meta label(services3) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) configure dining room/tavern, build dining hall and hospital furniture" -query_dining/services_query_dining -query_rented_rooms/services_query_rented_rooms +"#meta label(services3) start(central stairs) message(Once furniture has been built, continue with /services4.) expand furnishings" +place2/services_place2 build2/services_build2 "" -#meta label(services4) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) declare and furnish jail and build decorative furniture +#meta label(services4) start(central stairs) complete furnishings +place3/services_place3 build3/services_build3 -place_jail/services_place_jail -query_jail/services_query_jail -#dig label(services_traffic) start(18; 18) hidden() keep lollygaggers out of the cisterns - -,ol,ol,ol,,ol,ol,ol,,ol,ol,ol,,or,or,or,,or,,or,or,or -,ol,ol,ol,,ol,ol,ol,,ol,ol,ol,,or,or,or,or,or,or,or,or,or -,ol,ol,ol,,ol,ol,ol,,ol,ol,ol,,or,or,or,,or,,or,or,or -,,ol,,,,ol,,,,ol,,,,,,,or -,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,,or,or,or,,or,,or,or,or,,or,or,or,or,or -,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,,or,or,or,or,or,or,or,or,or,,or,or,or,or,or -,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,,or,or,or,,or,,or,or,or,,or,or,or,or,or -,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,,,,,,or,,,,,,or,or,or,or,or -,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,,or,or,or,or,or,or,or,or,or,,or,or,or,or,or -,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,,or,or,or,or,or,or,or,or,or,,,,or -,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,,or,or,or,or,or,or,or,or,or,or,or,or,or -,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,,or,or,or,or,or,or,or,or,or -,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,,or,or,or,or,or,or,or,or,or,,or,,or,,or,,or -,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,ol,,,,,or,,or,,,,,or,,or,,or,,or -,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,,,,oh,oh,oh,oh,oh,,,,or,or,or,or,or,or,or,or,or -,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,`,`,`,oh,oh,oh,oh,oh,oh,oh,oh,oh,or,or -,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,,`,,oh,`,`,`,oh,,`,,oh,oh,oh,`,oh,or,or,or,or -,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,`,`,`,oh,oh,oh,oh,oh,oh,oh,oh,oh,or,or -,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,,,,oh,oh,oh,oh,oh,,,,or,or,or,or,or,or,or,or,or -,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,,,,,,or,,,,,,or,,or,,or,,or -,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,,,,,,,,,,,,or,,or,,or,,or -,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh -,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh -,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh -,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh -,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh -,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh,oh -,,,,oh,oh,,oh,oh -,oh,oh,oh,oh,oh,,oh,oh,oh,oh,oh -,oh,oh,oh,oh,oh,,oh,oh,oh,oh,oh -,oh,oh,oh,oh,oh,,oh,oh,oh,oh,oh -,oh,oh,oh,oh,oh,,oh,oh,oh,oh,oh -,oh,oh,oh,oh,oh,,oh,oh,oh,oh,oh +#dig label(services_traffic) start(18; 18) hidden() keep lollygaggers out of the cisterns and justice areas + +,`,`,`,,`,`,`,,`,`,`,,or,or,or,,or,or,or,,or,or,or,,or,or,or,,or,or,or +,`,`,`,,`,`,`,,`,`,`,,or,or,or,,or,or,or,,or,or,or,,or,or,or,,or,or,or +,`,`,`,,`,`,`,,`,`,`,,or,or,or,,or,or,or,,or,or,or,,or,or,or,,or,or,or +,,`,,,,`,,,,`,,,,or,,,,or,,,,or,,,,or,,,,or +,`,`,`,`,`,`,`,`,`,`,`,,,or,or,or,or,or,or,or,or,or,or,or,or,or,or,or,or,or +,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,,,,or +,`,`,`,`,`,`,`,`,`,`,`,,or,or,or,or,or,or,or,or,or,or,,or,,or,or,or,or,or +,`,`,`,`,`,`,`,`,`,`,`,,or,or,or,or,or,or,or,or,or,or,,or,,or,or,or,or,or +,`,`,`,`,`,`,`,`,`,`,`,,or,or,or,or,or,or,or,or,or,or,,or,,or,or,or,or,or +,`,`,`,`,`,`,`,`,`,`,`,,or,or,or,or,or,or,or,or,or,or,or,or,or,or,or,or,or,or +,`,`,`,`,`,`,`,`,`,`,`,,or,or,or,or,or,or,or,or,or,or,,or,,or,or,or,or,or +,`,`,`,`,`,`,`,`,`,`,`,,or,or,or,or,or,or,or,or,or +,`,`,`,`,`,`,`,`,`,`,`,,or,or,or,or,or,or,or,or,or,,or,,or,,or,,or +,`,`,`,`,`,`,`,`,`,`,`,,,,,or,,or,,,,,or,,or,,or,,or +,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,or,,or,,or,,or +,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,oh,oh,oh,oh,oh,oh,oh,oh,ol,or,or,or,or +,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,,`,,oh,oh,oh,oh,oh,ol,or +,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,oh,oh,oh,oh,oh,oh,oh,oh,ol,or,or,or,or +,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,or,,or,,or,,or +,`,`,`,`,`,`,`,`,`,`,`,,,,,,or,,,,,,or,,or,,or,,or +,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,,,or,,or,,or,,or +,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,` +,,,,`,`,,`,` +,`,`,`,`,`,,`,`,`,`,` +,`,`,`,`,`,,`,`,`,`,` +,`,`,`,`,`,,`,`,`,`,` +,`,`,`,`,`,,`,`,`,`,` +,`,`,`,`,`,,`,`,`,`,` #> -,,,,,,,,,,,,,or,or,or,,or,,or,or,or -,,,,,,,,,,,,,or,or,or,or,or,or,or,or,or -,,,,,,,,,,,,,,,,,or -,,,,,,,,,,,,,,,,,or -,,,,,,,,,,,,,or,or,or,,or,,or,or,or -,,,,,,,,,,,,,or,or,or,or,or,or,or,or,or -,,,,,,,,,,,,,,,,,or -,,,,,,,,,,,,,,,,,or -,,,,,,,,,,,,,,,,,or -,,,,,,,,,,,,,,,,,or -,,,,,,,,,,,,,,,,,or -,,,,,,,,,,,,,,,,,or,or,or,or,or,or,or,or,or,or -,,,,,,,,,,,,,,,,,or,,,,,,,,,or -,,,,,,,,,,,,,,,,,or,,,,,,,,,or -,,,,,,,,,,,,,,,`,`,`,`,`,,,,,,,or -,,,,,,,,,,,,,,,`,`,`,`,`,,,,,,or,or,or -,,,,,,,,,,,,,,,`,`,`,`,`,,,,,,or,or,or +,,,,,,,,,,,,,or,or,or,,or,or,or,,or,or,or,,or,or,or,,or,or,or +,,,,,,,,,,,,,or,or,or,,or,or,or,,or,or,or,,or,or,or,,or,or,or +,,,,,,,,,,,,,,or,,,,or,,,,or,,,,or,,,,or +,,,,,,,,,,,,,,or,,,,or,,,,or,,,,or,,,,or +,,,,,,,,,,,,,,or,,,,or,,,,or,,,,or,,,,or +,,,,,,or,or,or,or,or,or,or,or,or,or,or,or,or,or,or,or,or,or,or,or,or,or,or,or,or +,,,,,,or,,,,,,,,,,,,,,,,,,,,or +,,,,,,or,,,,,,,,,,,,,,,,,,,,or +,,,,,,or,,,,,,,,,,,,,,,,,,,,or +,,,,,,or,,,,,,,,,,,,,,,,,,,,or +,,,,,,or,,,,,,,,,,,,,,,,,,or,or,or +,,,,,,or,,,,,,,,,,,,,,,,,,,,or +,,,,,,or,,,,,,,,,,,,,,,,,,,,or +,,,,,,or,,,,,,,,,,,,,,,,,,,,or +,,,,,,or,,,,,,,,,`,`,`,`,`,,,,,,,or +,,,,,or,or,or,,,,,,,,`,`,`,`,`,,,,,,or,or,or +,,,,,or,or,or,,,,,,,,`,`,`,`,`,,,,,,or,or,or ,,,,,,,,,,,,,,,`,`,`,`,` ,,,,,,,,,,,,,,,`,`,`,`,` #> -,,,,,,,,,,,,,or,or,or,,,,or,or,or +,,,,,,,,,,,,,or,or,or,,or,or,or,,or,or,or,,or,or,or,,or,or,or + -,,,,,,,,,,,,,or,or,or,,,,or,or,or @@ -2335,17 +2016,17 @@ query_jail/services_query_jail ,,,,,,,,,,,,,,,`,`,`,`,` ,,,,,,,,,,,,,,,`,`,`,`,` -,,,,,,,,,,,,,,,`,`,`,`,`,,,,,,or,or,or +,,,,,or,or,or,,,,,,,,`,`,`,`,`,,,,,,or,or,or ,,,,,,,,,,,,,,,`,`,`,`,` ,,,,,,,,,,,,,,,`,`,`,`,` #> -,,,,,,,,,,,,,,or,or,,,,or,or +,,,,,,,,,,,,,,or,or,,,or,or,,,or,or,,,or,or,,,or,or + -,,,,,,,,,,,,,,or,or,,,,or,or @@ -2357,33 +2038,33 @@ query_jail/services_query_jail ,,,,,,,,,,,,,,,`,`,`,`,` ,,,,,,,,,,,,,,,`,`,`,`,` -,,,,,,,,,,,,,,,`,`,`,`,`,,,,,,or,or +,,,,,,or,or,,,,,,,,`,`,`,`,`,,,,,,,or,or ,,,,,,,,,,,,,,,`,`,`,`,` ,,,,,,,,,,,,,,,`,`,`,`,` -"#zone label(services_zones) start(18; 18) hidden() message(If you'd like to fill your wells via bucket brigade, activate the inactive pond zones one level down from where the wells will be built.) garbage dump, hospital, and pond zones" - -,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,,`,`,` -,`,`,`,,`,`,`,,`,`,`,,`,`,`,`,`,`,`,`,` -,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,,`,`,` -,,`,,,,`,,,,`,,,,,,,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,,`,,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,,`,,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,,,`,,,,,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,,,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,ht,ht,ht,ht,ht,ht,ht,ht,ht -,`,`,`,`,`,`,`,`,`,`,`,,,,,`,,`,,,,ht,ht,ht,ht,ht,ht,ht,ht,ht,ht -,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,ht,ht,ht,ht,ht,ht,ht,ht,ht,ht -,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,ht,ht,ht,ht,ht,ht,ht,ht,ht,ht -,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,,`,ht,ht,ht,ht,ht,ht,ht,ht,ht,ht -,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,ht,ht,ht,ht,ht,ht,ht,ht,ht,ht -,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,ht,ht,ht,ht,ht,ht,ht,ht,ht,ht -,`,`,`,`,`,`,`,`,`,`,`,,,,,,d,,,,,ht,ht,ht,ht,ht,ht,ht,ht,ht,ht -,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,,ht,ht,ht,ht,ht,ht,ht,ht,ht +"#zone label(services_zones) start(18; 18) hidden() message(If you'd like to fill your wells via bucket brigade, activate the inactive pond zones one level down from where the wells will be built.) garbage dump, hospital, taverrn, barracks, archery range, and pond zones" +,,,,,,,,,,,,"j{name=""Jail 1""}(5x5)",,,,"j{name=""Jail 2""}(5x5)",,,,"j{name=""Jail 3""}(5x5)",,,,"j{name=""Jail 4""}(5x5)",,,,"j{name=""Jail 5""}(5x5)" +,"b{location=tavern/bigpub name=""Rented room 1""}(1x3)","b{location=tavern/bigpub name=""Rented room 2""}(1x3)","b{location=tavern/bigpub name=""Rented room 3""}(1x3)",,"b{location=tavern/bigpub name=""Rented room 4""}(1x3)","b{location=tavern/bigpub name=""Rented room 5""}(1x3)","b{location=tavern/bigpub name=""Rented room 6""}(1x3)",,"b{location=tavern/bigpub name=""Rented room 7""}(1x3)","b{location=tavern/bigpub name=""Rented room 8""}(1x3)","b{location=tavern/bigpub name=""Rented room 9""}(1x3)",,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` +,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` +,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` +"h{location=tavern/bigpub allow=residents name=""Grand hall tavern""}(13x31)",,`,,,,`,,,,`,,,,`,,,,`,,,,`,,,,`,,,,` +,`,`,`,`,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,,,,`,"o{name=""Interrogation room"" assigned_unit=sheriff}(7x7)" +,`,`,`,`,`,`,`,`,`,`,`,,"B{name=""Marksdwarf barracks""}a{name=""Shooting gallery"" shoot_from=""south""}",Ba,Ba,Ba,Ba,Ba,Ba,Ba,Ba,Ba,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,Ba,Ba,Ba,Ba,Ba,Ba,Ba,Ba,Ba,Ba,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,Ba,Ba,Ba,Ba,Ba,Ba,Ba,Ba,Ba,Ba,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,Ba,Ba,Ba,Ba,Ba,Ba,Ba,Ba,Ba,Ba,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,Ba,Ba,Ba,Ba,Ba,Ba,Ba,Ba,Ba,Ba,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,Ba,Ba,Ba,Ba,Ba,Ba,Ba,Ba,Ba +,`,`,`,`,`,`,`,`,`,`,`,,Ba,Ba,Ba,Ba,Ba,Ba,Ba,Ba,Ba,,m{location=hospital name=Hospital allow=residents},,m,,m,,m +,`,`,`,`,`,`,`,`,`,`,`,,,,,`,,`,,,,,m,,m,,m,,m +,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,m,,m,,m,,m +,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,m,m,m,m,m,m,m,m,m,m +,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,,`,,m,m,m,m,m,m,m +,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,m,m,m,m,m,m,m,m,m,m +,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,m,,m,,m,,m +,`,`,`,`,`,`,`,`,`,`,`,,,,,,"d{name=""Garbage dump""}",,,,,,m,,m,,m,,m +,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,,,m,,m,,m,,m ,`,`,`,`,`,`,`,`,`,`,` ,`,`,`,`,`,`,`,`,`,`,` ,`,`,`,`,`,`,`,`,`,`,` @@ -2399,84 +2080,48 @@ query_jail/services_query_jail #> -,,,,,,,,,,,,,`,apPf,`,,`,,`,apPf,` -,,,,,,,,,,,,,`,`,`,`,`,`,`,`,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,`,apPf,`,,`,,`,apPf,` -,,,,,,,,,,,,,`,`,`,`,`,`,`,`,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,` -,,,,,,,,,,,,,,,,,`,,,,,,,,,` -,,,,,,,,,,,,,,,,,`,,,,,,,,,` -,,,,,,,,,,,,,,,`,`,`,`,`,,,,,,,` -,,,,,,,,,,,,,,,`,`,`,`,`,,,,,,`,`,` -,,,,,,,,,,,,,,,`,`,`,`,`,,,,,,`,apPf,` +,,,,,,,,,,,,,`,"p{name=""Jail 1 cistern"" pond=true active=false}",`,,`,"p{name=""Jail 2 cistern"" pond=true active=false}",`,,`,"p{name=""Jail 3 cistern"" pond=true active=false}",`,,`,"p{name=""Jail 4 cistern"" pond=true active=false}",`,,`,"p{name=""Jail 5 cistern"" pond=true active=false}",` +,,,,,,,,,,,,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` +,,,,,,,,,,,,,,`,,,,`,,,,`,,,,`,,,,` +,,,,,,,,,,,,,,`,,,,`,,,,`,,,,`,,,,` +,,,,,,,,,,,,,,`,,,,`,,,,`,,,,`,,,,` +,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,,,,,`,,,,,,,,,,,,,,,,,,,,` +,,,,,,`,,,,,,,,,,,,,,,,,,,,` +,,,,,,`,,,,,,,,,,,,,,,,,,,,` +,,,,,,`,,,,,,,,,,,,,,,,,,,,` +,,,,,,`,,,,,,,,,,,,,,,,,,`,`,` +,,,,,,`,,,,,,,,,,,,,,,,,,,,` +,,,,,,`,,,,,,,,,,,,,,,,,,,,` +,,,,,,`,,,,,,,,,,,,,,,,,,,,` +,,,,,,`,,,,,,,,,`,`,`,`,`,,,,,,,` +,,,,,`,`,`,,,,,,,,`,`,`,`,`,,,,,,`,`,` +,,,,,`,"p{name=""Tavern cistern"" pond=true active=false}",`,,,,,,,,`,`,`,`,`,,,,,,`,"p{name=""Hospital cistern"" pond=true active=false}",` ,,,,,,,,,,,,,,,`,`,`,`,` ,,,,,,,,,,,,,,,`,`,`,`,` -#build label(services_build) start(18; 18) hidden() build basic hospital and dining room anchor - 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+,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` +,,`,,,,`,,,,`,,,,`,,,,`,,,,`,,,,`,,,,` +,`,`,`,`,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,,,,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,"z{name=""Training quantum"" quantum=true}",`,`,`,`,`,,`,,`,`,`,`,` ,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,z(7x1),,,`,`,`,`,`,,`,,`,,`,,` +,`,`,`,`,`,`,`,`,`,`,`,,"z{name=""Training bolts feeder"" containers=0 take_from=""Metalworker quantum""}:-cat_ammo/type/,mats/,other/+bolts+woodammo+boneammo(9x1)",,,,,,,,`,,`,,`,,`,,` ,`,`,`,`,`,`,`,`,`,`,`,,,,,`,,`,,,,,`,,`,,`,,` -,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,,,c,,,,,,`,,`,,`,,` +,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,,`,,`,,` +,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,,`,,`,,` +,`,`,`,`,`,`,`,`,`,`,`,,,,,,"c{name=""Garbage dump"" links_only=true}",,,,,,`,,`,,`,,` ,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,,,`,,`,,`,,` ,`,`,`,`,`,`,`,`,`,`,` ,`,`,`,`,`,`,`,`,`,`,` @@ -2485,41 +2130,42 @@ query_jail/services_query_jail ,`,`,`,`,`,`,`,`,`,`,` ,`,`,`,`,`,`,`,`,`,`,` ,,,,`,`,,`,` -,f(5x5),,,`,`,,f(5x5),,,`,` +,"c{name=""Prepared food"" barrels=-1}:+preparedmeals(5x5)",,,,`,,"c{name=""Booze"" barrels=-1}:+booze(5x5)",,,,` ,`,`,`,`,`,,`,`,`,`,` ,`,`,`,`,`,,`,`,`,`,` ,`,`,`,`,`,,`,`,`,`,` ,`,`,`,`,`,,`,`,`,`,` -#query label(services_name_zones) start(18; 18) hidden() - -,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,,`,`,` -,`,`,`,,`,`,`,,`,`,`,,`,`,`,`,`,`,`,`,` -,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,,`,`,` -,,`,,,,`,,,,`,,,,,,,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,,`,,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,,`,,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,,,`,,,,,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,,,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,"{namezone name=""hospital""}" -,`,`,`,`,`,`,`,`,`,`,`,,,,,`,,`,,,,,`,,`,,`,,` -,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,,,"{namezone name=""garbage dump""}" +"#build label(services_build) start(18; 18) hidden() message(Remember to enqueue manager orders for this blueprint. +Assign a minecart to the training ammo quantum dump with ""assign-minecarts all"") build basic hospital, dining room, and barracks" + +,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` +,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` +,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` +,,`,,,,`,,,,`,,,,`,,,,`,,,,`,,,,`,,,,` +,`,`,`,`,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,,,,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,A,A,A,`,`,`,`,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,h,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,b,`,`,`,"trackstopN{name=""Training bolts dumper"" take_from=""Training bolts feeder"" route=""Training bolts quantum""}",`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,,`,,`,,b +,`,`,`,`,`,`,`,`,`,`,`,,,,,`,,`,,,,,`,,`,,`,,d +,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,,`,,`,,` +,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,t,`,`,d,R +,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,l,`,`,h +,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,d,R +,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,,`,,`,,` +,`,`,`,`,`,`,`,`,`,`,`,,,,,,`,,,,,,`,,`,,`,,` ,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,,,`,,`,,`,,` +,`,`,`,`,`,`,c,t,t,c,` +,`,`,`,`,`,`,c,t,t,c,` +,`,`,`,`,`,`,c,t,t,c,` +,`,`,`,`,`,`,c,t,t,c,` ,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,h,`,`,`,`,` ,,,,`,`,,`,` ,`,`,`,`,`,,`,`,`,`,` ,`,`,`,`,`,,`,`,`,`,` @@ -2527,50 +2173,28 @@ query_jail/services_query_jail ,`,`,`,`,`,,`,`,`,`,` ,`,`,`,`,`,,`,`,`,`,` -#> - -,,,,,,,,,,,,,`,"{namezone name=""jail3 well""}",`,,`,,`,"{namezone name=""jail4 well""}",` -,,,,,,,,,,,,,`,`,`,`,`,`,`,`,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,`,"{namezone name=""jail1 well""}",`,,`,,`,"{namezone name=""jail2 well""}",` -,,,,,,,,,,,,,`,`,`,`,`,`,`,`,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,` -,,,,,,,,,,,,,,,,,`,,,,,,,,,` -,,,,,,,,,,,,,,,,,`,,,,,,,,,` -,,,,,,,,,,,,,,,`,`,`,`,`,,,,,,,` -,,,,,,,,,,,,,,,`,`,`,`,`,,,,,,`,`,` -,,,,,,,,,,,,,,,`,`,`,`,`,,,,,,`,"{namezone name=""hospital well""}",` -,,,,,,,,,,,,,,,`,`,`,`,` -,,,,,,,,,,,,,,,`,`,`,`,` - -"#query label(services_query_stockpiles) start(18; 18) hidden() message(Configure the training ammo stockpile to take from the metalworker quantum on the industry level. Assign a minecart to the training ammo quantum dump with ""assign-minecarts all"") configure stockpiles" - -,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,,`,`,` -,`,`,`,,`,`,`,,`,`,`,,`,`,`,`,`,`,`,`,` -,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,,`,`,` -,,`,,,,`,,,,`,,,,,,,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,,`,,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,,`,,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,,,`,,,,,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,,,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,"{quantum