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.. _quickfort-user-guide:
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Quickfort User Guide
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====================
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`Quickfort <quickfort>` is a DFHack script that helps you build fortresses from
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"blueprint" .csv and .xlsx files. Many applications exist to edit these files,
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such as MS Excel and `Google Sheets <https://sheets.new>`__. Most layout and
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building-oriented DF commands are supported through the use of multiple files or
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spreadsheets, each describing a different phase of DF construction: designation,
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building, placing stockpiles/zones, and setting configuration.
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The original idea came from :wiki:`Valdemar's <User:Valdemar>` auto-designation
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macro. Joel Thornton reimplemented the core logic in Python and extended its
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functionality with `Quickfort 2.0 <https://github.com/joelpt/quickfort>`__. This
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DFHack-native implementation, called "DFHack Quickfort" or just "quickfort",
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builds upon Quickfort 2.0's formats and features. Any blueprint that worked in
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Python Quickfort 2.0 should work with DFHack Quickfort. DFHack Quickfort is
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written in Lua and interacts with Dwarf Fortress memory structures directly,
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allowing for instantaneous blueprint application, error checking and recovery,
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and many other advanced features.
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This document focuses on DFHack Quickfort's capabilities and teaches players how
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to understand and create blueprint files. Some of the text was originally
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written by Joel Thornton, reused here with his permission.
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For those just looking to apply existing blueprints, check out the `quickfort
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command's documentation <quickfort>` for syntax. There are many ready-to-use
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blueprints available in the ``blueprints/library`` subfolder in your DFHack
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installation. Browse them on your computer or
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:source:`online <data/blueprints/library>`, or run ``quickfort list -l`` at the
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``[DFHack]#`` prompt to list them, and then ``quickfort run`` to apply them to
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your fort!
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Before you become an expert at writing blueprints, though, you should know that
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the easiest way to make a quickfort blueprint is to build your plan "for real"
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in Dwarf Fortress and then export your map using the DFHack `blueprint` plugin.
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You can apply those blueprints as-is in your next fort, or you can fine-tune
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them with additional features from this guide.
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See the `Links`_ section for more information and online resources.
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.. contents:: Table of Contents
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:local:
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:depth: 2
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Features
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--------
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- General
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- Manages blueprints to handle all phases of DF construction
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- Supports .csv and multi-worksheet .xlsx blueprint files
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- Near-instant application, even for very large and complex blueprints
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- Blueprints can span multiple z-levels
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- Supports multiple blueprints per .csv file/spreadsheet sheet
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- "meta" blueprints that automate the application of sequences of blueprints
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- Undo functionality for dig, build, place, and zone blueprints
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- Automatic cropping of blueprints so you don't get errors if the blueprint
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extends off the map
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- Can generate manager orders for everything required by a build blueprint
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- Library of ready-to-use blueprints included
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- Verbose output mode for debugging
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- Dig mode
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- Supports all types of designations, including dumping/forbidding items and
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setting traffic settings
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- Supports setting dig priorities
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- Supports applying dig blueprints in marker mode
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- Handles carving arbitrarily complex minecart tracks, including tracks that
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cross other tracks
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- Build mode
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- DFHack buildingplan integration, so you can place buildings before
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manufacturing all required source materials
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- Designate complete constructions at once, without having to wait for each
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tile to become supported before you can build it
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- Automatic expansion of building footprints to their minimum dimensions, so
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only the center tile of a multi-tile building needs to be recorded in the
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blueprint
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- Tile occupancy and validity checking so, for example, buildings that
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cannot be placed on a certain tile will simply be skipped instead of the
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blueprint failing to apply. Blueprints that are only partially applied for
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any reason (for example, you need to dig out some more tiles) can be
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safely reapplied to build the remaining buildings.
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- Relaxed rules for farm plot and road placement: you can still place the
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building even if an invalid tile (e.g. stone tiles for farm plots) splits
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the designated area into two parts
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- Intelligent boundary detection for adjacent buildings of the same type
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(e.g. a 6x6 block of ``wj`` cells will be correctly split into 4 jeweler's
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workshops)
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- Place and zone modes
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- Define stockpiles and zones in any continguous shape, not just rectangular
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blocks
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- Configurable maximums for bins, barrels and wheelbarrows assigned to
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created stockpiles
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- Automatic splitting of stockpiles and zones that exceed maximum dimension
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limits
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- Full access to all zone settings, such as hospital supply counts
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- Query mode
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- Send arbitrary keystroke sequences to the UI -- *anything* you can do
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through the UI is supported
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- Supports aliases to automate frequent keystroke combos
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- Includes a library of pre-made and tested aliases to automate most common
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tasks, such as configuring stockpiles for important item types or creating
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named hauling routes for quantum stockpiles.
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- Supports including aliases in other aliases, and repeating key sequences a
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specified number of times
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- Skips sending key sequences when the cursor is over a tile that does not
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have a stockpile or building, so missing buildings won't desynchronize
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your blueprint
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- Instant halting of query blueprint application when keystroke errors are
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detected, such as when a key sequence leaves us stuck in a submenu, to
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make blueprint misconfigurations easier to debug
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Editing Blueprints
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------------------
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We recommend using a spreadsheet editor such as Excel, `Google
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Sheets <https://sheets.new>`__, or `LibreOffice <https://www.libreoffice.org>`__
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to edit blueprint files, but any text editor will do.