name=""training quantum""}",`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,"{quantumstopfromsouth name=""Training quantum""}{givename name=""training dumper""}",`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,nocontainers,{bolts}{forbidmetalbolts}{forbidartifactammo},"{givename name=""training bolts""}",`,`,`,`,`,,`,,`,,`,,` +#place label(services_place2) start(18; 18) hidden() jail food and booze + +,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` +,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,"c{name=""Jail booze"" barrels=-1 take_from=""Booze""}:+booze(1x2)",,`,`,`,,`,`,` +,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,"c{name=""Jail food"" take_from=""Prepared food""}:+preparedmeals(2x1)",,`,,`,`,`,,`,`,` +,,`,,,,`,,,,`,,,,`,,,,`,,,,`,,,,`,,,,` +,`,`,`,`,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,,,,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,~,`,`,`,`,`,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,~,~,~,~,~,~,~,~,~,,`,,`,,`,,` ,`,`,`,`,`,`,`,`,`,`,`,,,,,`,,`,,,,,`,,`,,`,,` -,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,,,"{givename name=""garbage dump""}" +,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,,`,,`,,` +,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,,`,,`,,` +,`,`,`,`,`,`,`,`,`,`,`,,,,,,~,,,,,,`,,`,,`,,` ,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,,,`,,`,,`,,` ,`,`,`,`,`,`,`,`,`,`,` ,`,`,`,`,`,`,`,`,`,`,` @@ -2579,41 +2203,41 @@ query_jail/services_query_jail ,`,`,`,`,`,`,`,`,`,`,` ,`,`,`,`,`,`,`,`,`,`,` ,,,,`,`,,`,` -,preparedfood,"{givename name=""prepared food""}",`,`,`,,booze,"{givename name=""booze""}",`,`,` -,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,,`,`,`,`,` - -"#query label(services_query_dining) start(18; 18) hidden() message(The tavern is restricted to residents only by default. If you'd like your tavern to attract vistors, please go to the (l)ocation menu and change the restriction.) set up dining room/tavern and barracks" - -,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,,`,`,` -,`,`,`,,`,`,`,,`,`,`,,`,`,`,`,`,`,`,`,` -,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,,`,`,` -,,`,,,,`,,,,`,,,,,,,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,,`,,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,,`,,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,,,`,,,,,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,r+&w,r+&w,r+&w,`,r+&w,r+&w,r+&w,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,r{+ 2}&,,,`,`,,,,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,,`,,`,,` -,`,`,`,`,`,`,`,`,`,`,`,,,,,`,,`,,,,,`,,`,,`,,` -,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,"r{+ 12}&h{givename name=""grand hall""}lai^l{Up}r^q",,,,,,,,,,,,,,,,,,,,`,`,`,`,`,`,`,` +,~,~,~,~,~,,~,~,~,~,~ +,~,~,~,~,~,,~,~,~,~,~ +,~,~,~,~,~,,~,~,~,~,~ +,~,~,~,~,~,,~,~,~,~,~ +,~,~,~,~,~,,~,~,~,~,~ + +#build label(services_build2) start(18; 18) hidden() message(Remember to enqueue manager orders for this blueprint.) expand each room + +,`,b,`,,`,b,`,,`,b,`,,`,`,`,,`,`,`,,t,l,b,,`,`,`,,`,`,` +,`,h,`,,`,h,`,,`,h,`,,`,`,`,,`,`,`,,c,v,`,,`,`,`,,`,`,` +,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` +,,`,,,,`,,,,`,,,,`,,,,`,,,,d,,,,`,,,,` +,`,`,`,`,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,,,,` +,`,`,`,`,`,`,`,`,`,`,`,,A,A,A,~,~,~,A,A,A,A,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,,`,,`,`,c,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,,`,,`,`,t,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,c,`,` +,`,`,`,`,`,`,`,`,`,`,`,,~,`,`,`,`,`,`,`,h,`,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,~,`,`,`,~,`,`,`,b +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,b,,b,,b,,~ +,`,`,`,`,`,`,`,`,`,`,`,,,,,`,,`,,,,,d,,d,,d,,~ +,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,,`,,`,,` +,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,~,`,`,~,~ +,`,`,`,`,`,l,`,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,~,`,`,~ +,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,~,~ +,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,,`,,`,,` ,`,`,`,`,`,`,`,`,`,`,`,,,,,,`,,,,,,`,,`,,`,,` ,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,,,`,,`,,`,,` +,`,c,t,t,c,`,~,~,~,~,` +,`,c,t,t,c,`,~,~,~,~,` +,`,c,t,t,c,`,~,~,~,~,` +,`,c,t,t,c,`,~,~,~,~,` ,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` +,h,`,`,`,`,~,`,`,`,`,h ,,,,`,`,,`,` ,`,`,`,`,`,,`,`,`,`,` ,`,`,`,`,`,,`,`,`,`,` @@ -2621,28 +2245,28 @@ query_jail/services_query_jail ,`,`,`,`,`,,`,`,`,`,` ,`,`,`,`,`,,`,`,`,`,` -#query label(services_query_rented_rooms) start(18; 18) hidden() attach rented rooms to tavern - -,r&l-&,r&l-&,r&l-&,,r&l-&,r&l-&,r&l-&,,r&l-&,r&l-&,r&l-&,,`,`,`,,`,,`,`,` -,`,`,`,,`,`,`,,`,`,`,,`,`,`,`,`,`,`,`,` -,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,,`,`,` -,,`,,,,`,,,,`,,,,,,,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,,`,,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,,`,,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,,,`,,,,,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,,,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,`,`,` +#place label(services_place3) start(18; 18) hidden() remaining jail food and booze + +,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` +,`,`,`,,`,`,`,,`,`,`,,`,`,"c{name=""Jail booze"" barrels=-1 take_from=""Booze""}:+booze(1x2)",,`,`,"c{name=""Jail booze"" barrels=-1 take_from=""Booze""}:+booze(1x2)",,`,`,~,,`,`,"c{name=""Jail booze"" barrels=-1 take_from=""Booze""}:+booze(1x2)",,`,`,"c{name=""Jail booze"" barrels=-1 take_from=""Booze""}:+booze(1x2)" +,`,`,`,,`,`,`,,`,`,`,,"c{name=""Jail food"" take_from=""Prepared food""}:+preparedmeals(2x1)",,`,,"c{name=""Jail food"" take_from=""Prepared food""}:+preparedmeals(2x1)",,`,,~,`,`,,"c{name=""Jail food"" take_from=""Prepared food""}:+preparedmeals(2x1)",,`,,"c{name=""Jail food"" take_from=""Prepared food""}:+preparedmeals(2x1)",,` +,,`,,,,`,,,,`,,,,`,,,,`,,,,`,,,,`,,,,` +,`,`,`,`,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,,,,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,~,`,`,`,`,`,,`,,`,`,`,`,` ,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,,`,,`,,` +,`,`,`,`,`,`,`,`,`,`,`,,~,~,~,~,~,~,~,~,~,,`,,`,,`,,` ,`,`,`,`,`,`,`,`,`,`,`,,,,,`,,`,,,,,`,,`,,`,,` -,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,,,`,,,,,,`,,`,,`,,` +,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,,`,,`,,` +,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,,`,,`,,` +,`,`,`,`,`,`,`,`,`,`,`,,,,,,~,,,,,,`,,`,,`,,` ,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,,,`,,`,,`,,` ,`,`,`,`,`,`,`,`,`,`,` ,`,`,`,`,`,`,`,`,`,`,` @@ -2651,172 +2275,42 @@ query_jail/services_query_jail ,`,`,`,`,`,`,`,`,`,`,` ,`,`,`,`,`,`,`,`,`,`,` ,,,,`,`,,`,` -,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,,`,`,`,`,` - -"#build label(services_build2) start(18; 18) hidden() build rest of hospital and dining room, doors, prep for jail" - -,~,~,~,,~,~,~,,~,~,~,,`,`,`,,`,,`,`,` -,`,`,`,,`,`,`,,`,`,`,,`,v,`,d,`,d,`,v,` -,f,`,h,,f,`,h,,f,`,h,,`,`,`,,`,,`,`,` -,,d,,,,d,,,,d,,,,,,,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,,`,,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,v,`,d,`,d,`,v,`,,`,`,c,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,,`,,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,,,~,,,,,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,b,~,~,~,`,~,~,~,h,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,b,`,`,`,~,`,`,`,`,,,,` -,`,`,`,`,`,`,`,`,`,`,`,,b,`,`,`,`,`,`,`,`,~,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,b,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,b,`,`,`,`,`,`,`,a,,b,,b,,b,,~ -,`,`,`,`,`,`,`,`,`,`,`,,,,,~,,~,,,,,d,,d,,d,,d -,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,~,`,`,`,d,~ -,`,c,t,t,c,`,c,t,t,c,`,~,`,d,`,`,`,`,`,d,`,d,`,`,`,`,`,`,~ -,`,c,t,t,c,`,c,t,t,c,`,,`,,`,`,`,`,`,,`,,`,`,`,~,`,`,`,d,~ -,`,c,t,t,c,`,c,t,t,c,`,~,`,d,`,`,`,`,`,d,`,d,`,`,`,`,`,`,f -,`,c,t,~,~,`,c,t,t,c,`,,,,`,`,`,`,`,,,,`,`,`,t,`,`,`,d,~ +,~,~,~,~,~,,~,~,~,~,~ +,~,~,~,~,~,,~,~,~,~,~ +,~,~,~,~,~,,~,~,~,~,~ +,~,~,~,~,~,,~,~,~,~,~ +,~,~,~,~,~,,~,~,~,~,~ + +#build label(services_build3) start(18; 18) hidden() message(Remember to enqueue manager orders for this blueprint.) finalize furniture + +,b,~,b,,b,~,b,,b,~,b,,t,l,b,,t,l,b,,~,~,~,,t,l,b,,t,l,b +,h,~,h,,h,~,h,,h,~,h,,c,v,`,,c,v,`,,~,~,`,,c,v,`,,c,v,` +,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` +,,d,,,,d,,,,d,,,,d,,,,d,,,,~,,,,d,,,,d +,`,`,`,s,`,`,`,s,`,`,`,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,,,,` +,s,`,`,`,`,`,`,`,`,`,s,,~,~,~,~,~,~,~,~,~,~,,`,,j,`,`,`,j +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,,`,,`,`,~,`,` +,s,`,`,`,`,`,`,`,`,`,s,,`,`,`,`,`,`,`,`,`,`,,`,,j,`,~,`,j +,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,d,`,d,`,`,~,`,` +,s,`,`,`,`,`,`,`,`,`,s,,~,h,h,`,`,`,h,h,~,`,,`,,j,`,`,`,j +,`,`,`,`,`,`,`,`,`,`,`,,~,b,b,`,~,`,b,b,~ +,s,`,`,`,`,`,`,`,`,`,s,,`,`,`,`,`,`,`,`,`,,~,,~,,~,,~ +,`,`,`,`,`,`,`,`,`,`,`,,,,,d,,d,,,,,~,,~,,~,,~ +,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,,`,,`,,` +,`,`,`,`,`,`,`,`,`,`,`,d,`,d,`,`,`,`,`,d,`,d,`,`,`,`,`,~,`,`,~,~ +,`,c,t,`,`,~,`,`,t,c,`,,s,,`,`,`,`,`,,s,,`,`,`,~,`,`,~ +,`,c,t,`,`,`,`,`,t,c,`,d,`,d,`,`,`,`,`,d,`,d,`,`,`,`,`,t,`,`,~,~ +,`,c,t,t,c,`,c,t,t,c,`,,,,`,`,`,`,`,,,,`,,`,,`,,` ,`,c,t,t,c,`,c,t,t,c,`,,,,,,`,,,,,,d,,d,,d,,d ,`,c,t,t,c,`,c,t,t,c,`,,,,,,,,,,,,b,,b,,b,,b -,`,c,t,t,c,`,c,t,t,c,` -,`,c,t,t,c,`,c,t,t,c,` -,`,c,t,t,c,`,c,t,t,c,` -,`,c,t,t,c,`,c,t,t,c,` -,`,`,`,`,`,`,`,`,`,`,` -,h,`,`,`,`,~,`,`,`,`,h -,,,,d,d,,d,d -,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,,`,`,`,`,` - -#> - -,,,,,,,,,,,,,`,`,`,,`,,`,`,` -,,,,,,,,,,,,,`,`,`,d,`,d,`,`,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,`,`,`,,`,,`,`,` -,,,,,,,,,,,,,`,`,`,d,`,d,`,`,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,,,,,` -,,,,,,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,` -,,,,,,,,,,,,,,,,,`,,,,,,,,,` -,,,,,,,,,,,,,,,,,d,,,,,,,,,` -,,,,,,,,,,,,,,,`,`,`,`,`,,,,,,,d -,,,,,,,,,,,,,,,`,`,`,`,`,,,,,,`,`,` -,,,,,,,,,,,,,,,`,`,`,`,`,,,,,,`,`,` -,,,,,,,,,,,,,,,`,`,`,`,` -,,,,,,,,,,,,,,,`,`,`,`,` - -"#build label(services_build3) start(18; 18) hidden() jail, statues" - -,~,~,~,,~,~,~,,~,~,~,,t,l,b,,`,,t,l,b -,`,`,`,,`,`,`,,`,`,`,,c,~,`,~,`,~,c,~,` -,~,`,~,,~,`,~,,~,`,~,,`,`,`,,`,,`,`,` -,,~,,,,~,,,,~,,,,,,,` -,`,`,`,s,`,`,`,s,`,`,`,,t,l,b,,`,,t,l,b,,j,`,`,`,j -,`,`,`,`,`,`,`,`,`,`,`,,c,~,`,~,`,~,c,~,`,,`,`,~,`,` -,s,`,`,`,`,`,`,`,`,`,s,,`,`,`,,`,,`,`,`,,v,`,t,`,v -,`,`,`,`,`,`,`,`,`,`,`,,,,,,~,,,,,,`,`,c,`,` -,s,`,`,`,`,`,`,`,`,`,s,,~,~,~,~,`,~,~,~,~,,j,`,`,`,j -,`,`,`,`,`,`,`,`,`,`,`,,~,`,`,`,~,`,`,`,`,,,,d -,s,`,`,`,`,`,`,`,`,`,s,,~,`,`,`,`,`,`,`,`,~,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,~,`,`,`,`,`,`,`,` -,s,`,`,`,`,`,`,`,`,`,s,,~,`,`,`,`,`,`,`,~,,~,,~,,~,,~ -,`,`,`,`,`,`,`,`,`,`,`,,,,,~,,~,,,,,~,,~,,~,,~ -,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,s,`,~,`,`,`,~,~ -,`,~,~,~,~,`,~,~,~,~,`,~,`,~,`,`,`,`,`,~,`,~,`,`,`,`,`,`,~ -,`,~,~,~,~,`,~,~,~,~,`,,s,,`,`,`,`,`,,s,,`,`,`,~,`,`,`,~,~ -,`,~,~,~,~,`,~,~,~,~,`,~,`,~,`,`,`,`,`,~,`,~,`,`,`,`,`,`,~ -,`,~,~,~,~,`,~,~,~,~,`,,,,`,`,`,`,`,,,,`,s,`,~,`,`,`,~,~ -,`,~,~,~,~,`,~,~,~,~,`,,,,,,`,,,,,,~,,~,,~,,~ -,`,~,~,~,~,`,~,~,~,~,`,,,,,,,,,,,,~,,~,,~,,~ ,`,~,~,~,~,`,~,~,~,~,` ,`,~,~,~,~,`,~,~,~,~,` ,`,~,~,~,~,`,~,~,~,~,` ,`,~,~,~,~,`,~,~,~,~,` ,`,`,`,`,`,`,`,`,`,`,` ,~,`,s,`,`,~,`,`,s,`,~ -,,,,~,~,,~,~ -,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,,`,`,`,`,` - -#place label(services_place_jail) start(18; 18) hidden() - -,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,,`,`,` -,`,`,`,,`,`,`,,`,`,`,,`,`,f(1x2),`,`,`,`,`,f(1x2) -,`,`,`,,`,`,`,,`,`,`,,f(2x1),`,`,,`,,f(2x1),`,` -,,`,,,,`,,,,`,,,,,,,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,,`,,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,f(1x2),`,`,`,`,`,f(1x2),,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,f(2x1),`,`,,`,,f(2x1),`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,,,`,,,,,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,,,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,,`,,`,,` -,`,`,`,`,`,`,`,`,`,`,`,,,,,`,,`,,,,,`,,`,,`,,` -,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,,,`,,,,,,`,,`,,`,,` -,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,,,`,,`,,`,,` -,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` -,,,,`,`,,`,` -,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,,`,`,`,`,` - -#query label(services_query_jail) start(18; 18) hidden() message(Assign the office to the right of the barracks to your Sheriff/Captain of the Guard to use it as your interrogation room) set up barracks and jail - -,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,,`,`,` -,`,`,`,,`,`,`,,`,`,`,,`,"r--&j{givename name=""jail3""}","{booze}{givename name=""booze""}",`,`,`,`,"r--&j{givename name=""jail4""}","{booze}{givename name=""booze""}" -,`,`,`,,`,`,`,,`,`,`,,"{preparedfood}{givename name=""prepared food""}",t{Down 4}&,t{Down 4}&,,`,,"{preparedfood}{givename name=""prepared food""}",t{Down 4}&,t{Down 4}& -,,`,,,,`,,,,`,,,,,,,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,,`,,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,"r--&j{givename name=""jail1""}","{booze}{givename name=""booze""}",`,`,`,`,"r--&j{givename name=""jail2""}","{booze}{givename name=""booze""}",,`,`,"r+&{givename name=""sheriff's office""}",`,` -,`,`,`,`,`,`,`,`,`,`,`,,"{preparedfood}{givename name=""prepared food""}",t{Down 22}{Left 10}&,t{Down 22}{Left 4}&,,`,,"{preparedfood}{givename name=""prepared food""}",t{Left 6}&,t{Left 6}&,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,,,`,,,,,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,,,"{givename name=""interrogation""}" -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,`,`,`,`,`,`,`,`,,`,,`,,`,,` -,`,`,`,`,`,`,`,`,`,`,`,,,,,`,,`,,,,,`,,`,,`,,` -,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,`,,,,,,`,,,,,,`,,`,,`,,` -,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,,,`,,`,,`,,` -,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` -,`,`,`,`,`,`,`,`,`,`,` -,,,,`,`,,`,` +,,,,d,d,,d,d ,`,`,`,`,`,,`,`,`,`,` ,`,`,`,`,`,,`,`,`,`,` ,`,`,`,`,`,,`,`,`,`,` @@ -2828,14 +2322,14 @@ query_jail/services_query_jail Screenshot: https://drive.google.com/file/d/17jHiCKeZm6FSS-CI4V0r0GJZh09nzcO_ "" Features: -"- Big rooms, optionally pre-furnished. Double-thick walls to ensure engravings add value to the ""correct"" side. Declare locations from the pre-created meeting zones as needed." +"- Big rooms, optionally pre-furnished. Double-thick walls to ensure engravings add maximum value. Declare locations from the pre-created meeting zones as needed." "" Guildhall Walkthrough: 1) Dig out the rooms with /guildhall1. "" -"2) Once the area is dug out, pre-create the zones and add doors and a few statues with /guildhall2. Run ""quickfort orders"" for /guildhall2." +"2) Once the area is dug out, choose a /guildhall2 variant based on your needs. For your first copy of this level, you probably want /guildhall2_default, which includes temple and library zones. For later copies you probably want to create all locations yourself, so you should choose /guildhall2_no_locations if you want the default furnishings or /guildhall2_custom for a full blank slate. Run ""quickfort orders"" for your chosen variant." "" -"3) Furnish individual rooms manually, or get default furnishings for a variety of room types by running /guildhall3. If you use the default furnishings, also run ""quickfort orders"" for /guildhall3. Declare appropriate locations from the pre-created zones as you need guildhalls, libraries, and temples. If you'd like a ""no specific diety"" temple declared for the top room and a library declared for the bottom room, run /guildhall4. Both locations will be ""Residents only"" by default, but you can change this in the (l)ocation menu if you want them to attract visitors. If you need more rooms, you can dig another /guildhall1 in an unused z-level." +"Note that the default temple and library are created ""Residents only"", but you can change this in the location configuration screen if you want them to attract visitors. If you need more rooms, you can dig another /guildhall1 in an unused z-level." "#dig label(guildhall1) start(15; 15; central stairs) message(Once the area is dug out, continue with /guildhall2.)" @@ -2866,33 +2360,44 @@ Guildhall Walkthrough: ,,d,d,d,d,d,d,d,,,d,d,d,d,d,d,d,,,d,d,d,d,d,d,d -#meta label(guildhall2) +#meta label(guildhall2_default) furnished with default temple and library +locations/guildhall_locations doors/guildhall_doors +furnish/guildhall_furnish +"" +#meta label(guildhall2_no_locations) fully furnished and zoned but no locations zones/guildhall_zones -"#build label(guildhall_doors) start(15; 15; central stairs) hidden() message(Remember to enqueue manager orders for this blueprint. -Smooth/engrave tiles, furnish rooms, and declare locations as required.) build doors" - +doors/guildhall_doors +furnish/guildhall_furnish +"" +#meta label(guildhall2_custom) only zones and doors +zones/guildhall_zones +doors/guildhall_doors +"" +"" +"#zone label(guildhall_locations) start(15; 15; central stairs) hidden() message(The library and temple are restricted to residents only by default. If you'd like them to attract vistors, please go to the location screen and change the restrictions.) declare a library and temple" +,m(9x9),,,,,,,,,"m{location=temple