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The format of Quickfort-compatible blueprint files is straightforward. The first
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line (or upper-left cell) of the spreadsheet should look like this:
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::
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#dig This is a decription.
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The keyword "dig" tells Quickfort we are going to be using the Designations menu
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in DF. The following "mode" keywords are understood:
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::
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dig Designations menu (d)
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build Build menu (b)
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place Place stockpiles menu (p)
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zone Activity zones menu (i)
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query Set building tasks/prefs menu (q)
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If no modeline appears in the first cell, the file or sheet is interpreted as a
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``#dig`` blueprint.
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There are also "meta" and "notes" blueprints, but we'll talk about
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`those <quickfort-meta>` `later <quickfort-notes>`.
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Optionally following this keyword and a space, you may enter a comment. This
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comment will appear in the output of ``quickfort list`` when run from the
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``DFHack#`` prompt. You can use this space for explanations, attribution, etc.
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Below this line begin entering the keys you want sent in each cell. For example,
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we could dig out a 4x4 room like so (spaces are used as column separators here
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for clarity, but a real .csv file would have commas):
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::
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#dig
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d d d d #
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d d d d #
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d d d d #
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d d d d #
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# # # # #
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Note the # symbols at the right end of each row and below the last row. These
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are completely optional, but can be helpful to make the row and column positions
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clear.
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Once the dwarves have that dug out, let's build a walled-in bedroom within our
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dug-out area:
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::
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#build
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Cw Cw Cw Cw #
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Cw b h Cw #
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Cw Cw #
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Cw Cw Cw #
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# # # # #
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Note my generosity - in addition to the bed (b) I've built a chest (h) here for
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the dwarf as well. You must use the full series of keys needed to build
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something in each cell, e.g. 'Cw' enters DF's constructions submenu (C) and
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selects walls (w).
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I'd also like to place a booze stockpile in the 2 unoccupied tiles in the room.
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::
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#place Place a food stockpile
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` ` ` ` #
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` ` ` ` #
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` f(2x1)#
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` ` ` ` #
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# # # # #
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This illustration may be a little hard to understand. The f(2x1) is in column 2,
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row 3. All the other cells are empty. QF considers both "`" (backtick -- the
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character under the tilde) and "~" (tilde) characters within cells to be empty
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cells; this can help with multilayer or fortress-wide blueprint layouts as
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'chalk lines'.
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With f(2x1), we've asked QF to place a food stockpile 2 units wide by 1 high
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unit. Note that the f(2x1) syntax isn't actually necessary here; we could have
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just used:
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::
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#place Place a food stockpile
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` ` ` ` #
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` ` ` ` #
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` f f ` #
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` ` ` ` #
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# # # # #
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QF is smart enough to recognize this as a 2x1 food stockpile, and creates it as
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such rather than as two 1x1 food stockpiles. Quickfort recognizes any connected
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region of identical designations as a single stockpile. The tiles can be
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connected orthogonally or diagonally, just as long as they are touching somehow.
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Lastly, let's turn the bed into a bedroom and set the food stockpile to hold
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only booze.
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::
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#query
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` ` ` ` #
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` r& ` #
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` booze #
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` ` ` ` #
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# # # # #
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In column 2, row 2 we have "r&". This sends the "r" key to DF when the cursor is
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over the bed, causing us to 'make room' and "&", which is a special symbol that
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expands to "{Enter}", to indicate that we're done.
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In column 2, row 3 we have "booze". This is one of many alias keywords defined
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in the included :source:`baseline aliases file <data/quickfort/aliases-common.txt>`.
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This particular alias sets a food stockpile to carry booze only. It sends the
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keys needed to navigate DF's stockpile settings menu, and then sends an Escape
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character ("^" or "{ESC}") to exit back to the map. It is important to exit out
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of any menus that you enter while in query mode so that the cursor can move to
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the next tile when it is done configuring the current tile.
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Check out the included :source:`blueprint library <data/blueprints/library>`
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to see many more examples. Read the baseline aliases file for helpful
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pre-packaged aliases, or create your own in
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:source:`dfhack-config/quickfort/aliases.txt` in your DFHack installation.
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Area expansion syntax
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~~~~~~~~~~~~~~~~~~~~~
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In Quickfort, the following blueprints are equivalent:
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::
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#dig a 3x3 area
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d d d #
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d d d #
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d d d #
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# # # #
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#dig the same area with d(3x3) specified in row 1, col 1
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d(3x3)#
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` ` ` #
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` ` ` #
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# # # #
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The second example uses Quickfort's "area expansion syntax", which takes the
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form:
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::
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keys(WxH)
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In Quickfort the above two examples of specifying a contiguous 3x3 area produce
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identical output: a single 3x3 designation will be performed, rather than nine
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1x1 designations as the first example might suggest.
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Area expansion syntax can only specify rectangular areas. If you want to create
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extent-based structures (e.g. farm plots or stockpiles) in different shapes, use
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the first format above. For example:
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::
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#place L shaped food stockpile
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f f ` ` #
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f f ` ` #
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f f f f #
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f f f f #
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# # # # #
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Area expansion syntax also sets boundaries, which can be useful if you want
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adjacent, but separate, stockpiles of the same type:
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::
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#place Two touching but separate food stockpiles
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f(4x2) #
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~ ~ ~ ~ #
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f(4x2) #
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~ ~ ~ ~ #
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# # # # #
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As mentioned previously, "~" characters are ignored as comment characters and
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can be used for visualizing the blueprint layout. The blueprint can be
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equivalently written as:
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::
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#place Two touching but separate food stockpiles
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f(4x2) #
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~ ~ ~ ~ #
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f f f f #
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f f f f #
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# # # # #
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since the area expansion syntax of the upper stockpile prevents it from
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combining with the lower, freeform syntax stockpile.
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Area expansion syntax can also be used for buildings which have an adjustable
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size, like bridges. The following blueprints are equivalent:
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::
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#build a 4x2 bridge from row 1, col 1
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ga(4x2) ` #
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` ` ` ` #
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# # # # #
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#build a 4x2 bridge from row 1, col 1
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ga ga ga ga #
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ga ga ga ga #
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# # # # #
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Automatic area expansion
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~~~~~~~~~~~~~~~~~~~~~~~~
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Buildings larger than 1x1, like workshops, can be represented in any of three
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ways. You can designate just their center tile with empty cells around it to
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leave room for the footprint, like this:
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::
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#build a mason workshop in row 2, col 2 that will occupy the 3x3 area
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` ` ` #
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` wm ` #
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` ` ` #
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# # # #
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Or you can fill out the entire footprint like this:
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::
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#build a mason workshop
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wm wm wm #
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wm wm wm #
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wm wm wm #
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# # # #
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This format may be verbose for regular workshops, but it can be very helpful for
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laying out structures like screw pump towers and waterwheels, whose "center
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point" can be non-obvious.
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Finally, you can use area expansion syntax to represent the workshop:
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::
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#build a mason workshop
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wm(3x3) #
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` ` ` #
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` ` ` #
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# # # #
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This style can be convenient for laying out multiple buildings of the same type.
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If you are building a large-scale block factory, for example, this will create
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20 mason workshops all in a row:
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::
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#build line of 20 mason workshops
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wm(60x3) #
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Quickfort will intelligently break large areas of the same designation into
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appropriately-sized chunks.
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Multilevel blueprints
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~~~~~~~~~~~~~~~~~~~~~
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Multilevel blueprints are accommodated by separating Z-levels of the blueprint
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with ``#>`` (go down one z-level) or ``#<`` (go up one z-level) at the end of
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each floor.
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::
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#dig Stairs leading down to a small room below
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j ` ` #
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` ` ` #
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` ` ` #
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#> # # #
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u d d #
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d d d #
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d d d #
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# # # #
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The marker must appear in the first column of the row to be recognized, just
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like a modeline.
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.. _quickfort-dig-priorities:
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Dig priorities
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~~~~~~~~~~~~~~
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DF designation priorities are supported for ``#dig`` blueprints. The full syntax
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is ``[letter][number][expansion]``, where if the ``letter`` is not specified,
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``d`` is assumed, and if ``number`` is not specified, ``4`` is assumed (the
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default priority). So each of these blueprints is equivalent:
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::
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#dig dig the interior of the room at high priority
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d d d d d #
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d d1 d1 d1 d #
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d d1 d1 d1 d #
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d d1 d1 d1 d #
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d d d d d #
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# # # # # #
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#dig dig the interior of the room at high priority
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d d d d d #
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d d1(3x3) d #
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d ` ` ` d #
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d ` ` ` d #
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d d d d d #
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# # # # # #
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#dig dig the interior of the room at high priority
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4 4 4 4 4 #
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4 1 1 1 4 #
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4 1 1 1 4 #
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4 1 1 1 4 #
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4 4 4 4 4 #
|
|
|
# # # # # #
|
|
|
|
|
|
Marker mode
|
|
|
~~~~~~~~~~~
|
|
|
|
|
|
Marker mode is useful for when you want to plan out your digging, but you don't
|
|
|
want to dig everything just yet. In ``#dig`` mode, you can add a ``m`` before
|
|
|
any other designation letter to indicate that the tile should be designated in
|
|
|
marker mode. For example, to dig out the perimeter of a room, but leave the
|
|
|
center of the room marked for digging later:
|
|
|
|
|
|
::
|
|
|
|
|
|
#dig
|
|
|
d d d d d #
|
|
|
d md md md d #
|
|
|
d md md md d #
|
|
|
d md md md d #
|
|
|
d d d d d #
|
|
|
# # # # # #
|
|
|
|
|
|
Then you can use "Toggle Standard/Marking" (``d-M``) 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.
|
|
|
|
|
|
Note that the in-game UI setting "Standard/Marker Only" (``d-m``) 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 on 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.