name=""All-inclusive temple"" allow=residents}(9x9)",,,,,,,,,m(9x9) ,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` ,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` ,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` ,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` ,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,d,d,`,`,`,`,`,`,`,d,d,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,~,~,`,`,`,`,`,`,`,~,~,`,`,`,`,`,`,` ,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` -,,,,,,,d,,,,,,d,,d,,,,,,d -,,,,,,,d,,,,,,`,s,`,,,,,,d -,,`,`,`,`,`,`,`,,,,,d,,d,,,,,`,`,`,`,`,`,` +,,,,,,,~,,,,,,~,,~,,,,,,~ +,m(9x9),,,,,,~,,,,,,`,~,`,,,,m(9x9),,~ +,,`,`,`,`,`,`,`,,,,,~,,~,,,,,`,`,`,`,`,`,` ,,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,d,`,d,`,,,,`,d,`,d,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,s,,`,,`,,`,,s,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,d,`,d,`,,,,`,d,`,d,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,~,`,~,`,,,,`,~,`,~,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,~,,`,,`,,`,,~,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,~,`,~,`,,,,`,~,`,~,`,`,`,`,`,`,` ,,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,,,,d,,d,,,,,`,`,`,`,`,`,` -,,,,,,,d,,,,,,`,s,`,,,,,,d -,,,,,,,d,,,,,,d,,d,,,,,,d +,,`,`,`,`,`,`,`,,,,,~,,~,,,,,`,`,`,`,`,`,` +,,,,,,,~,,,,,,`,~,`,,,,,,~ +,m(9x9),,,,,,~,,,m{location=library name=Library allow=residents}(9x9),,,~,,~,,,,m(9x9),,~ ,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,d,d,`,`,`,`,`,`,`,d,d,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,~,~,`,`,`,`,`,`,`,~,~,`,`,`,`,`,`,` ,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` ,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` ,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` @@ -2900,7 +2405,7 @@ Smooth/engrave tiles, furnish rooms, and declare locations as required.) build d ,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` -#zone label(guildhall_zones) start(15; 15; central stairs) hidden() designate zones +"#zone label(guildhall_zones) start(15; 15; central stairs) hidden() designate zones, ready for custom locations to be assigned" ,m(9x9),,,,,,,,,m(9x9),,,,,,,,,m(9x9) ,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` @@ -2930,7 +2435,37 @@ Smooth/engrave tiles, furnish rooms, and declare locations as required.) build d ,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` -"#build label(guildhall3) start(15; 15; central stairs) message(Remember to enqueue manager orders for this blueprint.) furnish 4 guildhalls, 3 temples, and a library" +#build label(guildhall_doors) start(15; 15; central stairs) hidden() message(Remember to enqueue manager orders for this blueprint.) build doors + + +,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,d,d,`,`,`,`,`,`,`,d,d,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` +,,,,,,,d,,,,,,d,,d,,,,,,d +,,,,,,,d,,,,,,`,s,`,,,,,,d +,,`,`,`,`,`,`,`,,,,,d,,d,,,,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,d,`,d,`,,,,`,d,`,d,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,s,,`,,`,,`,,s,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,d,`,d,`,,,,`,d,`,d,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,,,,d,,d,,,,,`,`,`,`,`,`,` +,,,,,,,d,,,,,,`,s,`,,,,,,d +,,,,,,,d,,,,,,d,,d,,,,,,d +,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,d,d,`,`,`,`,`,`,`,d,d,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` + + +"#build label(guildhall_furnish) start(15; 15; central stairs) hidden() furnish 4 guildhalls, 3 temples, and a library" ,,`,`,`,`,s,`,`,,,`,s,`,c,`,`,f,,,`,`,s,`,`,`,` @@ -2960,36 +2495,6 @@ Smooth/engrave tiles, furnish rooms, and declare locations as required.) build d ,,`,`,`,`,s,`,`,,,h,~c,~c,s,~c,~c,h,,,`,`,s,`,`,`,` -"#query label(guildhall4) start(15; 15; central stairs) message(The library and temple are restricted to residents only by default. If you'd like them to attract vistors, please go to the (l)ocation menu and change the restriction.) declare a library and temple" - - -,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,,`,`,`,^ilat&^l{Up}r^q,,`,`,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` -,,,,,,,`,,,,,,`,,`,,,,,,` -,,,,,,,`,,,,,,`,`,`,,,,,,` -,,`,`,`,`,`,`,`,,,,,`,,`,,,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,`,,`,,`,,`,,`,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,,,`,`,`,`,`,,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,,,,`,,`,,,,,`,`,`,`,`,`,` -,,,,,,,`,,,,,,`,`,`,,,,,,` -,,,,,,,`,,,,,,`,,`,,,,,,` -,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,,`,`,`,^ilal&^l{Up}r^q,,`,`,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` -,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,`,,,`,`,`,`,`,`,` - - #notes label(beds_help) Suites for nobles and apartments for the teeming masses Suites screenshot: https://drive.google.com/file/d/1IBqCf6fF3lw7sHiBE_15Euubysl5AAiS @@ -2998,23 +2503,17 @@ Apt. screenshot: https://drive.google.com/file/d/1mDQQXG8BnXqasRGFC9R5N6xNALiswE Features: - Well-appointed suites to satisfy nobles - Apartments with beds and storage to keep dwarves happy and the fortress clean -- Apartments also serve as burial chambers since dwarves like looking at coffins -- Meta blueprint included for designating 5 levels of apartments for a full 200+ dwarves "" Suites Walkthrough: 1) Dig out the suites layer with /suites1. "" -"2) Once the area is dug out, furnish the suites with /suites2. The rooms are left unconfigured so you can assign them to specific nobles. Each room can serve as a bedroom, a dining hall, an office, and/or a tomb. Run ""quickfort orders"" for /suites2." +"2) Once the area is dug out, furnish the suites with /suites2. The rooms are left unzoned so you can configure them for specific nobles. Each room can serve as a bedroom, a dining hall, an office, and/or a tomb. Run ""quickfort orders"" for /suites2." "" Apartments Walkthrough: -"1) Dig out one layer of apartments with /apartments1, or 5 layers at once (enough for 200 dwarves) with by adding ""--repeat down,5"" to the quickfort command." +"1) Dig out one layer of apartments with /apartments1, or 5 layers at once (enough for 200 dwarves) with by adding ""--repeat down,5"" to the quickfort command or adjusting the settings in the gui/quickfort UI." "" -"2) Once a layer is dug out, build beds with /apartments2. Run ""quickfort orders"" for /apartments2." -"" -"3) Once the beds are built, configure the rooms and build the remaining furniture with /apartments3. Run ""quickfort orders"" for /apartments3." -"" -"4) Once the coffins are all in place, run ""burial -pets"" to set them all to accept burials." -"#dig label(suites1) start(18; 18; central ramp) message(Once the area is dug out, run /suites2) noble suites" +"2) Once a layer is dug out, build furniture with /apartments2. Run ""quickfort orders"" for /apartments2." +"#dig label(suites1) start(18; 18; central stairs) message(Once the area is dug out, run /suites2) noble suites" ,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 @@ -3050,47 +2549,47 @@ Apartments Walkthrough: ,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 -"#meta label(suites2) start(central ramp) message(Remember to enqueue manager orders for this blueprint. -bedrooms are left unconfigured so you can assign them to specific nobles.) build furniture and set traffic patterns" +"#meta label(suites2) start(central stairs) message(Remember to enqueue manager orders for this blueprint. +rooms are left unzoned so you can configure them for specific nobles.) build furniture and set traffic patterns" traffic_suites/suites_traffic build_suites/suites_build -#dig 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,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -#build label(suites_build) start(18; 18; central ramp) hidden() +#build label(suites_build) start(18; 18; central stairs) hidden() ,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` ,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` @@ -3126,150 +2625,316 @@ build_suites/suites_build ,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` ,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -"#dig label(apartments1) start(18; 18; central ramp) message(Once the area is dug out, continue with /apartments2.) apartment complex" - -,,,,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,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 +"#dig label(apartments1) start(18; 18; central stairs) message(Once the area is dug out, continue with /apartments2.) apartment complex" + +,,,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,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,,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,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,,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,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,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,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 - -"#build label(apartments2) start(18; 18; central ramp) message(Remember to enqueue manager orders for this blueprint. -Once beds have been placed, continue with /apartments3.) build beds" - -,,,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` -,,,,`,b,`,,`,b,`,,`,b,`,,`,b,`,,`,b,`,,`,b,`,,`,b,` -,,,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` -,,,,,`,,,,`,,,,`,,,,`,,,,`,,,,`,,,,` -,,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,,`,,,,`,,,,`,,,`,`,`,,,`,,,,`,,,,` -,,,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` -,,,,`,b,`,,`,b,`,,`,b,`,,`,`,`,,`,b,`,,`,b,`,,`,b,` -,,,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` -,,,,,,,,,,,,,,,,`,`,` -,,,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` -,,,,`,b,`,,`,b,`,,`,b,`,,`,`,`,,`,b,`,,`,b,`,,`,b,` -,,,,`,`,`,,`,`,`,,`,`,`,,`,,`,,`,`,`,,`,`,`,,`,`,` -,,,,,`,,,,`,,,,`,,,`,`,`,,,`,,,,`,,,,` -,`,`,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,,`,`,` -,`,b,`,`,`,`,`,`,`,`,`,`,`,,`,`,~,`,`,,`,`,`,`,`,`,`,`,`,`,`,b,` -,`,`,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,,`,`,` -,,,,,`,,,,`,,,,`,,,`,`,`,,,`,,,,`,,,,` -,,,,`,`,`,,`,`,`,,`,`,`,,`,,`,,`,`,`,,`,`,`,,`,`,` 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-,,,,`,r-&,`,,`,r-&,`,,`,r-&,`,,`,r-&,`,,`,r-&,`,,`,r-&,`,,`,r-&,` -,,,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` -,,,,,`,,,,`,,,,`,,,,`,,,,`,,,,`,,,,` -,,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,,`,,,,`,,,,`,,,`,`,`,,,`,,,,`,,,,` -,,,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` -,,,,`,r-&,`,,`,r-&,`,,`,r-&,`,,`,`,`,,`,r-&,`,,`,r-&,`,,`,r-&,` -,,,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` -,,,,,,,,,,,,,,,,`,`,` -,,,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` -,,,,`,r-&,`,,`,r-&,`,,`,r-&,`,,`,`,`,,`,r-&,`,,`,r-&,`,,`,r-&,` -,,,,`,`,`,,`,`,`,,`,`,`,,`,,`,,`,`,`,,`,`,`,,`,`,` -,,,,,`,,,,`,,,,`,,,`,`,`,,,`,,,,`,,,,` -,`,`,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,,`,`,` -,`,r-&,`,`,`,`,`,`,`,`,`,`,`,,`,`,~,`,`,,`,`,`,`,`,`,`,`,`,`,`,r-&,` -,`,`,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,,`,`,` -,,,,,`,,,,`,,,,`,,,`,`,`,,,`,,,,`,,,,` -,,,,`,`,`,,`,`,`,,`,`,`,,`,,`,,`,`,`,,`,`,`,,`,`,` -,,,,`,r-&,`,,`,r-&,`,,`,r-&,`,,`,`,`,,`,r-&,`,,`,r-&,`,,`,r-&,` -,,,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` -,,,,,,,,,,,,,,,,`,`,` -,,,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` -,,,,`,r-&,`,,`,r-&,`,,`,r-&,`,,`,`,`,,`,r-&,`,,`,r-&,`,,`,r-&,` -,,,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` -,,,,,`,,,,`,,,,`,,,`,`,`,,,`,,,,`,,,,` -,,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,,`,,,,`,,,,`,,,,`,,,,`,,,,`,,,,` -,,,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` -,,,,`,r-&,`,,`,r-&,`,,`,r-&,`,,`,r-&,`,,`,r-&,`,,`,r-&,`,,`,r-&,` -,,,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,`,,`,`,` - -"#build label(apartments_build2) start(18; 18) hidden() message(Coffins should be configured with DFHack ""burial"" script) build remaining furniture" - -,,,,n,`,h,,n,`,h,,n,`,h,,n,`,h,,n,`,h,,n,`,h,,n,`,h -,,,,`,~,`,,`,~,`,,`,~,`,,`,~,`,,`,~,`,,`,~,`,,`,~,` -,,,,n,`,f,,n,`,f,,n,`,f,,n,`,f,,n,`,f,,n,`,f,,n,`,f -,,,,,d,,,,d,,,,d,,,,d,,,,d,,,,d,,,,d -,,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,,`,`,`,`,`,`,`,`,`,`,`,`,s,`,`,`,`,`,`,`,`,`,`,`,` -,,,,,d,,,,d,,,,d,,,`,`,`,,,d,,,,d,,,,d -,,,,n,`,h,,n,`,h,,n,`,h,,`,`,`,,n,`,h,,n,`,h,,n,`,h -,,,,`,~,`,,`,~,`,,`,~,`,,`,s,`,,`,~,`,,`,~,`,,`,~,` -,,,,n,`,f,,n,`,f,,n,`,f,,`,`,`,,n,`,f,,n,`,f,,n,`,f +,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,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 + +#meta label(apartments2) start(central stairs) zone rooms and build furniture +zone_apartments/apartments_rooms +build_apartments/apartments_build +#zone label(apartments_rooms) start(18; 18; central stairs) hidden() zone rooms +,,b(4x5),,,b(4x5),,,b(4x5),,,b(4x5),,,b(4x5),,,b(4x5),,,b(4x5),,,b(4x5),,,b(4x5),,,b(4x5) +,,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +,,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +,,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +,,,,`,,,`,,,`,,,`,,,`,,`,,,`,,,`,,,`,,,` +,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +b(4x5),,`,b(4x5),,`,b(4x5),,`,b(4x5),,`,b(4x5),,`,,`,`,`,b(4x5),`,,b(4x5),`,,b(4x5),`,,b(4x5),`,,b(4x5),` +,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +b(4x5),,,b(4x5),,,b(4x5),,,b(4x5),,,b(4x5),,,,`,`,`,b(4x5),,,b(4x5),,,b(4x5),,,b(4x5),,,b(4x5) +,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +,`,`,,`,`,,`,`,,`,`,,`,`,,`,,`,,`,`,,`,`,,`,`,,`,`,,`,` +,`,,,`,,,`,,,`,,,`,,,`,`,`,,,`,,,`,,,`,,,`,,,` +,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,`,`,,`,`,~,`,`,,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +b(4x5),`,,b(4x5),`,,b(4x5),`,,b(4x5),`,,b(4x5),`,,,`,`,`,b(4x5),,`,b(4x5),,`,b(4x5),,`,b(4x5),,`,b(4x5),,` +,`,`,,`,`,,`,`,,`,`,,`,`,,`,,`,,`,`,,`,`,,`,`,,`,`,,`,` +,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +b(4x5),,,b(4x5),,,b(4x5),,,b(4x5),,,b(4x5),,,,`,`,`,b(4x5),,,b(4x5),,,b(4x5),,,b(4x5),,,b(4x5) +,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +,,`,,,`,,,`,,,`,,,`,,`,`,`,,`,,,`,,,`,,,`,,,` +,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,b(4x5),,`,b(4x5),,`,b(4x5),,`,b(4x5),,`,b(4x5),,`,b(4x5),`,,b(4x5),`,,b(4x5),`,,b(4x5),`,,b(4x5),` +,,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +,,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +,,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,` + +#build label(apartments_build) start(18; 18; central stairs) hidden() message(Remember to enqueue manager orders for this blueprint.) build furniture + +,,,f,h,,f,h,,f,h,,f,h,,f,h,,h,f,,h,f,,h,f,,h,f,,h,f +,,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +,,,b,`,,b,`,,b,`,,b,`,,b,`,,`,b,,`,b,,`,b,,`,b,,`,b +,,,,`,,,`,,,`,,,`,,,`,,`,,,`,,,`,,,`,,,` +,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,`,,,`,,,`,,,`,,,`,,`,`,`,,`,,,`,,,`,,,`,,,` +,b,`,,b,`,,b,`,,b,`,,b,`,,`,`,`,,`,b,,`,b,,`,b,,`,b,,`,b +,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +,f,h,,f,h,,f,h,,f,h,,f,h,,`,`,`,,h,f,,h,f,,h,f,,h,f,,h,f ,,,,,,,,,,,,,,,,`,`,` -,,,,n,`,h,,n,`,h,,n,`,h,,`,s,`,,n,`,h,,n,`,h,,n,`,h -,,,,`,~,`,,`,~,`,,`,~,`,,`,`,`,,`,~,`,,`,~,`,,`,~,` -,,,,n,`,f,,n,`,f,,n,`,f,,d,,d,,n,`,f,,n,`,f,,n,`,f -,,,,,d,,,,d,,,,d,,,`,`,`,,,d,,,,d,,,,d -,n,`,h,,`,`,`,`,`,`,`,`,`,d,`,`,`,`,`,d,`,`,`,`,`,`,`,`,`,,n,`,h -,`,~,`,d,`,s,`,`,s,`,`,s,`,,`,`,~,`,`,,`,s,`,`,s,`,`,s,`,d,`,~,` -,n,`,f,,`,`,`,`,`,`,`,`,`,d,`,`,`,`,`,d,`,`,`,`,`,`,`,`,`,,n,`,f -,,,,,d,,,,d,,,,d,,,`,`,`,,,d,,,,d,,,,d -,,,,n,`,h,,n,`,h,,n,`,h,,d,,d,,n,`,h,,n,`,h,,n,`,h -,,,,`,~,`,,`,~,`,,`,~,`,,`,`,`,,`,~,`,,`,~,`,,`,~,` -,,,,n,`,f,,n,`,f,,n,`,f,,`,s,`,,n,`,f,,n,`,f,,n,`,f +,h,f,,h,f,,h,f,,h,f,,h,f,,`,`,`,,f,h,,f,h,,f,h,,f,h,,f,h +,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +,`,b,,`,b,,`,b,,`,b,,`,b,,`,,`,,b,`,,b,`,,b,`,,b,`,,b,` +,`,,,`,,,`,,,`,,,`,,,`,`,`,,,`,,,`,,,`,,,`,,,` +,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,`,`,,`,`,~,`,`,,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,`,,,`,,,`,,,`,,,`,,,`,`,`,,,`,,,`,,,`,,,`,,,` +,`,b,,`,b,,`,b,,`,b,,`,b,,`,,`,,b,`,,b,`,,b,`,,b,`,,b,` +,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +,h,f,,h,f,,h,f,,h,f,,h,f,,`,`,`,,f,h,,f,h,,f,h,,f,h,,f,h ,,,,,,,,,,,,,,,,`,`,` -,,,,n,`,h,,n,`,h,,n,`,h,,`,`,`,,n,`,h,,n,`,h,,n,`,h -,,,,`,~,`,,`,~,`,,`,~,`,,`,s,`,,`,~,`,,`,~,`,,`,~,` -,,,,n,`,f,,n,`,f,,n,`,f,,`,`,`,,n,`,f,,n,`,f,,n,`,f -,,,,,d,,,,d,,,,d,,,`,`,`,,,d,,,,d,,,,d -,,,,,`,`,`,`,`,`,`,`,`,`,`,`,s,`,`,`,`,`,`,`,`,`,`,`,` -,,,,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` -,,,,,d,,,,d,,,,d,,,,d,,,,d,,,,d,,,,d -,,,,n,`,h,,n,`,h,,n,`,h,,n,`,h,,n,`,h,,n,`,h,,n,`,h -,,,,`,~,`,,`,~,`,,`,~,`,,`,~,`,,`,~,`,,`,~,`,,`,~,` -,,,,n,`,f,,n,`,f,,n,`,f,,n,`,f,,n,`,f,,n,`,f,,n,`,f +,f,h,,f,h,,f,h,,f,h,,f,h,,`,`,`,,h,f,,h,f,,h,f,,h,f,,h,f +,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +,b,`,,b,`,,b,`,,b,`,,b,`,,`,`,`,,`,b,,`,b,,`,b,,`,b,,`,b +,,`,,,`,,,`,,,`,,,`,,`,`,`,,`,,,`,,,`,,,`,,,` +,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,` +,,,,`,,,`,,,`,,,`,,,`,,`,,,`,,,`,,,`,,,` +,,,b,`,,b,`,,b,`,,b,`,,b,`,,`,b,,`,b,,`,b,,`,b,,`,b +,,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,`,,`,` +,,,f,h,,f,h,,f,h,,f,h,,f,h,,h,f,,h,f,,h,f,,h,f,,h,f + +#notes label(crypt_help) +Places to rest your dead +Screenshot: https://drive.google.com/file/d/1IBqCf6fF3lw7sHiBE_15Euubysl5AAiS +"" +Features: +"- Staged crypt expansion that grows with your, um, need" +- 52 tombs in stage 1 +- 160 additional tombs in stage 2 (212 tombs total) +- Extendable