|
|
|
|
|
|
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 ``^``. 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)
|
|
|
powder (15000)
|
|
|
buckets (100)
|
|
|
soap (15000)
|
|
|
|
|
|
To toggle the ``active`` flag for zones, add an ``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 through the normal
|
|
|
mechanisms: a ``#build`` blueprint with ``CS`` and some number of ``d`` and
|
|
|
``a`` characters (for selecting dump direction and friction) in a cell
|
|
|
designates a track stop and a ``#build`` blueprint with ``Mr`` and some number
|
|
|
of ``s`` and ``q`` characters (for direction and speed) designates a roller.
|
|
|
This can get confusing very quickly and is very difficult to read in a
|
|
|
blueprint. 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 "+" and "-" 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 into
|
|
|
DFHack API calls. Only ``#query`` blueprints still send actual keycodes to the
|
|
|
UI.
|
|
|
|
|
|
Carved 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. You cannot designate
|
|
|
single tiles. For example to carve two track segments that cross each other, you
|
|
|
might use the cursor to designate a line of three vertical tiles like this:
|
|
|
|
|
|
::
|
|
|
|
|
|
` start here ` #
|
|
|
` ` ` #
|
|
|
` end here ` #
|
|
|
# # # #
|
|
|
|
|
|
Then to carve the cross, you'd do a horizonal segment:
|
|
|
|
|
|
::
|
|
|
|
|
|
` ` ` #
|
|
|
start here ` end here #
|
|
|
` ` ` #
|
|
|
# # # #
|
|
|
|
|
|
This will result in a carved track that would be equivalent to a constructed
|
|
|
track of the form:
|
|
|
|
|
|
::
|
|
|
|
|
|
#build
|
|
|
` trackS ` #
|
|
|
trackE trackNSEW trackW #
|
|
|
` trackN ` #
|
|
|
# # # #
|
|
|
|
|
|
To carve this same track with a ``#dig`` blueprint, you'd use area expansion
|
|
|
syntax with a height or width of 1 to indicate the segments to designate:
|
|
|
|
|
|
::
|
|
|
|
|
|
#dig
|
|
|
` T(1x3) ` #
|
|
|
T(3x1) ` ` #
|
|
|
` ` ` #
|
|
|
# # # #
|
|
|
|
|
|
"But wait!", I can hear you say, "How do you designate a track corner that opens
|
|
|
to the South and East? You can't put both T(1xH) and T(Wx1) in the same cell!"
|
|
|
This is true, but you can specify both width and height, and for tracks, QF
|
|
|
interprets it as an upper-left corner extending to the right W tiles and down H
|
|
|
tiles. For example, to carve a track in a closed ring, you'd write:
|
|
|
|
|
|
::
|
|
|
|
|
|
#dig
|
|
|
T(3x3) ` T(1x3) #
|
|
|
` ` ` #
|
|
|
T(3x1) ` ` #
|
|
|
# # # #
|
|
|
|
|
|
Which would result in a carved track simliar to a constructed track of the form:
|
|
|
|
|
|
::
|
|
|
|
|
|
#build
|
|
|
trackSE trackEW trackSW #
|
|
|
trackNS ` trackNS #
|
|
|
trackNE trackEW trackNW #
|
|
|
# # # #
|
|
|
|
|
|
.. _quickfort-modeline:
|
|
|
|
|
|
Modeline markers
|
|
|
~~~~~~~~~~~~~~~~
|
|
|
|
|
|
The modeline has some additional optional components that we haven't talked
|
|
|
about yet. You can:
|
|
|
|
|
|
- give a blueprint a label by adding a ``label()`` marker
|
|
|
- set a cursor offset and/or start hint by adding a ``start()`` marker
|
|
|
- hide a blueprint from being listed with a ``hidden()`` marker
|
|
|
- register a message to be displayed after the blueprint is successfully
|
|
|
applied
|
|
|
|
|
|
The full modeline syntax, when everything is specified, is:
|
|
|
|
|
|
::
|
|
|
|
|
|
#mode label(mylabel) start(X;Y;STARTCOMMENT) hidden() 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
|
|
|
cell of a spreadsheet, the blueprint is interpreted as a ``#dig`` blueprint with
|
|
|
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
|
|
|
#meta label(digwholefort) start(center of stairs on surface)
|
|
|
#dig label(digdining) hidden() managed 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
|
|
|
file or spreadsheet sheet (see `Packaging a set of blueprints`_ below). If a
|
|
|
blueprint has no label, the label becomes the ordinal of the blueprint's
|
|
|
position in the file or sheet. For example, the label of the first blueprint
|
|
|
will be "1" if it is not otherwise set, the label of the second blueprint will
|
|
|
be "2" if it is not otherwise set, etc. Labels that are explicitly defined must
|
|
|
start with a letter to ensure the auto-generated labels don't conflict with
|
|
|
user-defined labels.
|
|
|
|
|
|
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
|
|
|
based on a central staircase, but it helps whenever a blueprint has an obvious
|
|
|
"center". For example:
|
|
|
|
|
|
::
|
|
|
|
|
|
#build start(2;2;center of workshop) label(masonw) a mason workshop
|
|
|
wm wm wm #
|
|
|
wm wm wm #
|
|
|
wm wm wm #
|
|
|
# # # #
|
|
|
|
|
|
will build the workshop *centered* on the cursor, not down and to the right of
|
|
|
the cursor.