in any direction by applying the blueprints multiple times +"" +Crypt Walkthrough: +1) Dig out the layer with /crypt1. +"" +"2) Once the area is dug out, add initial tombs with /crypt2." +"" +"3) If/when you need additional tombs, apply /crypt3." +"#dig label(crypt1) start(18; 18; central stairs) message(Once the area is dug out, continue with /crypt2.) crypt complex" + +,,,,,,,,,,,,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,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,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,,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,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,d,d,d,d,d,d + +#meta label(crypt2) start(central stairs) small crypt that can be extended later +zone/crypt_zone +build/crypt_build +"" +#meta label(crypt3) start(central stairs) crypt extension +zone_extended/crypt_extended_zone +build_extended/crypt_extended_build +#zone label(crypt_zone) start(18; 18; central stairs) hidden() zone tombs + + + + + + + + + +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,,,,,,,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1) +,,,,,,,`,`,`,`,`,`,,,,,,,,,,`,`,`,`,`,` +,,,,,,,,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1) +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,,,,,,,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,`,`,`,,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1) +,,,,,,,`,`,`,`,`,`,,,,`,`,`,,,,`,`,`,`,`,` +,,,,,,,,T{pets=true}(1x1),,T{pets=true}(1x1),,`,`,`,`,,,,`,`,`,`,,T{pets=true}(1x1),,T{pets=true}(1x1) +,,,,,,,,,,,,`,`,`,`,,~,,`,`,`,` +,,,,,,,,T{pets=true}(1x1),,T{pets=true}(1x1),,`,`,`,`,,,,`,`,`,`,,T{pets=true}(1x1),,T{pets=true}(1x1) +,,,,,,,`,`,`,`,`,`,,,,`,`,`,,,,`,`,`,`,`,` +,,,,,,,,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,`,`,`,,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1) +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,,,,,,,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1) +,,,,,,,`,`,`,`,`,`,,,,,,,,,,`,`,`,`,`,` +,,,,,,,,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1) +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` + + + + + + + + + +#build label(crypt_build) start(18; 18; central stairs) hidden() message(Remember to enqueue manager orders for this blueprint.) build urns + + + + + + + + + +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,,,,,,,n,,n,,`,,n,,n,,n,,n,,`,,n,,n +,,,,,,,`,`,`,`,`,`,,,,,,,,,,`,`,`,`,`,` +,,,,,,,,n,,n,,`,,n,,n,,n,,n,,`,,n,,n +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,,,,,,,n,,n,,`,,n,,`,s,`,,n,,`,,n,,n +,,,,,,,`,`,`,`,`,`,,,,`,`,`,,,,`,`,`,`,`,` +,,,,,,,,n,,n,,`,`,`,`,,,,`,`,`,`,,n,,n +,,,,,,,,,,,,`,`,s,`,,~,,`,s,`,` +,,,,,,,,n,,n,,`,`,`,`,,,,`,`,`,`,,n,,n +,,,,,,,`,`,`,`,`,`,,,,`,`,`,,,,`,`,`,`,`,` +,,,,,,,,n,,n,,`,,n,,`,s,`,,n,,`,,n,,n +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,,,,,,,n,,n,,`,,n,,n,,n,,n,,`,,n,,n +,,,,,,,`,`,`,`,`,`,,,,,,,,,,`,`,`,`,`,` +,,,,,,,,n,,n,,`,,n,,n,,n,,n,,`,,n,,n +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` + + + + + + + + + +#zone label(crypt_extended_zone) start(18; 18; central stairs) hidden() zone more tombs + +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1) +,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` +,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1) +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1) +,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` +,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1) +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,~,,~,,`,,~,,~,,~,,~,,`,,~,,~,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1) +,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` +,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,~,,~,,`,,~,,~,,~,,~,,`,,~,,~,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1) +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,~,,~,,`,,~,,`,`,`,,~,,`,,~,,~,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1) +,`,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,,,,`,`,`,`,`,`,`,`,`,`,`,` +,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,~,,~,,`,`,`,`,,,,`,`,`,`,,~,,~,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1) +,,,,,,,,,,,,`,`,`,`,,~,,`,`,`,` +,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,~,,~,,`,`,`,`,,,,`,`,`,`,,~,,~,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1) +,`,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,,,,`,`,`,`,`,`,`,`,`,`,`,` +,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,~,,~,,`,,~,,`,`,`,,~,,`,,~,,~,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1) +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,~,,~,,`,,~,,~,,~,,~,,`,,~,,~,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1) +,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` +,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,~,,~,,`,,~,,~,,~,,~,,`,,~,,~,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1) +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1) +,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` +,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1) +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1) +,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` +,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,`,,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1),,T{pets=true}(1x1) +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` + +#build label(crypt_extended_build) start(18; 18; central stairs) hidden() message(Remember to enqueue manager orders for this blueprint.) build more urns + +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,n,,n,,n,,n,,n,,`,,n,,n,,n,,n,,`,,n,,n,,n,,n,,n +,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` +,,n,,n,,n,,n,,n,,`,,n,,n,,n,,n,,`,,n,,n,,n,,n,,n +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,n,,n,,n,,n,,n,,`,,n,,n,,n,,n,,`,,n,,n,,n,,n,,n +,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` +,,n,,n,,n,,n,,n,,`,,n,,n,,n,,n,,`,,n,,n,,n,,n,,n +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,n,,n,,n,,~,,~,,`,,~,,~,,~,,~,,`,,~,,~,,n,,n,,n +,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` +,,n,,n,,n,,~,,~,,`,,~,,~,,~,,~,,`,,~,,~,,n,,n,,n +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,n,,n,,n,,~,,~,,`,,~,,`,~,`,,~,,`,,~,,~,,n,,n,,n +,`,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,,,,`,`,`,`,`,`,`,`,`,`,`,` +,,n,,n,,n,,~,,~,,`,`,`,`,,,,`,`,`,`,,~,,~,,n,,n,,n +,,,,,,,,,,,,`,`,~,`,,~,,`,~,`,` +,,n,,n,,n,,~,,~,,`,`,`,`,,,,`,`,`,`,,~,,~,,n,,n,,n +,`,`,`,`,`,`,`,`,`,`,`,`,,,,`,`,`,,,,`,`,`,`,`,`,`,`,`,`,`,` +,,n,,n,,n,,~,,~,,`,,~,,`,~,`,,~,,`,,~,,~,,n,,n,,n +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,n,,n,,n,,~,,~,,`,,~,,~,,~,,~,,`,,~,,~,,n,,n,,n +,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` +,,n,,n,,n,,~,,~,,`,,~,,~,,~,,~,,`,,~,,~,,n,,n,,n +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,n,,n,,n,,n,,n,,`,,n,,n,,n,,n,,`,,n,,n,,n,,n,,n +,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` +,,n,,n,,n,,n,,n,,`,,n,,n,,n,,n,,`,,n,,n,,n,,n,,n +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` +,,n,,n,,n,,n,,n,,`,,n,,n,,n,,n,,`,,n,,n,,n,,n,,n +,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,` +,,n,,n,,n,,n,,n,,`,,n,,n,,n,,n,,`,,n,,n,,n,,n,,n +,,,,,,,,,,,,`,`,`,`,`,`,`,`,`,`,` diff --git a/data/dfhack-config/init/examples/README.md b/data/dfhack-config/init/examples/README.md deleted file mode 100644 index 99060b0a3..000000000 --- a/data/dfhack-config/init/examples/README.md +++ /dev/null @@ -1,9 +0,0 @@ -# Example DFHack init scripts - -This folder contains ready-to-use examples of DFHack init scripts. -You can use them by copying them to the dfhack-config/init folder. -You can use them unmodified, or you can customize them to better -suit your preferences. - -For information on each of the files in this library, see the -[DFHack Example Configuration File Guide](https://docs.dfhack.org/en/stable/docs/guides/examples-guide.html). diff --git a/data/dfhack-config/init/examples/onMapLoad_dreamfort.init b/data/dfhack-config/init/examples/onMapLoad_dreamfort.init deleted file mode 100644 index 13d4ea8fc..000000000 --- a/data/dfhack-config/init/examples/onMapLoad_dreamfort.init +++ /dev/null @@ -1,76 +0,0 @@ -# This dfhack config file automates common tasks for your forts. -# It was written for the Dreamfort set of quickfort blueprints, but the -# configuration here is useful for any fort! Copy this file to your -# dfhack-config/init directory to use. Feed free to edit or override -# to your liking. - -# Uncomment this next line if you want buildingplan (and quickfort) to use only -# blocks (not bars or logs) for constructions and workshops. If you do -# uncomment, be sure to bring some blocks with you for starting workshops! -#on-new-fortress buildingplan set boulders false; buildingplan set logs false - -# Disable cooking of useful item types when you start a new fortress. -on-new-fortress ban-cooking all - -# Show a warning dialog when units are starving -repeat -name warn-starving -time 10 -timeUnits days -command [ warn-starving ] - -# Force dwarves to drop tattered clothing instead of clinging to the scraps -repeat -name cleanowned -time 1 -timeUnits months -command [ cleanowned X ] - -# Automatically enqueue orders to shear and milk animals -repeat -name autoShearCreature -time 14 -timeUnits days -command [ workorder ShearCreature ] -repeat -name autoMilkCreature -time 14 -timeUnits days -command [ workorder "{\"job\":\"MilkCreature\",\"item_conditions\":[{\"condition\":\"AtLeast\",\"value\":2,\"flags\":[\"empty\"],\"item_type\":\"BUCKET\"}]}" ] - -# Fulfill high-volume orders before slower once-daily orders -repeat -name orders-sort -time 1 -timeUnits days -command [ orders sort ] - -# Manages crop assignment for farm plots -enable autofarm -autofarm default 30 -autofarm threshold 150 GRASS_TAIL_PIG - -# allows you to configure a stockpile to automatically mark items for melting -enable automelt - -# creates manager orders to produce replacements for worn clothing -enable tailor - -# auto-assigns nesting birds to nestbox zones and protects fertile eggs from -# being gathered and eaten -enable autonestbox nestboxes - -# manages seed stocks -enable seedwatch -seedwatch all 30 - -# ensures important tasks get assigned to workers. -# otherwise many job types can get ignored in busy forts. -on-new-fortress prioritize -aq defaults - -# autobutcher settings are saved in the savegame, so we only need to set them once. -# this way, any custom settings you set during gameplay are not overwritten -# -# feel free to change this to "target 0 0 0 0" if you don't expect to want to raise -# any animals not listed here -- you can always change it anytime during the game -# later if you change your mind. -on-new-fortress enable autobutcher -on-new-fortress autobutcher target 2 2 2 2 new -# dogs and cats. You should raise the limits for dogs if you will be training them -# for hunting or war. -on-new-fortress autobutcher target 2 2 2 2 DOG -on-new-fortress autobutcher target 1 1 2 2 CAT -# geese are our primary source of bones and leather. let the younglings grow up -# before we butcher so we get adult-scale products from them. BIRD_PEAFOWL_BLUE, -# BIRD_CHICKEN, and BIRD_TURKEY are also viable. feel free to change this to -# your bird of choice. -on-new-fortress autobutcher target 50 50 14 2 BIRD_GOOSE -# alpaca, sheep, and llamas give wool. we need to keep these numbers low, though, or -# else risk running out of grass for grazing. -on-new-fortress autobutcher target 2 2 4 2 ALPACA SHEEP LLAMA -# pigs give milk and meat and are zero-maintenance. -on-new-fortress autobutcher target 5 5 6 2 PIG -# immediately butcher all unprofitable animals -on-new-fortress autobutcher target 0 0 0 0 HORSE YAK DONKEY WATER_BUFFALO GOAT CAVY BIRD_DUCK BIRD_GUINEAFOWL -# watch for new animals -on-new-fortress autobutcher autowatch diff --git a/docs/guides/examples-guide.rst b/docs/guides/examples-guide.rst deleted file mode 100644 index d2581cf81..000000000 --- a/docs/guides/examples-guide.rst +++ /dev/null @@ -1,49 +0,0 @@ -.. _config-examples-guide: -.. _dfhack-examples-guide: - -DFHack config file examples -=========================== - -The :source:`hack/examples ` folder contains ready-to-use -examples of various DFHack configuration files. You can use them by copying them -to appropriate folders where DFHack and its plugins can find them (details -below). You can use them unmodified, or you can customize them to better suit -your preferences. - -The ``init/`` subfolder ------------------------ - -The :source:`init/ ` subfolder contains useful -DFHack `init-files` that you can copy into your :file:`dfhack-config/init` -folder -- the same directory as ``dfhack.init``. - -.. _onMapLoad-dreamfort-init: - -:source:`onMapLoad_dreamfort.init ` -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - -This is the config file that designed for the `dreamfort` set of blueprints, but -it is useful (and customizable) for any fort. It includes the following config: - -- Calls `ban-cooking` for items that have important alternate uses and should - not be cooked. This configuration is only set when a fortress is first - started, so later manual changes will not be overridden. -- Automates calling of various fort maintenance scripts, like `cleanowned` and - `fix/stuckdoors`. -- Keeps your manager orders intelligently ordered with `orders` ``sort`` so no - orders block other orders from ever getting completed. -- Periodically enqueues orders to shear and milk shearable and milkable pets. -- Sets up `autofarm` to grow 30 units of every crop, except for pig tails, which - is set to 150 units to support the textile industry. -- Sets up `seedwatch` to protect 30 of every type of seed. -- Configures `prioritize` to automatically boost the priority of important and - time-sensitive tasks that could otherwise get ignored in busy forts, like - hauling food, tanning hides, storing items in vehicles, pulling levers, and - removing constructions. -- Optimizes `autobutcher` settings for raising geese, alpacas, sheep, llamas, - and pigs. Adds sensible defaults for all other animals, including dogs and - cats. There are instructions in the file for customizing the settings for - other combinations of animals. These settings are also only set when a - fortress is first started, so any later changes you make to autobutcher - settings won't be overridden. -- Enables `automelt`, `tailor`, `zone`, `nestboxes`, and `autonestbox`. diff --git a/docs/guides/index.rst b/docs/guides/index.rst index 95f9ff32a..6660dfae5 100644 --- a/docs/guides/index.rst +++ b/docs/guides/index.rst @@ -8,7 +8,5 @@ These pages are detailed guides covering DFHack tools. :maxdepth: 1 /docs/guides/modding-guide - /docs/guides/examples-guide /docs/guides/quickfort-library-guide /docs/guides/quickfort-user-guide - /docs/guides/quickfort-alias-guide diff --git a/docs/guides/quickfort-alias-guide.rst b/docs/guides/quickfort-alias-guide.rst deleted file mode 100644 index a89e6f338..000000000 --- a/docs/guides/quickfort-alias-guide.rst +++ /dev/null @@ -1,875 +0,0 @@ -.. _quickfort-alias-guide: - -Quickfort keystroke alias reference -=================================== - -Aliases allow you to use simple words to represent complicated key sequences -when configuring buildings and stockpiles in quickfort ``#query`` and -``#config`` blueprints. - -For example, say you have the following ``#build`` and ``#place`` blueprints:: - - #build masonry workshop - ~, ~,~,`,`,` - ~,wm,~,`,`,` - ~, ~,~,`,`,` - - #place stockpile for mason - ~,~,~,s,s,s - ~,~,~,s,s,s - ~,~,~,s,s,s - -and you want to configure the stockpile to hold only non-economic ("other") -stone and to give to the adjacent mason workshop. You could write the -key sequences directly:: - - #query configure stockpile with expanded key sequences - ~,~,~,s{Down 5}deb{Right}{Down 2}p^,`,` - ~,~,~,g{Left 2}&, `,` - ~,~,~,`, `,` - -or you could use aliases:: - - #query configure stockpile with aliases - ~,~,~,otherstone,`,` - ~,~,~,give2left, `,` - ~,~,~,`, `,` - -If the stockpile had only a single tile, you could also replay both aliases in -a single cell:: - - #query configure mason with multiple aliases in one cell - ~,~,~,{otherstone}{give2left},`,` - ~,~,~,`, `,` - ~,~,~,`, `,` - -With aliases, blueprints are much easier to read and understand. They also -save you from having to copy the same long key sequences everywhere. - -Alias definition files ----------------------- - -DFHack comes with a library of aliases for you to use that are always -available when you run a ``#query`` blueprint. Many blueprints can be built -with just those aliases. This "standard alias library" is stored in -:source:`data/quickfort/aliases-common.txt` (installed under the ``hack`` folder -in your DFHack installation). The aliases in that file are described at the -`bottom of this document `. - -Please do not edit the aliases in the standard library directly. The file will -get overwritten when DFHack is updated and you'll lose your changes. Instead, -add your custom aliases to :source:`dfhack-config/quickfort/aliases.txt` or -directly to your blueprints in an `#aliases ` -section. Your custom alias definitions take precedence over any definitions in -the standard library. - -Alias syntax and usage ----------------------- - -The syntax for defining aliases is:: - - aliasname: expansion - -Where ``aliasname`` is at least two letters or digits long (dashes and -underscores are also allowed) and ``expansion`` is whatever you would type -into the DF UI. - -You use an alias by