|
|
|
|
|
|
The two numbers specify the column and row (or X and Y offset) where the cursor
|
|
|
is expected to be when you apply the blueprint. Position 1;1 is the top left
|
|
|
cell. The optional comment will show up in the ``quickfort list`` output and
|
|
|
should contain information about where to position the cursor. If the start
|
|
|
position is 1;1, you can omit the numbers and just add a comment describing
|
|
|
where to put the cursor. This is also useful for meta blueprints that don't
|
|
|
actually care where the cursor is, but that refer to other blueprints that have
|
|
|
fully-specified ``start()`` markers. For example, a meta blueprint that refers
|
|
|
to the ``masonw`` blueprint above could look like this:
|
|
|
|
|
|
::
|
|
|
|
|
|
#meta start(center of workshop) a mason workshop
|
|
|
/masonw
|
|
|
|
|
|
.. _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
|
|
|
blueprint (rather than, say, deleting it or moving it out of the ``blueprints/``
|
|
|
folder) is if a blueprint is intended to be run as part of a larger sequence
|
|
|
managed by a `meta blueprint <quickfort-meta>`.
|
|
|
|
|
|
.. _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
|
|
|
players to take manual steps that cannot be automated, like assigning animals to
|
|
|
a pasture or assigning minecarts to a route, or listing the next step in a
|
|
|
series of blueprints. For long or multi-part messages, you can embed newlines:
|
|
|
|
|
|
::
|
|
|
|
|
|
"#meta label(surface1) message(This would be a good time to start digging the industry level.
|
|
|
Once the area is clear, continue with /surface2.) clear the embark site and set up pastures"
|
|
|
|
|
|
.. _quickfort-packaging:
|
|
|
|
|
|
Packaging a set of blueprints
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
A complete specification for a section of your fortress may contain 5 or more
|
|
|
separate blueprints, one for each "phase" of construction (dig, build, place
|
|
|
stockpiles, designate zones, query building adjustments).
|
|
|
|
|
|
To manage all the separate blueprints, it is often convenient to keep related
|
|
|
blueprints in a single file. For .xlsx spreadsheets, you can keep each blueprint
|
|
|
in a separate sheet. Online spreadsheet applications like `Google
|
|
|
Sheets <https://sheets.new>`__ make it easy to work with multiple related
|
|
|
blueprints, and, as a bonus, they retain any formatting you've set, like column
|
|
|
sizes and coloring.
|
|
|
|
|
|
For both .csv files and .xlsx spreadsheets you can also add as many blueprints
|
|
|
as you want in a single file or sheet. Just add a modeline in the first column
|
|
|
to indicate the start of a new blueprint. Instead of multiple .csv files, you
|
|
|
can concatenate them into one single file.
|
|
|
|
|
|
For example, you can store multiple blueprints together like this:
|
|
|
|
|
|
::
|
|
|
|
|
|
#dig label(bed1)
|
|
|
d d d d #
|
|
|
d d d d #
|
|
|
d d d d #
|
|
|
d d d d #
|
|
|
# # # # #
|
|
|
#build label(bed2)
|
|
|
b f h #
|
|
|
#
|
|
|
#
|
|
|
n #
|
|
|
# # # # #
|
|
|
#place label(bed3)
|
|
|
#
|
|
|
f(2x2) #
|
|
|
#
|
|
|
#
|
|
|
# # # # #
|
|
|
#query label(bed4)
|
|
|
#
|
|
|
booze #
|
|
|
#
|
|
|
#
|
|
|
# # # # #
|
|
|
#query label(bed5)
|
|
|
r{+ 3}& #
|
|
|
#
|
|
|
#
|
|
|
#
|
|
|
# # # # #
|
|
|
|
|
|
Of course, you could still choose to keep your blueprints in single-sheet .csv
|
|
|
files and just give related blueprints similar names:
|
|
|
|
|
|
::
|
|
|
|
|
|
bedroom.1.dig.csv
|
|
|
bedroom.2.build.csv
|
|
|
bedroom.3.place.csv
|
|
|
bedroom.4.query.csv
|
|
|
bedroom.5.query2.csv
|
|
|
|
|
|
But the naming and organization is completely up to you.
|
|
|
|
|
|
.. _quickfort-meta:
|
|
|
|
|
|
Meta blueprints
|
|
|
~~~~~~~~~~~~~~~
|
|
|
|
|
|
Meta blueprints are blueprints that script a series of other blueprints. Many
|
|
|
blueprint packages follow this pattern:
|
|
|
|
|
|
- Apply dig blueprint to designate dig areas
|
|
|
- Wait for miners to dig
|
|
|
- **Apply build buildprint** to designate buildings
|
|
|
- **Apply place buildprint** to designate stockpiles
|
|
|
- **Apply 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 encode that sequence. A meta blueprint refers to
|
|
|
other blueprints by their label (see the `Modeline markers`_ section above) in
|
|
|
the same format used by the `quickfort` command: ``<sheet name>/<label>``, or
|
|
|
just ``/<label>`` for blueprints in .csv files or blueprints in the same
|
|
|
spreadsheet sheet as the ``#meta`` blueprint that references them.
|
|
|
|
|
|
A few examples might make this clearer. Say you have a .csv file with the "bed"
|
|
|
blueprints in the previous section:
|
|
|
|
|
|
::
|
|
|
|
|
|
#dig label(bed1)
|
|
|
...
|
|
|
#build label(bed2)
|
|
|
...
|
|
|
#place label(bed3)
|
|
|
...
|
|
|
#query label(bed4)
|
|
|
...
|
|
|
#query label(bed5)
|
|
|
...
|
|
|
|
|
|
Note how I've given them all labels so we can address them safely. If I hadn't
|
|
|
given them labels, they would receive default labels of "1", "2", "3", etc, but
|
|
|
those labels would change if I ever add more blueprints at the top. This is not
|
|
|
a problem if we're just running the blueprints individually from the
|
|
|
``quickfort list`` command, but meta blueprints need a label name that isn't
|
|
|
going to change over time.
|
|
|
|
|
|
So let's add a meta blueprint to this file that will combine the middle three
|
|
|
blueprints into one:
|
|
|
|
|
|
::
|
|
|
|
|
|
"#meta plan bedroom: combines build, place, and stockpile config blueprints"
|
|
|
/bed2
|
|
|
/bed3
|
|
|
/bed4
|
|
|
|
|
|
Now your sequence is shortened to:
|
|
|
|
|
|
- Apply dig blueprint to designate dig areas
|
|
|
- Wait for miners to dig
|
|
|
- **Apply meta buildprint** to build buildings and designate/configure
|
|
|
stockpiles
|
|
|
- Wait for buildings to get built
|
|
|
- Apply the final query blueprint to configure the room
|
|
|
|
|
|
You can use meta blueprints to lay out your fortress at a larger scale as well.
|
|
|
The ``#<`` and ``#>`` notation is valid in meta blueprints, so you can, for
|
|
|
example, store the dig blueprints for all the levels of your fortress in
|
|
|
different sheets in a spreadsheet, and then use a meta blueprint to designate
|
|
|
your entire fortress for digging at once. For example, say you have a
|
|
|
spreadsheet with the following layout:
|
|
|
|
|
|
+-------------------------------------------+----------------------------------+
|
|
|
| Sheet name | contents |
|
|
|
+===========================================+==================================+
|
|
|
| dig_farming | one #dig blueprint, no label |
|
|
|
+-------------------------------------------+----------------------------------+
|
|
|
| dig_industry | one #dig blueprint, no label |
|
|
|
+-------------------------------------------+----------------------------------+
|
|
|
| dig_dining | four #dig blueprints, with |
|
|
|
| | labels "main", "basement", |
|
|
|
| | "waterway", and "cistern" |
|
|
|
+-------------------------------------------+----------------------------------+
|
|
|
| dig_guildhall | one #dig blueprint, no label |
|
|
|
+-------------------------------------------+----------------------------------+
|
|
|
| dig_suites | one #dig blueprint, no label |
|
|
|
+-------------------------------------------+----------------------------------+
|
|
|
| dig_bedrooms | one #dig blueprint, no label |
|
|
|
+-------------------------------------------+----------------------------------+
|
|
|
|
|
|
We can add a sheet named "dig_all" with the following contents (we're expecting
|
|
|
a big fort, so we're planning for a lot of bedrooms):
|
|
|
|
|
|
::
|
|
|
|
|
|
#meta dig the whole fortress (remember to set force_marker_mode to true)
|
|
|
dig_farming/1
|
|
|
#>
|
|
|
dig_industry/1
|
|
|
#>
|
|
|
#>
|
|
|
dig_dining/main
|
|
|
#>
|
|
|
dig_dining/basement
|
|
|
#>
|
|
|
dig_dining/waterway
|
|
|
#>
|
|
|
dig_dining/cistern
|
|
|
#>
|
|
|
dig_guildhall/1
|
|
|
#>
|
|
|
dig_suites/1
|
|
|
#>
|
|
|
dig_bedrooms/1
|
|
|
#>
|
|
|
dig_bedrooms/1
|
|
|
#>
|
|
|
dig_bedrooms/1
|
|
|
#>
|
|
|
dig_bedrooms/1
|
|
|
#>
|
|
|
dig_bedrooms/1
|
|
|
|
|
|
Note that for blueprints without an explicit label, we still need to address
|
|
|
them by their auto-generated numerical label.
|
|
|
|
|
|
You can then hide the blueprints that you now manage with the ``#meta``-mode
|
|
|
blueprint from ``quickfort list`` by adding a ``hidden()`` marker to their
|
|
|
modelines. That way the output of ``quickfort list`` won't be cluttered by
|
|
|
blueprints that you don't need to run directly. If you ever *do* need to access
|
|
|
the managed blueprints individually, you can still see them with
|
|
|
``quickfort list --hidden``.