typing its name into a ``#query`` blueprint cell where you -want it to be applied. You can use an alias by itself or as part of a larger -sequence, potentially with other aliases. If the alias is the only text in the -cell, the alias name is matched and its expansion is used. If the alias has -other keys before or after it, the alias name must be surrounded in curly -brackets (:kbd:`{` and :kbd:`}`). An alias can be surrounded in curly brackets -even if it is the only text in the cell, it just isn't necessary. For example, -the following blueprint uses the ``aliasname`` alias by itself in the first -two rows and uses it as part of a longer sequence in the third row:: - - #query apply alias 'aliasname' in three different ways - aliasname - {aliasname} - literaltext{aliasname}literaltext - -For a more concrete example of an alias definition, a simple alias that -configures a stockpile to have no bins (:kbd:`C`) and no barrels (:kbd:`E`) -assigned to it would look like this:: - - nocontainers: CE - -The alias definition can also contain references to other aliases by including -the alias names in curly brackets. For example, ``nocontainers`` could be -equivalently defined like this:: - - nobins: C - nobarrels: E - nocontainers: {nobins}{nobarrels} - -Aliases used in alias definitions *must* be surrounded by curly brackets, even -if they are the only text in the definition:: - - alias1: text1 - alias2: alias1 - alias3: {alias1} - -Here, ``alias1`` and ``alias3`` expand to ``text1``, but ``alias2`` expands to -the literal text ``alias1``. - -Keycodes -~~~~~~~~ - -Non-printable characters, like the arrow keys, are represented by their -keycode name and are also surrounded by curly brackets, like ``{Right}`` or -``{Enter}``. Keycodes are used exactly like aliases -- they just have special -expansions that you wouldn't be able to write yourself. In order to avoid -naming conflicts between aliases and keycodes, the convention is to start -aliases with a lowercase letter. - -Any keycode name from the DF interface definition file -(data/init/interface.txt) is valid, but only a few keycodes are actually -useful for blueprints:: - - Up - Down - Left - Right - Enter - ESC - Backspace - Space - Tab - -There is also one pseudo-keycode that quickfort recognizes:: - - Empty - -which has an empty expansion. It is primarily useful for defining blank default values for `Sub-aliases`_. - -Repetitions -~~~~~~~~~~~ - -Anything enclosed within curly brackets can also have a number, indicating how -many times that alias or keycode should be repeated. For example: -``{togglesequence 9}`` or ``{Down 5}`` will repeat the ``togglesequence`` -alias nine times and the ``Down`` keycode five times, respectively. - -Modifier keys -~~~~~~~~~~~~~ - -Ctrl, Alt, and Shift modifiers can be specified for the next key by adding -them into the key sequence. For example, Alt-h is written as ``{Alt}h``. - -Shorthand characters -~~~~~~~~~~~~~~~~~~~~ - -Some frequently-used keycodes are assigned shorthand characters. Think of them -as single-character aliases that don't need to be surrounded in curly -brackets:: - - & expands to {Enter} - @ expands to {Shift}{Enter} - ~ expands to {Alt} - ! expands to {Ctrl} - ^ expands to {ESC} - -If you need literal versions of the shorthand characters, surround them in -curly brackets, for example: use ``{!}`` for a literal exclamation point. - -Built-in aliases -~~~~~~~~~~~~~~~~ - -Most aliases that come with DFHack are in ``aliases-common.txt``, but there is -one alias built into the code for the common shorthand for "make room":: - - r+ expands to r+{Enter} - -This needs special code support since ``+`` can't normally be used in alias -names. You can use it just like any other alias, either by itself in a cell -(``r+``) or surrounded in curly brackets (``{r+}``). - -Sub-aliases -~~~~~~~~~~~ - -You can specify sub-aliases that will only be defined while the current alias -is being resolved. This is useful for "injecting" custom behavior into the -middle of a larger alias. As a simple example, the ``givename`` alias is defined -like this:: - - givename: !n{name}& - -Note the use of the ``name`` alias inside of the ``givename`` expansion. In your -``#query`` blueprint, you could write something like this, say, while over your -main drawbridge:: - - {givename name="Front Gate"} - -The value that you give the sub-alias ``name`` will be used when the -``givename`` alias is expanded. Without sub-aliases, we'd have to define -``givename`` like this:: - - givenameprefix: !n - givenamesuffix: & - -and use it like this:: - - {givenameprefix}Front Gate{givenamesuffix} - -which is more difficult to write and more difficult to understand. - -A handy technique is to define an alias with some sort of default -behavior and then use sub-aliases to override that behavior as necessary. For -example, here is a simplified version of the standard ``quantum`` alias that -sets up quantum stockpiles:: - - quantum_enable: {enableanimals}{enablefood}{enablefurniture}... - quantum: {linksonly}{nocontainers}{quantum_enable} - -You can use the default behavior of ``quantum_enable`` by just using the -``quantum`` alias by itself. But you can override ``quantum_enable`` to just -enable furniture for some specific stockpile like this:: - - {quantum quantum_enable={enablefurniture}} - -If an alias uses a sub-alias in its expansion, but the sub-alias is not defined -when the alias is used, quickfort will halt the ``#query`` blueprint with an -error. If you want your aliases to work regardless of whether sub-aliases are -defined, then you must define them with default values like ``quantum_enable`` -above. If a default value should be blank, like the ``name`` sub-alias used by -the ``givename`` alias above, define it with the ``{Empty}`` pesudo-keycode:: - - name: {Empty} - -Sub-aliases must be in one of the following formats:: - - subaliasname=keyswithnospaces - subaliasname="keys with spaces or {aliases}" - subaliasname={singlealias} - -If you specify both a sub-alias and a number of repetitions, the number for -repetitions goes last, right before the :kbd:`}`:: - - {alias subaliasname=value repetitions} - -Beyond query mode ------------------ -``#query`` blueprints normally do things in DF :kbd:`q`\uery mode, but nobody -said that we have to *stay* in query mode. ``#query`` blueprints send -arbitrary key sequences to Dwarf Fortress. Anything you can do by typing keys -into DF, you can do in a ``#query`` blueprint. It is absolutely fine to -temporarily exit out of query mode, go into, say, hauling or zone or hotkey -mode, and do whatever needs to be done. - -You just have to make certain to exit out of that alternate mode and get back -into :kbd:`q`\uery mode at the end of the key sequence. That way quickfort can -continue on configuring the next tile -- a tile configuration that assumes the -game is still in query mode. - -For example, here is the standard library alias for giving a name to a zone:: - - namezone: ^i{givename}^q - -The first :kbd:`\^` exits out of query mode. Then :kbd:`i` enters zones mode. -We then reuse the standard alias for giving something a name. Finally, we exit -out of zones mode with another :kbd:`\^` and return to :kbd:`q`\uery mode. - -.. _quickfort-alias-library: - -The DFHack standard alias library ---------------------------------- - -DFHack comes with many useful aliases for you to use in your blueprints. Many -blueprints can be built with just these aliases alone, with no custom aliases -required. - -This section goes through all aliases provided by the DFHack standard alias -library, discussing their intended usage and detailing sub-aliases that you -can define to customize their behavior. - -If you do define your own custom aliases in -``dfhack-config/quickfort/aliases.txt``, try to build on library alias -components. For example, if you create an alias to modify particular furniture -stockpile settings, start your alias with ``{furnitureprefix}`` instead of -``s{Down 2}``. Using library prefixes will allow library sub-aliases to work -with your aliases just like they do with library aliases. In this case, using -``{furnitureprefix}`` will allow your stockpile customization alias to work -with both stockpiles and hauling routes. - -Note that some aliases use the DFHack-provided search prompts. If you get errors -while running ``#query`` blueprints, ensure the DFHack `search-plugin` plugin is -enabled. - -Naming aliases -~~~~~~~~~~~~~~ - -These aliases give descriptive names to workshops, levers, stockpiles, zones, -etc. Dwarf Fortress building, stockpile, and zone names have a maximum length -of 20 characters. - -======== =========== -Alias Sub-aliases -======== =========== -givename name -namezone name -======== =========== - -``givename`` works anywhere you can hit Ctrl-n to customize a name, like when -the cursor is over buildings and stockpiles. Example:: - - #place - f(10x2) - - #query - {booze}{givename name=booze} - -``namezone`` is intended to be used when over an activity zone. It includes -commands to get into zones mode, set the zone name, and get back to query -mode. Example:: - - #zone - n(2x2) - - #query - {namezone name="guard dog pen"} - -Quantum stockpile aliases -~~~~~~~~~~~~~~~~~~~~~~~~~ - -These aliases make it easy to create :wiki:`minecart stop-based quantum stockpiles `. - -+----------------------+------------------+ -| Alias | Sub-aliases | -+======================+==================+ -| quantum | | name | -| | | quantum_enable | -+----------------------+------------------+ -| quantumstopfromnorth | | name | -+----------------------+ | stop_name | -| quantumstopfromsouth | | route_enable | -+----------------------+ | -| quantumstopfromeast | | -+----------------------+ | -| quantumstopfromwest | | -+----------------------+------------------+ -| sp_link | | move | -| | | move_back | -+----------------------+------------------+ -| quantumstop | | name | -| | | stop_name | -| | | route_enable | -| | | move | -| | | move_back | -| | | sp_links | -+----------------------+------------------+ - -The idea is to use a minecart on a track stop to dump an infinite number of -items into a receiving "quantum" stockpile, which significantly simplifies -stockpile management. These aliases configure the quantum stockpile and -hauling route that make it all work. Here is a complete example for quantum -stockpiling weapons, armor, and ammunition. It has a 3x1 feeder stockpile on -the bottom (South), the trackstop in the center, and the quantum stockpile on -the top (North). Note that the feeder stockpile is the only stockpile that -needs to be configured to control which types of items end up in the quantum -stockpile. By default, the hauling route and quantum stockpile itself simply -accept whatever is put into them. - -:: - - #place - ,c - , - pdz(3x1) - - #build - , - ,trackstopN - - #query message(remember to assign a minecart to the new route) - ,quantum - ,quantumstopfromsouth - nocontainers - -The ``quantum`` alias configures a 1x1 stockpile to be a quantum stockpile. It -bans all containers and prevents the stockpile from being manually filled. By -default, it also enables storage of all item categories (except corpses and -refuse), so it doesn't really matter what letter you use to place the -stockpile. :wiki:`Refuse` is excluded by default since otherwise clothes and -armor in the quantum stockpile would rot away. If you want corpses or bones in -your quantum stockpile, use :kbd:`y` and/or :kbd:`r` to place the stockpile -and the ``quantum`` alias will just enable the remaining types. If you *do* -enable refuse in your quantum stockpile, be sure you avoid putting useful -clothes or armor in there! - -The ``quantumstopfromsouth`` alias is run over the track stop and configures -the hauling route, again, allowing all item categories into the minecart by -default so any item that can go into the feeder stockpile can then be placed -in the minecart. It also links the hauling route with the feeder stockpile to -the South.The track stop does not need to be fully constructed before the -``#query`` blueprint is run, but the feeder stockpile needs to exist so we can -link to it. This means that the three blueprints above can be run one right -after another, without any dwarven labor in between them, and the quantum -stockpile will work properly. - -Finally, the ``nocontainers`` alias simply configures the feeder stockpile to -not have any containers (which would just get in the way here). If we wanted -to be more specific about what item types we want in the quantum stockpile, we -could configure the feeder stockpile further, for example with standard -`stockpile adjustment aliases `. - -After the blueprints are run, the last step is to manually assign a minecart -to the newly-defined hauling route. - -You can define sub-aliases to customize how these aliases work, for example to -have fine-grained control over what item types are enabled for the route and -quantum stockpile. We'll go over those options below, but first, here is an -example for how to just give names to everything:: - - #query message(remember to assign a minecart to the new route) - ,{quantum name="armory quantum"} - ,{quantumstopfromsouth name="Armory quantum" stop_name="Armory quantum stop"}{givename name="armory dumper"} - {givename name="armory feeder"} - -All ``name`` sub-aliases are completely optional, of course. Keep in mind that -hauling route names have a maximum length of 22 characters, hauling route stop -names have a maximum length of 21 characters, and all other names have a -maximum length of 20 characters. - -If you want to be absolutely certain that nothing ends up in your quantum -stockpile other than what you've configured in the feeder stockpile, you can -set the ``quantum_enable`` sub-alias for the ``quantum`` alias. This can -prevent, for example, somebody's knocked-out tooth from being considered part -of your furniture quantum stockpile when it happened to land on it during a -fistfight:: - - #query - {quantum name="furniture quantum" quantum_enable={enablefurniture}} - -You can have similar control over the hauling route if you need to be more -selective about what item types are allowed into the minecart. If you have -multiple specialized quantum stockpiles that use a common feeder pile, for -example, you can set the ``route_enable`` sub-alias:: - - #query - {quantumstopfromsouth name="Steel bar quantum" route_enable="{enablebars}{steelbars}"} - -Any of the `stockpile configuration aliases ` can -be used for either the ``quantum_enable`` or ``route_enable`` sub-aliases. -Experienced Dwarf Fortress players may be wondering how the same aliases can -work in both contexts since the keys for entering the configuration screen -differ. Fear not! There is some sub-alias magic at work here. If you define -your own stockpile configuration aliases, you can use the magic yourself by -building your aliases on the ``*prefix`` aliases described later in this -guide. - -Finally, the ``quantumstop`` alias is a more general version of the simpler -``quantumstopfrom*`` aliases. The ``quantumstopfrom*`` aliases assume that a -single feeder stockpile is orthogonally adjacent to your track stop (which is -how most people set them up). If your feeder stockpile is somewhere further -away, or you have multiple feeder stockpiles to link, you can use the -``quantumstop`` alias directly. In addition to the sub-aliases used in the -``quantumstopfrom*`` alias, you can define the ``move`` and ``move_back`` -sub-aliases, which let you specify the cursor keys required to move from the -track stop to the (single) feeder stockpile and back again, respectively:: - - #query - {quantumstop move="{Right 2}{Up}" move_back="{Down}{Left 2}"} - -If you have multiple stockpiles to link, define the ``sp_links`` sub-alias, -which can chain several ``sp_link`` aliases together, each with their own -movement configuration:: - - #query - {quantumstop sp_links="{sp_link move=""{Right}{Up}"" move_back=""{Down}{Left}""}{sp_link move=""{Right}{Down}"" move_back=""{Up}{Left}""}"} - -Note the doubled quotes for quoted elements that are within the outer quotes. - -Farm plots -~~~~~~~~~~ - -Sets a farm plot to grow the first or last type of seed in the list of -available seeds for all four seasons. The last seed is usually Plump helmet -spawn, suitable for post-embark. But if you only have one seed type, that'll -be grown instead. - -+------------------+ -| Alias | -+==================+ -| growlastcropall | -+------------------+ -| growfirstcropall | -+------------------+ - -Instead of these aliases, though, it might be more useful to use the DFHack -`autofarm` plugin. - -Stockpile configuration utility aliases -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - -================ =========== -Alias Sub-aliases -================ =========== -linksonly -maxbins -maxbarrels -nobins -nobarrels -nocontainers -give2up -give2down -give2left -give2right -give10up -give10down -give10left -give10right -give move -togglesequence -togglesequence2 -forbidsearch search -permitsearch search -togglesearch search -masterworkonly prefix -artifactonly prefix -togglemasterwork prefix -toggleartifact prefix -================ =========== - -``linksonly``, ``maxbins``, ``maxbarrels``, ``nobins``, ``nobarrels``, and -``nocontainers`` set the named basic properties on stockpiles. ``nocontainers`` -sets bins and barrels to 0, but does not affect wheelbarrows since the hotkeys -for changing the number of wheelbarrows depend on whether you have DFHack's -``tweak max-wheelbarrow`` enabled. It is better