|
|
|
|
|
|
.. _quickfort-notes:
|
|
|
|
|
|
Notes blueprints
|
|
|
~~~~~~~~~~~~~~~~
|
|
|
|
|
|
Sometimes you just want to record some information about your blueprints, such
|
|
|
as when to apply them, what preparations you need to make, or what the
|
|
|
blueprints contain. The `message() <quickfort-message>` modeline marker is
|
|
|
useful for small, single-line messages, but a ``#notes`` blueprint is more
|
|
|
convenient for long messages or messages that span many lines. The lines in a
|
|
|
``#notes`` blueprint are output as if they were contained within a ``message()``
|
|
|
marker. For example, the following two blueprints result in the same output:
|
|
|
|
|
|
::
|
|
|
|
|
|
"#meta label(help) message(This is the help text for the blueprint set
|
|
|
contained in this file.
|
|
|
|
|
|
More info here...) blueprint set walkthough"
|
|
|
|
|
|
#notes label(help) blueprint set walkthrough
|
|
|
This is the help text for the blueprint set
|
|
|
contained in this file
|
|
|
|
|
|
More info here...
|
|
|
|
|
|
The quotes around the ``#meta`` modeline allow newlines in a single cell's text.
|
|
|
Each line of the ``#notes`` "blueprint", however, is in a separate cell,
|
|
|
allowing for much easier viewing and editing.
|
|
|
|
|
|
Buildingplan integration
|
|
|
------------------------
|
|
|
|
|
|
Buildingplan is a DFHack plugin that keeps building construction jobs in a
|
|
|
suspended state until the materials required for the job are available. This
|
|
|
prevents a building designation from being canceled when a dwarf picks up the
|
|
|
job but can't find the materials.
|
|
|
|
|
|
As long as the `buildingplan` plugin is enabled, quickfort will use it to manage
|
|
|
construction. The buildingplan plugin also has an "enabled" setting for each
|
|
|
building type, but that setting only applies to the buildingplan user interface;
|
|
|
quickfort will always use buildingplan to manage everything designated in a
|
|
|
``#build`` blueprint.
|
|
|
|
|
|
However, quickfort *does* use buildingplan's filters for each building type. For
|
|
|
example, you can use the buildingplan UI to set the stone you want your walls
|
|
|
made out of. Or you can specify that all buildingplan-managed tables must be of
|
|
|
Masterful quality. The current filter settings are saved with planned buildings
|
|
|
when the ``#build`` blueprint is run. This means you can set the filters the way
|
|
|
you want for one blueprint, run the blueprint, and then freely change them again
|
|
|
for the next blueprint, even if the first set of buildings haven't been built
|
|
|
yet.
|
|
|
|
|
|
Note that buildings are still constructed immediately if you already have the
|
|
|
materials. However, with the buildingplan integration you now have the freedom
|
|
|
to apply ``#build`` blueprints before you manufacture the resources. The
|
|
|
construction jobs will be fulfilled as the materials become available.
|
|
|
|
|
|
Since it can be difficult to figure out exactly what source materials you need
|
|
|
for a ``#build`` blueprint, quickfort supplies the ``orders`` command. It
|
|
|
enqueues manager orders for everything that the buildings in a ``#build``
|
|
|
blueprint require. See the next section for more details on this.
|
|
|
|
|
|
Alternately, if you know you only need a few types of items, the `workflow`
|
|
|
plugin can be configured to build those items continuously for as long as they
|
|
|
are needed.
|
|
|
|
|
|
If the buildingplan plugin is not enabled, run ``quickfort orders`` first and
|
|
|
make sure all manager orders are fulfilled before applying a ``#build``
|
|
|
blueprint.
|
|
|
|
|
|
Generating manager orders
|
|
|
-------------------------
|
|
|
|
|
|
Quickfort can generate manager orders to make sure you have the proper items in
|
|
|
stock for a ``#build`` blueprint.
|
|
|
|
|
|
Many items can be manufactured from different source materials. Orders will
|
|
|
always choose rock when it can, then wood, then cloth, then iron. You can always
|
|
|
remove orders that don't make sense for your fort and manually enqueue a similar
|
|
|
order more to your liking. For example, if you want silk ropes instead of cloth
|
|
|
ropes, make a new manager order for an appropriate quantity of silk ropes, and
|
|
|
then remove the generated cloth rope order.
|
|
|
|
|
|
Anything that requires generic building materials (workshops, constructions,
|
|
|
etc.) will result in an order for a rock block. One "Make rock blocks" job
|
|
|
produces four blocks per boulder, so the number of jobs ordered will be the
|
|
|
number of blocks you need divided by four (rounded up). You might end up with a
|
|
|
few extra blocks, but not too many.
|
|
|
|
|
|
If you want your constructions to be in a consistent color, be sure to choose a
|
|
|
rock type for all of your 'Make rock blocks' orders by selecting the order and
|
|
|
hitting ``d``. You might want to set the rock type for other non-block orders to
|
|
|
something different if you fear running out of the type of rock that you want to
|
|
|
use for blocks. You should also set the `buildingplan` material filter for
|
|
|
construction building types to that type of rock as well so other random blocks
|
|
|
you might have lying around aren't used.