to set the number of -wheelbarrows via the `quickfort` ``stockpiles_max_wheelbarrows`` setting (set to -``0`` by default), or explicitly when you define the stockpile in the ``#place`` -blueprint. - -The ``give*`` aliases set a stockpile to give to a workshop or another -stockpile located at the indicated number of tiles in the indicated direction -from the current tile. For example, here we use the ``give2down`` alias to -connect an ``otherstone`` stockpile with a mason workshop:: - - #place - s,s,s,s,s - s, , , ,s - s, , , ,s - s, , , ,s - s,s,s,s,s - - #build - `,`,`,`,` - `, , , ,` - `, ,wm,,` - `, , , ,` - `,`,`,`,` - - #query - , ,give2down - otherstone - -and here is a generic stone stockpile that gives to a stockpile that only -takes flux:: - - #place - s(10x1) - s(10x10) - - #query - flux - , - give2up - -If you want to give to some other tile that is not already covered by the -``give2*`` or ``give10*`` aliases, you can use the generic ``give`` alias and -specify the movement keys yourself in the ``move`` sub-alias. Here is how to -give to a stockpile or workshop one z-level above, 9 tiles to the left, and 14 -tiles down:: - - #query - {give move="<{Left 9}{Down 14}"} - -``togglesequence`` and ``togglesequence2`` send ``{Down}{Enter}`` or -``{Down 2}{Enter}`` to toggle adjacent (or alternating) items in a list. This -is useful when toggling a bunch of related item types in the stockpile config. -For example, the ``dye`` alias in the standard alias library needs to select -four adjacent items:: - - dye: {foodprefix}b{Right}{Down 11}{Right}{Down 28}{togglesequence 4}^ - -``forbidsearch``, ``permitsearch``, and ``togglesearch`` use the DFHack -`search-plugin` plugin to forbid or permit a filtered list, or toggle the first -(or only) item in the list. Specify the search string in the ``search`` -sub-alias. Be sure to move the cursor over to the right column before invoking -these aliases. The search filter will be cleared before this alias completes. - -Finally, the ``masterwork`` and ``artifact`` group of aliases configure the -corresponding allowable core quality for the stockpile categories that have -them. This alias is used to implement category-specific aliases below, like -``artifactweapons`` and ``forbidartifactweapons``. - -.. _quickfort-stockpile-aliases: - -Stockpile adjustment aliases -~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - -For each stockpile item category, there are three standard aliases: - -* ``*prefix`` aliases enter the stockpile configuration screen and position - the cursor at a particular item category in the left-most column, ready for - further keys that configure the elements within that category. All other - stockpile adjustment aliases are built on these prefixes. You can use them - yourself to create stockpile adjustment aliases that aren't already covered - by the standard library aliases. Using the library prefix instead of - creating your own also allows your stockpile configuration aliases to be - used for both stockpiles and hauling routes. For example, here is the - library definition for ``booze``:: - - booze: {foodprefix}b{Right}{Down 5}p{Down}p^ - -* ``enable*`` aliases enter the stockpile configuration screen, enable all - subtypes of the named category, and exit the stockpile configuration screen -* ``disable*`` aliases enter the stockpile configuration screen, disable all - subtypes of the named category, and exit the stockpile configuration screen - -==================== ==================== ===================== -Prefix Enable Disable -==================== ==================== ===================== -animalsprefix enableanimals disableanimals -foodprefix enablefood disablefood -furnitureprefix enablefurniture disablefurniture -corpsesprefix enablecorpses disablecorpses -refuseprefix enablerefuse disablerefuse -stoneprefix enablestone disablestone -ammoprefix enableammo disableammo -coinsprefix enablecoins disablecoins -barsprefix enablebars disablebars -gemsprefix enablegems disablegems -finishedgoodsprefix enablefinishedgoods disablefinishedgoods -leatherprefix enableleather disableleather -clothprefix enablecloth disablecloth -woodprefix enablewood disablewood -weaponsprefix enableweapons disableweapons -armorprefix enablearmor disablearmor -sheetprefix enablesheet disablesheet -==================== ==================== ===================== - -Then, for each item category, there are aliases that manipulate interesting -subsets of that category: - -* Exclusive aliases forbid everything within a category and then enable only - the named item type (or named class of items) -* ``forbid*`` aliases forbid the named type and leave the rest of the - stockpile untouched. -* ``permit*`` aliases permit the named type and leave the rest of the - stockpile untouched. - -Note that for specific item types (items in the third stockpile configuration -column), you can only toggle the item type on and off. Aliases can't know -whether sending the ``{Enter}`` key will enable or disable the type. The -``forbid*`` aliases that affect these item types assume the item type was -enabled and toggle it off. Likewise, the ``permit*`` aliases assume the item -type was disabled and toggle it on. If the item type is not in the expected -enabled/disabled state when the alias is run, the aliases will not behave -properly. - -Animal stockpile adjustments -```````````````````````````` - -=========== =========== ============ -Exclusive Forbid Permit -=========== =========== ============ -cages forbidcages permitcages -traps forbidtraps permittraps -=========== =========== ============ - -Food stockpile adjustments -`````````````````````````` - -=============== ==================== ==================== -Exclusive Forbid Permit -=============== ==================== ==================== -preparedfood forbidpreparedfood permitpreparedfood -unpreparedfish forbidunpreparedfish permitunpreparedfish -plants forbidplants permitplants -booze forbidbooze permitbooze -seeds forbidseeds permitseeds -dye forbiddye permitdye -tallow forbidtallow permittallow -miscliquid forbidmiscliquid permitmiscliquid -wax forbidwax permitwax -=============== ==================== ==================== - -Furniture stockpile adjustments -``````````````````````````````` - -=================== ========================= ========================= -Exclusive Forbid Permit -=================== ========================= ========================= -pots forbidpots permitpots -bags -buckets forbidbuckets permitbuckets -sand forbidsand permitsand -masterworkfurniture forbidmasterworkfurniture permitmasterworkfurniture -artifactfurniture forbidartifactfurniture permitartifactfurniture -=================== ========================= ========================= - -Notes: - -* The ``bags`` alias excludes coffers and other boxes by forbidding all - materials other than cloth, yarn, silk, and leather. Therefore, it is - difficult to create ``forbidbags`` and ``permitbags`` without affecting other - types of furniture stored in the same stockpile. - -* Because of the limitations of Dwarf Fortress, ``bags`` cannot distinguish - between empty bags and bags filled with gypsum powder. - -Refuse stockpile adjustments -```````````````````````````` - -=========== ================== ================== -Exclusive Forbid Permit -=========== ================== ================== -corpses forbidcorpses permitcorpses -rawhides forbidrawhides permitrawhides -tannedhides forbidtannedhides permittannedhides -skulls forbidskulls permitskulls -bones forbidbones permitbones -shells forbidshells permitshells -teeth forbidteeth permitteeth -horns forbidhorns permithorns -hair forbidhair permithair -usablehair forbidusablehair permitusablehair -craftrefuse forbidcraftrefuse permitcraftrefuse -=========== ================== ================== - -Notes: - -* ``usablehair`` Only hair and wool that can make usable clothing is included, - i.e. from sheep, llamas, alpacas, and trolls. -* ``craftrefuse`` includes everything a craftsdwarf or tailor can use: skulls, - bones, shells, teeth, horns, and "usable" hair/wool (defined above). - -Stone stockpile adjustments -``````````````````````````` - -============= ==================== ==================== -Exclusive Forbid Permit -============= ==================== ==================== -metal forbidmetal permitmetal -iron forbidiron permitiron -economic forbideconomic permiteconomic -flux forbidflux permitflux -plaster forbidplaster permitplaster -coalproducing forbidcoalproducing permitcoalproducing -otherstone forbidotherstone permitotherstone -bauxite forbidbauxite permitbauxite -clay forbidclay permitclay -============= ==================== ==================== - -Ammo stockpile adjustments -`````````````````````````` - -============== ==================== ==================== -Exclusive Forbid Permit -============== ==================== ==================== -bolts -\ forbidmetalbolts -\ forbidwoodenbolts -\ forbidbonebolts -masterworkammo forbidmasterworkammo permitmasterworkammo -artifactammo forbidartifactammo permitartifactammo -============== ==================== ==================== - -Bar stockpile adjustments -````````````````````````` - -=========== ================== -Exclusive Forbid -=========== ================== -bars forbidbars -metalbars forbidmetalbars -ironbars forbidironbars -steelbars forbidsteelbars -pigironbars forbidpigironbars -otherbars forbidotherbars -coal forbidcoal -potash forbidpotash -ash forbidash -pearlash forbidpearlash -soap forbidsoap -blocks forbidblocks -=========== ================== - -Gem stockpile adjustments -````````````````````````` - -=========== ================ -Exclusive Forbid -=========== ================ -roughgems forbidroughgems -roughglass forbidroughglass -cutgems forbidcutgems -cutglass forbidcutglass -cutstone forbidcutstone -=========== ================ - -Finished goods stockpile adjustments -```````````````````````````````````` - -======================= ============================= ============================= -Exclusive Forbid Permit -======================= ============================= ============================= -stonetools -woodentools -crafts forbidcrafts permitcrafts -goblets forbidgoblets permitgoblets -masterworkfinishedgoods forbidmasterworkfinishedgoods permitmasterworkfinishedgoods -artifactfinishedgoods forbidartifactfinishedgoods permitartifactfinishedgoods -======================= ============================= ============================= - -Cloth stockpile adjustments -``````````````````````````` - -================ ====================== ====================== -Exclusive Forbid Permit -================ ====================== ====================== -thread forbidthread permitthread -adamantinethread forbidadamantinethread permitadamantinethread -cloth forbidcloth permitcloth -adamantinecloth forbidadamantinecloth permitadamantinecloth -================ ====================== ====================== - -Notes: - -* ``thread`` and ``cloth`` refers to all materials that are not adamantine. - -Weapon stockpile adjustments -```````````````````````````` - -================= ======================== ======================= -Exclusive Forbid Permit -================= ======================== ======================= -\ forbidweapons permitweapons -\ forbidtrapcomponents permittrapcomponents -metalweapons forbidmetalweapons permitmetalweapons -\ forbidstoneweapons permitstoneweapons -\ forbidotherweapons permitotherweapons -ironweapons forbidironweapons permitironweapons -bronzeweapons forbidbronzeweapons permitbronzeweapons -copperweapons forbidcopperweapons permitcopperweapons -steelweapons forbidsteelweapons permitsteelweapons -masterworkweapons forbidmasterworkweapons permitmasterworkweapons -artifactweapons forbidartifactweapons permitartifactweapons -================= ======================== ======================= - -Armor stockpile adjustments -``````````````````````````` - -=============== ====================== ===================== -Exclusive Forbid Permit -=============== ====================== ===================== -metalarmor forbidmetalarmor permitmetalarmor -otherarmor forbidotherarmor permitotherarmor -ironarmor forbidironarmor permitironarmor -bronzearmor forbidbronzearmor permitbronzearmor -copperarmor forbidcopperarmor permitcopperarmor -steelarmor forbidsteelarmor permitsteelarmor -masterworkarmor forbidmasterworkarmor permitmasterworkarmor -artifactarmor forbidartifactarmor permitartifactarmor -=============== ====================== ===================== diff --git a/docs/guides/quickfort-user-guide.rst b/docs/guides/quickfort-user-guide.rst index ec416f18f..8d1466a0a 100644 --- a/docs/guides/quickfort-user-guide.rst +++ b/docs/guides/quickfort-user-guide.rst @@ -1,15 +1,16 @@ .. _quickfort-blueprint-guide: .. _quickfort-user-guide: +.. _quickfort-alias-guide: Quickfort blueprint creation guide ================================== -`Quickfort ` is a DFHack script that helps you build fortresses from +`Quickfort ` is a DFHack tool that helps you build fortresses from "blueprint" .csv and .xlsx files. Many applications exist to edit these files, such as MS Excel and `Google Sheets `__. Most layout and building-oriented DF commands are supported through the use of multiple files or -spreadsheets, each describing a different phase of DF construction: designation, -building, placing stockpiles/zones, and setting configuration. +spreadsheets, each describing a different phase of DF construction: designating +digging, defining zones, placing stockpiles, and building. The original idea came from :wiki:`Valdemar's ` auto-designation macro. Joel Thornton reimplemented the core logic in Python and extended its @@ -21,51 +22,44 @@ interacts with Dwarf Fortress memory structures directly, allowing for instantaneous blueprint application, error checking and recovery, and many other advanced features. -This guide focuses on DFHack Quickfort's capabilities and teaches players how -to understand and create blueprint files. Some of the text was originally -written by Joel Thornton, reused here with his permission. +This guide focuses on DFHack Quickfort's capabilities and blueprint syntax, and +teaches players how to understand and create blueprint files. Some of the text +was originally written by Joel Thornton, reused here with his permission. -For those just looking to apply existing blueprints, check out the `quickfort -command's documentation ` for syntax. There are also many -ready-to-use blueprints available in the ``hack/data/blueprints`` subfolder in -your DFHack installation. Browse them on your computer or -:source:`online `, or run `gui/quickfort` to browse -and apply them to your fort! +If you are just looking to apply existing blueprints to your fort, check out +`gui/quickfort` (or `quickfort` for the commandline version). There are many +ready-to-use blueprints available in the `quickfort-library-guide` distributed +with DFHack. Before you become an expert at writing blueprints, though, you should know that the easiest way to make a quickfort blueprint is to build your plan "for real" -in Dwarf Fortress and then export your map using the DFHack `blueprint` plugin. -You can apply those blueprints as-is in your next fort, or you can fine-tune -them with additional features from this guide. +in Dwarf Fortress and then export your map using `gui/blueprint`. You can apply +those blueprints as-is in your next fort, or you can fine-tune them with +additional features from this guide. See the `Links`_ section for more information and online resources. - .. contents:: Table of Contents :local: :depth: 2 - Features -------- - General - - Manages blueprints to handle all phases of DF construction - - Supports .csv and multi-worksheet .xlsx blueprint files + - Blueprint modes for all phases of fort design + - Read blueprints from .csv or multi-worksheet .xlsx files - Near-instant application, even for very large and complex blueprints - Blueprints can span multiple z-levels - - You can package all blueprints and keystroke aliases needed for an entire - fortress in a single file for easy sharing - - "meta" blueprints that simplify the application of sequences of blueprints - - Undo functionality for dig, build, place, and zone blueprints - - Rotate blueprints or flip them around to your preference when you apply - them to the map - - Automatic cropping of blueprints so you don't get errors if the blueprint - extends off the map - - Can generate manager orders for everything required by a build blueprint + - Easy sharing of blueprints with multi-blueprint files + - Scripted application of sequences of blueprints + - Easy undo + - Rotate blueprints or flip them around + - Automatic cropping of blueprints that extend off the map + - Generate manager orders for items required by a blueprint - Includes a library of ready-to-use blueprints - - Blueprint debugging features + - Blueprint debugging - Dig mode @@ -76,58 +70,44 @@ Features - Handles carving arbitrarily complex minecart tracks, including tracks that cross other tracks +- Zone and place modes + + - Define zones and stockpiles of any shape, not just rectangles + - Configurable numbers of bins, barrels and wheelbarrows assigned to created + stockpiles + - Automatic splitting of stockpiles that exceed maximum dimension limits + - Create and attach locations to zones + - Full control over stockpile configuration based on the `stockpiles` + settings library + - Configurable zone/location settings, such as the pit/pond toggle or + hospital supply quantities + - Build mode - - Fully integrated with DFHack buildingplan: you can place buildings before - manufacturing building materials and you can use the buildingplan UI for - setting materials preferences + - Integrated with DFHack `buildingplan`: you can place buildings before + manufacturing building materials and you can use the `buildingplan` UI + for setting materials and quality preferences - Designate entire constructions in mid-air without having to wait for each tile to become supported - Automatic expansion of building footprints to their minimum dimensions, so only the center tile of a multi-tile building needs to be recorded in the blueprint - Tile occupancy and validity checking so, for example, buildings that - cannot be placed on a target tile will be skipped instead of messing up - the blueprint. Blueprints that are only partially applied for any reason - (e.g. you need to dig out some more tiles) can be safely reapplied to - build the remaining buildings. + cannot be placed on a target tile will be skipped instead of causing + errors and interrupting the blueprint. Blueprints that are only partially + applied for any reason (e.g. you need to dig out some more tiles) can be + safely reapplied to build the remaining buildings. - Relaxed rules for farm plot and road placement: you can still place the building even if an invalid tile (e.g. stone tiles for farm plots) splits the designated area into two disconnected parts - Intelligent boundary detection for adjacent buildings of the same type (e.g. a 6x6 block of ``wj`` cells will be correctly split into 4 jeweler's workshops) + - Set building properties (such as a name) + - Attach track stops to hauling routes -- Place and zone modes - - - Define stockpiles and zones of any shape, not just rectangles - - Configurable numbers of bins, barrels and wheelbarrows assigned to created - stockpiles - - Automatic splitting of stockpiles and zones that exceed maximum dimension - limits - - Fully configurable zone settings, such as pit/pond and hospital supply - counts - -- Query mode - - - Send arbitrary keystroke sequences to the UI -- *anything* you can do - through the UI is supported - - Supports aliases to simplify frequent keystroke combos - - Includes a library of pre-made and tested aliases to simplify most common - tasks, such as configuring stockpiles for important item types or creating - hauling routes for quantum stockpiles. - - Supports expanding aliases in other aliases for easy management of common - subsequences - - Supports repeating key sequences a specified number of times - - Skips sending keys when the cursor is over a tile that does not have a - stockpile or building, so missing buildings won't desynchronize your - blueprint - - Instant halting of query blueprint application when keystroke errors are - detected, such as when a mistake in a key sequence leaves us stuck in a - submenu, to make query blueprints easier to debug - -Creating blueprints -------------------- +Introduction to blueprints +-------------------------- We recommend using a spreadsheet editor such as Excel, `Google Sheets `__, or `LibreOffice `__ @@ -138,29 +118,27 @@ line (or upper-left cell) of the spreadsheet should look like this:: #dig -The keyword ``dig`` tells Quickfort we are going to be using the Designations -menu in DF. The following "mode" keywords are understood: +The keyword ``dig`` tells Quickfort we are going to be specifying designations. +The following "mode" keywords are understood: ============== =========== Blueprint mode Description ============== =========== -dig Designations menu (:kbd:`d`) -build Build menu (:kbd:`b`) -place Place stockpiles menu (:kbd:`p`) -zone Activity zones menu (:kbd:`i`) -query Set building tasks/prefs menu (:kbd:`q`) +dig Designations (digging, traffic, dumping, etc.) +build Constructions, buildings, and furniture +place Stockpiles +zone Activity zones ============== =========== If no modeline appears in the first cell, Quickfort assumes that it's looking at a ``#dig`` blueprint. There are also other modes that don't directly correspond to Dwarf Fortress -menus, but we'll talk about those `later `. +design operations, but we'll talk about those `later `. If you like, you may enter a comment after the mode keyword. This comment will -appear in the output of ``quickfort list`` when run from the ``DFHack#`` prompt -or in the dialog window when running `gui/quickfort`. You can use this space for -explanations, attribution, etc.:: +appear in the output of ``quickfort list`` or in the dialog window when running +`gui/quickfort`. You can use this space for explanations, attribution, etc.:: #dig grand dining room @@ -176,12 +154,31 @@ readability, but a real .csv file would have commas):: d d d d # # # # # # +The letter ``d`` here stands for "dig". The character sequences in these +blueprints are based on the old (pre-v50) keyboard shortcuts for the various DF +menus. Please see the `quickfort_guide_appendix` below for a full listing. + Note the :kbd:`#` symbols at the right end of each row and below the last row. These are completely optional, but can be helpful to make the row and column positions clear. -Once the dwarves have that dug out, let's build a walled-in bedroom within our -dug-out area:: +Once the dwarves have that dug out, let's zone it as a bedroom:: + + #zone + b b b b # + b b b b # + b b b b # + b b b b # + # # # # # + +This looks very similar to the ``#dig`` blueprint above, but with ``b``s +instead of ``d``s. The ``b``s mark the area for a ``b``edroom zone just like +the ``#dig`` blueprint marked the area for digging. It's important to wait +until after the area is completely dug out before applying further blueprints +since zones can't be applied to hidden tiles and furniture can't be built in +undug walls. + +Now, let's add some walls and furniture:: #build Cw Cw Cw Cw # @@ -190,17 +187,17 @@ dug-out area:: Cw Cw Cw # # # # # # -Note my generosity -- in addition to the bed (:kbd:`b`) I've built a container -(:kbd:`h`) here for the dwarf as well. You must use the full series of keys -needed to build something in each cell, e.g. :kbd:`C`:kbd:`w` indicates we -should enter DF's constructions submenu (:kbd:`C`) and select walls (:kbd:`w`). +The :kbd:`C`:kbd:`w` cells represent the constructed walls, leaving space for a +door that we might want to add later. And note my generosity -- in addition to +the bed (:kbd:`b`) I've built a container (:kbd:`h`) here for the dwarf as +well. -I'd also like to place a booze stockpile in the 2 unoccupied tiles in the room:: +Finally, let's place a booze stockpile in the 2 unoccupied tiles in the room:: - #place Place a food stockpile + #place personal booze stockpile ` ` ` ` # ` ~ ~ ` # - ` f f ` # + ` f f{name="bedroom booze"}:=booze ` ` ` # # # # # # @@ -213,45 +210,19 @@ multilayer or fortress-wide blueprint layouts as "chalk lines". QF is smart enough to recognize this as a 2x1 food stockpile, and creates it as such rather than as two 1x1 food stockpiles. Quickfort treats any connected region of identical designations as a single entity. The tiles can be connected -orthogonally or diagonally, just as long as they are touching. +orthogonally or diagonally, just as long as they are touching. You can also +treat disconnected segments as belonging to the same stockpile, but we'll get +into that later. -Lastly, let's turn the bed into a bedroom and set the food stockpile to hold -only booze. +Now what's all that business attached to the second ``f``? The part between the +curly brackets specifies properties, in this case the name that we want to give +the stockpile. The remaining part, from the colon (``:``) onward, applies the +``booze`` preset from the `stockpiles` library. That will configure the +stockpile to accept only booze. You can use presets (along with other options +that we'll go over later) to configure stockpiles however you want, directly +from the ``#place`` blueprint. -:: - - #query - ` ` ` ` # - ` r& ` # - ` booze # - ` ` ` ` # - # # # # # - -In row 2, column 2 we have ``r&``. This sends the :kbd:`r` key to DF when the -cursor is over the bed, causing us to "make room" and :kbd:`Enter`, represented -by special ``&`` alias, to indicate that we're done setting the size (the -default room size is fine here). - -In column 2, row 3 we have ``booze``. This is one of many alias keywords defined -in the included :source:`aliases library `. -This particular alias sets a food stockpile to accept only booze. It sends the -keys needed to navigate DF's stockpile settings menu, and then it sends an -Escape character to exit back to the map. It is important to exit out of any -menus that you enter while in query mode so that the cursor can move to the next -tile when it is done with the current tile. - -If there weren't an alias named ``booze`` then the literal characters -:kbd:`b`:kbd:`o`:kbd:`o`:kbd:`z`:kbd:`e` would have been sent, so be sure to -spell those aliases correctly! - -You can save a lot of time and effort by using aliases instead of adding all -key sequences directly to your blueprints. For more details, check out the -`quickfort-alias-guide`. You can also see examples of aliases being used in the -query blueprints in the -:source:`DFHack blueprint library `. You can create -your own aliases by adding them to :source:`dfhack-config/quickfort/aliases.txt` -in your DFHack folder or you can package them -`together with your blueprint files `. +And that's it! You now have a series of blueprints that you can "stamp" across your fort to quickly build new bedrooms. Area expansion syntax ~~~~~~~~~~~~~~~~~~~~~ @@ -273,7 +244,7 @@ In Quickfort, the following blueprints are equivalent:: The second example uses Quickfort's "area expansion syntax", which takes the form:: - keys(WxH) + text(WxH) Note that area expansion syntax can only specify rectangular areas. If you want to create extent-based structures (e.g. farm plots or stockpiles) in different @@ -333,6 +304,36 @@ blueprint could also be written as:: ga(4x-2) ` # # # # # # +Property syntax +~~~~~~~~~~~~~~~ + +Many things you can designate with `quickfort` are configurable. All buildings, +stockpiles, and zones, for example, can be named. These configuration elements +are expressed as properties. + +Properties are written between curly brackets (``{}``). There can be multiple +properties defined between those brackets, separated by spaces. Each property +has a name and a value, with an equal sign to connect them. If a property value +has a space within it, it should be surrounded by double quotes (``"``). + +If you have defined the area of something over multiple spreadsheet cells, you +can specify properties in just one of those cells and they will apply to the +whole object. You can even split properties up among multiple cells if that is +more convenient. If you are using expansion syntax, the expansion part always +goes last. + +Here's an example of a seed stockpile that is configured to take from a seed feeder stockpile:: + + #place + f{name=Seeds links_only=true}:=seeds(3x2) + + f + f{name="Seeds feeder" give_to=Seeds}:=seeds + f{containers=0} + +Different modes and different types may have different properties that you can +configure. See the `quickfort_guide_appendix` for a full list. + Automatic area expansion ~~~~~~~~~~~~~~~~~~~~~~~~ @@ -406,15 +407,21 @@ You can go up or down multiple levels by adding a number after the ``<`` or #>2 r(10x10) +#dig mode +--------- + +``#dig`` blueprints are normally the first step in any design. They define the +boundaries and layouts for the blueprints for later stages of construction. Despite their name, ``#dig``` blueprints are for more than just digging. They also handle smoothing, carving, traffic designations, and marking items on the ground for dumping, forbidding, or other similar tags. See the full list of supported designations in the `#dig mode reference`_. + .. _quickfort-dig-priorities: Dig priorities ~~~~~~~~~~~~~~ -DF designation priorities are supported for ``#dig`` blueprints. The full syntax -is ``[letter][number][expansion]``, where if the ``letter`` is not specified, +DF designation priorities are supported in ``#dig`` blueprints. The full syntax +is ``[symbol][number][expansion]``, where if the ``symbol`` is not specified, ``d`` is assumed, and if ``number`` is not specified, ``4`` is assumed (the -default priority). So each of these blueprints is equivalent:: +default priority). So all of these blueprints are equivalent:: #dig dig the interior of the room at high priority d d d d d # @@ -457,222 +464,24 @@ center of the room marked for digging later:: d d d d d # # # # # # # -Then you can use "Toggle Standard/Marking" (:kbd:`d`:kbd:`M`) to convert the -center tiles to regular designations at your leisure. +Then you can use DF's "Toggle Standard/Marking" icons (DF calls them +"blueprints", but hopefully that won't get too confusing in this context) to +convert the center tiles to regular designations at your leisure. To apply an entire dig blueprint in marker mode, regardless of what the blueprint itself says, you can set the global quickfort setting -``force_marker_mode`` to ``true`` before you apply the blueprint. +``force_marker_mode`` to ``true`` before you apply the blueprint by running +``quickfort set force_marker_mode true``. -Note that the in-game UI setting "Standard/Marker Only" (:kbd:`d`:kbd:`m`) does -not have any effect on quickfort. +Note that the state of the in-game vanilla button that you use to draw +designations in either Standard or "Blueprint" mode does not have any effect on +`quickfort`. -Stockpiles and zones -~~~~~~~~~~~~~~~~~~~~ - -It is very common to have stockpiles that accept multiple categories of items or -zones that permit more than one activity. Although it is perfectly valid to -declare a single-purpose stockpile or zone and then modify it with a ``#query`` -blueprint, quickfort also supports directly declaring all the types in the -``#place`` and ``#zone`` blueprints. For example, to declare a 20x10 stockpile -that accepts both corpses and refuse, you could write:: - - #place refuse heap - yr(20x10) - -And similarly, to declare a zone that is a pasture, a fruit picking area, and a -meeting area all at once:: - - #zone main pasture and picnic area - nmg(10x10) - -The order of the individual letters doesn't matter. If you want to configure the -stockpile from scratch in a ``#query`` blueprint, you can place unconfigured -"custom" stockpiles with (:kbd:`c`). It is more efficient, though, to place -stockpiles using the keys that represent the categories of items that you want -to store, and then only use a ``#query`` blueprint if you need fine-grained -customization. - -.. _quickfort-place-containers: - -Stockpile bins, barrels, and wheelbarrows -````````````````````````````````````````` - -Quickfort has global settings for default values for the number of bins, -barrels, and wheelbarrows assigned to stockpiles, but these numbers can be set -for individual stockpiles as well. - -To set the number of bins, barrels, or wheelbarrows, just add a number after the -letter that indicates what type of stockpile it is. For example:: - - #place a stone stockpile with 5 wheelbarrows - s5(3x3) - - #place a bar, ammo, weapon, and armor stockpile with 20 bins - bzpd20(5x5) - -If the specified number exceeds the number of available stockpile tiles, the -number of available tiles is used. For wheelbarrows, that limit is reduced by 1 -to ensure there is at least one non-wheelbarrow tile available in the stockpile. -Otherwise no stone would ever be brought to the stockpile since all tiles would -be occupied by wheelbarrows! - -Quickfort figures out which container type is being set by looking at the letter -that comes just before the number. For example ``zf10`` means 10 barrels in a -stockpile that accepts both ammo and food, whereas ``z10f`` means 10 bins. If -the stockpile category doesn't usually use any container type, like refuse or -corpses, wheelbarrows are assumed:: - - #place a corpse stockpile with 3 wheelbarrows - y3(3x3) - -Note that if you are not using expansion syntax, each tile of the stockpile must -have the same text. Otherwise the stockpile boundaries will not be detected -properly:: - - #place a non-rectangular animal stockpile with 5 wheelbarrows - a5,a5,a5,a5 - a5, , ,a5 - a5, , ,a5 - a5,a5,a5,a5 - -Running ``quickfort orders`` on a ``#place`` blueprint with explicitly set -container/wheelbarrow counts will enqueue manager orders for the specified -number of containers or wheelbarrows, even if that number exceeds the in-game -size of the stockpile. For example, ``quickfort orders`` on the following -blueprint will enqueue 10 rock pots, even though the stockpile only has 9 -tiles:: - - #place - f10(3x3) - -Zone detailed configuration -``````````````````````````` - -Detailed configuration for zones, such as the pit/pond toggle, can also be set -by mimicking the hotkeys used to set them. Note that gather flags default to -true, so specifying them in a blueprint will turn the toggles off. If you need -to set configuration from multiple zone subscreens, separate the key sections -with :kbd:`^`. Note the special syntax for setting hospital supply levels, which -have no in-game hotkeys:: - - #zone a combination hospital and shrub (but not fruit) gathering zone - gGtf^hH{hospital buckets=5 splints=20}(10x10) - -The valid hospital settings (and their maximum values) are:: - - thread (1500000) - cloth (1000000) - splints (100) - crutches (100) - plaster (15000) - buckets (100) - soap (15000) - -To toggle the ``active`` flag for zones, add an :kbd:`a` character to the -string. For example, to create a *disabled* pond zone (that you later intend to -carefully fill with 3-depth water for a dwarven bathtub):: - - #zone disabled pond zone - apPf(1x3) - -Minecart tracks -~~~~~~~~~~~~~~~ - -There are two ways to produce minecart tracks, and they are handled very -differently by the game. You can carve them into hard natural floors or you can -construct them out of building materials. Constructed tracks are conceptually -simpler, so we'll start with them. - -Constructed tracks -`````````````````` - -Quickfort supports the designation of track stops and rollers in ``#build`` -blueprints. You can build a track stop with :kbd:`C`:kbd:`S` and some number of -:kbd:`d` and :kbd:`a` characters for selecting dump direction and friction. You -can build a roller with :kbd:`M`:kbd:`r` and some number of :kbd:`s` and -:kbd:`q` characters for direction and speed. However, this can get confusing -very quickly and is very difficult to read in a blueprint. Moreover, constructed -track segments don't even have keys associated with them at all! - -To solve this problem, Quickfort provides the following keywords for use in -build blueprints:: - - -- Track segments -- - trackN - trackS - trackE - trackW - trackNS - trackNE - trackNW - trackSE - trackSW - trackEW - trackNSE - trackNSW - trackNEW - trackSEW - trackNSEW - - -- Track/ramp segments -- - trackrampN - trackrampS - trackrampE - trackrampW - trackrampNS - trackrampNE - trackrampNW - trackrampSE - trackrampSW - trackrampEW - trackrampNSE - trackrampNSW - trackrampNEW - trackrampSEW - trackrampNSEW - - -- Horizontal and vertical roller segments -- - rollerH - rollerV - rollerNS - rollerSN - rollerEW - rollerWE - - Note: append up to four 'q' characters to roller keywords to set roller - speed. E.g. a roller that propels from East to West at the slowest speed can - be specified with 'rollerEWqqqq'. - - -- Track stops that (optionally) dump to the N/S/E/W -- - trackstop - trackstopN - trackstopS - trackstopE - trackstopW - - Note: append up to four 'a' characters to trackstop keywords to set friction - amount. E.g. a stop that applies the smallest amount of friction can be - specified with 'trackstopaaaa'. - -As an example, you can create an E-W track with stops at each end that dump to -their outside directions with the following blueprint:: - - #build Example track - trackstopW trackEW trackEW trackEW trackstopE - -Note that the **only** way to build track and track/ramp segments is with the -keywords. The UI method of using :kbd:`+` and :kbd:`-` keys to select the track -type from a list does not work since DFHack Quickfort doesn't actually send keys -to the UI to build buildings. The text in your spreadsheet cells is mapped -directly onto DFHack API calls. Only ``#query`` blueprints send actual keycodes -to the UI. - -Carved tracks -````````````` +Carved minecart tracks +~~~~~~~~~~~~~~~~~~~~~~ In the game, you carve a minecart track by specifying a beginning and ending -tile and the game "adds" the designation to the tiles in between. You cannot +tile, and the game "adds" the designation to the tiles in between. You cannot designate single tiles because DF needs a multi-tile track to figure out which direction the track should go on each tile. For example to carve two track segments that cross each other, you might use the cursor to designate a line of @@ -701,8 +510,8 @@ track of the form:: Quickfort supports both styles of specification for carving tracks with ``#dig`` blueprints. You can use the "additive" style to carve tracks in segments or you -can use the aliases to specify the track tile by tile. To designate track -segments, use area expansion syntax with a height or width of 1:: +can use the ``track`` aliases to specify the track tile by tile. To designate +track segments, use area expansion syntax with a height or width of 1:: #dig ` T(1x3) ` # @@ -757,10 +566,239 @@ masterwork engravings for destruction (unless forced to by a commandline parameter). You would run (and let your dwarves complete the jobs for) the sequence of blueprints until no tiles are designated by the "erase" blueprint. +#zone mode +---------- + +Zones define how regions of your fort should be treated. They are also the anchor point for "locations" like taverns and hospitals. Unlike stockpiles or buildings, zones can overlap, which can lead to some interesting layouts. + +Zone designation syntax +~~~~~~~~~~~~~~~~~~~~~~~ + +A zone is declared with a symbol followed by optional properties:: + + #zone a single tile garbage dump zone + d + + #zone a single tile garbage dump zone named "The Dump" + d{name="The Dump"} + + #zone interrogation room + o{name=Interrogation assigned_unit=sheriff} + + #zone a small inactive pond zone + p{name="Fill me" pond=true active=false}(3x3) + +If you want multiple zones that have the same footprint, they can be declared +from the same cell:: + + #zone pasture and training area + n{name="Main pasture"}t{name="Pet training area"}(14x10) + +or from different corners of the same rectangle:: + + #zone pasture and training area + n{name="Main pasture"}(10x2) + t{name="Pet training area"}(10x-2) + +and you can use this technique to achieve partial overlap, of course. The only configuration that can't be specified in a single blueprint is multiple non-rectangular zones that are partially overlapping. You will have to use multiple ``#zone`` blueprints to achieve that. + +Locations, locations, locations +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Hospitals, guildhalls, taverns, libraries, and temples are locations. You can +declare a location in the properties for a zone:: + + #zone metalcrafter hall + m{location=guildhall profession=metalcrafter}(7x7) + +You can attach multiple zones to a single location by giving the location a +label (not a name -- you can name zones, but you can't directly name locations) +and then using that label for each of the zones you want to attach:: + + #zone tavern and rented room + b{location=tavern/bigpub name="Rent me"}(3x1) + h{location=tavern/bigpub name="Central pub" allow=residents}(25x40) + +Note that the label ("bigpub" in this case) will never appear in-game. It is only used in the context of the blueprint to identify a common location. + +#place mode +----------- + +``#place`` mode is dedicated to stockpiles, which are a major design element in any fortress. + +Stockpile designation syntax +~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Just like zones, stockpiles can have properties like names or lists of other stockpiles to take from. Unlike zones, stockpiles can have configuration specifiers for exactly what types of items to accept. The full syntax looks like this:: + + types{properties}:configuration(expansion) + +You're already familiar with `Property syntax`_ and `Area expansion syntax`_, so let's focus in on the remaining elements. + +Stockpile types +~~~~~~~~~~~~~~~ + +The type of stockpile corresponds to the category of items it accepts. Some types will cause the stockpile to accept bins or barrels. See the full list in the `#place mode reference`_. + +It is very common to have stockpiles that accept multiple categories of items. +Although it is perfectly valid to declare a single-purpose stockpile, +`quickfort` also supports directly declaring all the categories at once. For +example, to declare a 20x10 stockpile that accepts both corpses and refuse, you +could write:: + + #place refuse heap + yr(20x10) + +The order of the individual letters doesn't matter. If you want to configure the +stockpile from scratch, you can place unconfigured "custom" stockpiles with (:kbd:`c`). It is more efficient, though, to place +stockpiles using the keys that represent the categories of items that you want +to store, and then only use a ``#query`` blueprint if you need fine-grained +customization. + +.. _quickfort-place-containers: + +Bins, barrels, and wheelbarrows +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Quickfort has global settings for default values for the number of bins, +barrels, and wheelbarrows assigned to stockpiles, but these numbers can be set +for individual stockpiles as well. + +To set the number of bins, barrels, or wheelbarrows, just add a number after the +letter that indicates what type of stockpile it is. For example:: + + #place a stone stockpile with 5 wheelbarrows + s5(3x3) + + #place a bar, ammo, weapon, and armor stockpile with 20 bins + bzpd20(5x5) + +If the specified number exceeds the number of available stockpile tiles, the +number of available tiles is used. For wheelbarrows, that limit is reduced by 1 +to ensure there is at least one non-wheelbarrow tile available in the stockpile. +Otherwise no stone would ever be brought to the stockpile since all tiles would +be occupied by wheelbarrows! + +Quickfort figures out which container type is being set by looking at the letter +that comes just before the number. For example ``zf10`` means 10 barrels in a +stockpile that accepts both ammo and food, whereas ``z10f`` means 10 bins. If +the stockpile category doesn't usually use any container type, like refuse or +corpses, wheelbarrows are assumed:: + + #place a corpse stockpile with 3 wheelbarrows + y3(3x3) + +Note that if you are not using expansion syntax, each tile of the stockpile must +have the same text. Otherwise the stockpile boundaries will not be detected +properly:: + + #place a non-rectangular animal stockpile with 5 wheelbarrows + a5,a5,a5,a5 + a5, , ,a5 + a5, , ,a5 + a5,a5,a5,a5 + +Running ``quickfort orders`` on a ``#place`` blueprint with explicitly set +container/wheelbarrow counts will enqueue manager orders for the specified +number of containers or wheelbarrows, even if that number exceeds the in-game +size of the stockpile. For example, ``quickfort orders`` on the following +blueprint will enqueue 10 rock pots, even though the stockpile only has 9 +tiles:: + + #place + f10(3x3) + +#build mode +----------- + +``#build`` mode handles buildings, furniture (which are also "buildings" +according to DF), constructions (including constructed tracks), and hauling +routes. + +Building designation syntax +~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Other than names, most buildings do not have any extra properties. See the +`#build mode reference`_ for those that do. + +The syntax otherwise looks just like stockpiles, except that it only makes +sense to have a single symbol to indicate what to build on that tile:: + + symbol{properties}:configuration(expansion) + +Here's an example of a simple 5x5 square of flooring:: + + #build + Cf(5x5) + +or a named Jeweler's workshop that takes from specific stockpiles:: + + #build + wj{name="Encrusting center" take_from="Furniture,Gem storage"} + +The ``:configuration`` part is only relevant for hauling routes, which we'll go +over in the next section. + +Hauling route definitions +~~~~~~~~~~~~~~~~~~~~~~~~~ + +Hauling routes are defined by properties and configuration attached to track +stops. You can define a single-stop hauling route for a quantum stockpile as +easily as a multi-stop stone quarry transportation line. The stockpile-like +``:configuration`` part of the syntax controls which item types are considered +"desired" for the hauling route stop. If it's not specified, then all item +types are accepted. This is the most common case since most hauling route +contents are filtered by the stockpiles that the stops take from, but the +flexibility is there for when multiple stops take different items from the same +stockpile, or when a stop only wants a subset of items from a stockpile. + +Here is a common setup for a quantum stone stockpile:: + + #place + s{name="Stone quantum" quantum=true} ~ s5{name="Stone feeder"}(3x3) + #build + ~ trackstopW{take_from="Stone feeder" route="Stone dumper"} + +This sets up the quantum stockpile and the feeder stockpile in the ``#place`` +blueprint, followed by the trackstop and the hauling route configuration in the +``#build`` blueprint. The ``route`` property is the name of the hauling route +to create (or attach to if it already exists). If you are applying a quantum +stockpile blueprint more than once in a fort, be sure to *avoid* defining the +``route`` property so that each application of the blueprint creates a unique +hauling route. Two quantum stockpiles on the same route will not function +propertly. + +Let's look at a slightly more complicated setup where we sort the stone into +different output quantum stockpiles:: + + #place + s{name="Other stone quantum" quantum=true} ~ s5e{name="Rock feeder"}(3x3) + s{name="Ore/clay stone quantum" quantum=true} ~ + s{name="Gem quantum" quantum=true} ~ + #build + ~ trackstopW{take_from="Rock feeder" route="Other stone"}:=otherstone + ~ trackstopW{take_from="Rock feeder" route="Ore/clay"}:=cat_stone-otherstone + ~ trackstopW{take_from="Rock feeder" route="Gems"}:=cat_gems + +You can see how we make use of the stockpile-style configuration syntax to +fine-tune the items desired by the hauling route stop. + +Finally, let's make a series of stops on a common hauling route. There is +nothing particularly special about this example. If the ``route`` property +names an existing route, the stop will be added to that route:: + + #dig + trackE trackEW trackEW trackW + #build + trackstop{route="Tick tock"} ~ ~ trackstop{route="Tick tock"} + +These two track stops (which do not dump their contents) simply exist on a +common route at the ends of a connected carved track. + .. _quickfort-modeline: Modeline markers -~~~~~~~~~~~~~~~~ +---------------- The modeline has some additional optional components that we haven't talked about yet. You can: @@ -774,7 +812,7 @@ about yet. You can: The full modeline syntax, when all optional elements are specified, is:: - #mode label(mylabel) start(X;Y;STARTCOMMENT) hidden() message(mymessage) comment + #mode label(mylabel) start(X;Y;startcomment) hidden() message(mymessage) comment Note that all elements are optional except for the initial ``#mode`` (though, as mentioned in the first section, if a modeline doesn't appear at all in the first @@ -783,16 +821,15 @@ no optional markers). Here are a few examples of modelines with optional elements before we discuss them in more detail:: #dig start(3; 3; Center tile of a 5-tile square) Regular blueprint comment - #build label(noblebedroom) start(10;15) - #query label(configstockpiles) No explicit 'start()' means cursor is at upper left corner + #build label(noblebedroom) No explicit 'start()' so cursor is in upper left #meta label(digwholefort) start(center of stairs on surface) - #dig label(digdining) hidden() called by the digwholefort meta blueprint + #dig label(dig_dining) hidden() called by the digwholefort meta blueprint #zone label(pastures) message(remember to assign animals to the new pastures) .. _quickfort-label: Blueprint labels -```````````````` +~~~~~~~~~~~~~~~~ Labels are displayed in the ``quickfort list`` output and are used for addressing specific blueprints when there are multiple blueprints in a single @@ -807,7 +844,7 @@ user-defined labels. .. _quickfort-start: Start positions -``````````````` +~~~~~~~~~~~~~~~ Start positions specify a cursor offset for a particular blueprint, simplifying the task of blueprint alignment. This is very helpful for blueprints that are @@ -842,7 +879,7 @@ You can use semicolons, commas, or spaces to separate the elements of the .. _quickfort-hidden: Hiding 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 @@ -853,7 +890,7 @@ managed by a `meta blueprint `. .. _quickfort-message: Messages -```````` +~~~~~~~~ A blueprint with a ``message()`` marker will display a message after the blueprint is applied with ``quickfort run``. This is useful for reminding @@ -870,27 +907,26 @@ quotes automatically when they save/export the file. .. _quickfort-meta: -Meta blueprints -~~~~~~~~~~~~~~~ +#meta mode +---------- -Meta blueprints are blueprints that control how other blueprints are applied. -For example, meta blueprints can bundle a group of other blueprints so that they -can be run with a single command. They can also encode logic, like rotating the -blueprint or duplicating it across a specified number of z-levels. +``#meta`` blueprints are blueprints that control how other blueprints are +applied. For example, meta blueprints can bundle a group of other blueprints so +that they can be run with a single command. They can also encode logic, like +rotating the blueprint or duplicating it across a specified number of z-levels. A common scenario where meta blueprints are useful is when you have several phases to link together. For example you might: 1. Apply a dig blueprint to designate dig areas #. Wait for miners to dig +#. **Apply another dig blueprint** to designate traffic costs +#. **Apply a zone blueprint** to designate zones +#. **Apply a place buildprint** to designate and configure stockpiles #. **Apply a build buildprint** to designate buildings -#. **Apply a place buildprint** to designate stockpiles -#. **Apply a query blueprint** to configure stockpiles -#. Wait for buildings to get built -#. Apply a different query blueprint to configure rooms -Those three "apply"s in the middle might as well get done in one command instead -of three. A ``#meta`` blueprint can help with that. A meta blueprint refers to +Those last four "apply"s might as well get done in one command instead of four. +A ``#meta`` blueprint can help with that. A meta blueprint refers to other blueprints in the same file by their label (see the `Modeline markers`_ section above) in the same format used by the `quickfort` command: ``/