|
|
|
|
|
|
There are a few building types that will generate extra manager orders for
|
|
|
related materials:
|
|
|
|
|
|
- Track stops will generate an order for a minecart
|
|
|
- Traction benches will generate orders for a table, mechanism, and rope
|
|
|
- Levers will generate an order for an extra two mechanisms for connecting the
|
|
|
lever to a target
|
|
|
- Cage traps will generate an order for a cage
|
|
|
|
|
|
Tips and tricks
|
|
|
---------------
|
|
|
|
|
|
- During blueprint application, especially query blueprints, don't click the
|
|
|
mouse on the DF window or type any keys. They can change the state of the
|
|
|
game while the blueprint is being applied, resulting in strange errors.
|
|
|
|
|
|
- After digging out an area, you may wish to smooth and/or engrave the area
|
|
|
before starting the build phase, as dwarves may be unable to access walls or
|
|
|
floors that are behind/under built objects.
|
|
|
|
|
|
- If you are designating more than one level for digging at a time, you can
|
|
|
make your miners more efficient by using marker mode on all levels but one.
|
|
|
This prevents your miners from digging out a few tiles on one level, then
|
|
|
running down/up the stairs to do a few tiles on an adjacent level. With only
|
|
|
one level "live" and all other levels in marker mode, your miners can
|
|
|
concentrate on one level at a time. You just have to remember to "unmark" a
|
|
|
new level when your miners are done with their current one.
|
|
|
|
|
|
- As of DF 0.34.x, it is no longer possible to build doors (d) at the same time
|
|
|
that you build adjacent walls (Cw). Doors must now be built *after* walls are
|
|
|
constructed for them to be next to. This does not affect the more common case
|
|
|
where walls exist as a side-effect of having dug-out a room in a #dig
|
|
|
blueprint.
|
|
|
|
|
|
Caveats and limitations
|
|
|
-----------------------
|
|
|
|
|
|
- If you use the ``jugs`` alias in your ``#query``-mode blueprints, be aware
|
|
|
that there is no way to differentiate jugs from other types of tools in the
|
|
|
game. Therefore, ``jugs`` stockpiles will also take nest boxes and other
|
|
|
tools. The only workaround is not to have other tools lying around in your
|
|
|
fort.
|
|
|
|
|
|
- Likewise for the ``bags`` alias. The game does not differentiate between
|
|
|
empty and full bags, so you'll get bags of gypsum power and sand in your bags
|
|
|
stockpile unless you avoid collecting sand and are careful to assign all your
|
|
|
gypsum to your hospital.
|
|
|
|
|
|
- Weapon traps and upright spear/spike traps can currently only be built with a
|
|
|
single weapon.
|
|
|
|
|
|
- Pressure plates can be built, but they cannot be usefully configured yet.
|
|
|
|
|
|
- Building instruments, bookcases, display furniture, and offering places are
|
|
|
not yet supported by DFHack.
|
|
|
|
|
|
- This script is relatively new, and there are bound to be bugs! Please report
|
|
|
them at the :issue:`DFHack issue tracker <>` so they can be addressed.
|
|
|
|
|
|
Dreamfort case study: a practical guide to advanced blueprint design
|
|
|
--------------------------------------------------------------------
|
|
|
|
|
|
While syntax definitions and toy examples will certainly get you started with
|
|
|
your blueprints, it may not be clear how all the quickfort features fit together
|
|
|
or what the best practices are, especially for large and complex blueprint sets.
|
|
|
This section walks through the "Dreamfort" blueprints found in the DFHack
|
|
|
blueprint library, highlighting design choices and showcasing practical
|
|
|
techniques that can help you create better blueprints. Note that this is not a
|
|
|
guide for how to design the best forts (there is plenty about that :wiki:`on the
|
|
|
wiki <Design strategies>`). This is essentially an extended tips and tricks
|
|
|
section focused on how to make usable and useful quickfort blueprints that will
|
|
|
save you time and energy.
|
|
|
|
|
|
The Dreamfort blueprints we'll be discussing are available in the library as
|
|
|
:source:`one large .csv file <data/blueprints/library/dreamfort.csv>`
|
|
|
or `online
|
|
|
<https://drive.google.com/drive/folders/1iS90EEVqUkxTeZiiukVj1pLloZqabKuP>`__ as
|
|
|
individual spreadsheets. Either can be read and applied by quickfort, but for us
|
|
|
humans, the online spreadsheets are much easier to work with. Each spreadsheet
|
|
|
has a "Notes" sheet with some useful details. Flip through some of the
|
|
|
spreadsheets and read the `walkthrough
|
|
|
<https://docs.google.com/spreadsheets/d/
|
|
|
13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=0>`__ to get oriented.
|
|
|
Also, if you haven't built Dreamfort before, try an embark in a flat area and
|
|
|
take it for a spin!
|
|
|
|
|
|
Almost every quickfort feature is used somewhere in Dreamfort, so the blueprints
|
|
|
as a whole are useful as practical examples. You can copy the blueprints and use
|
|
|
them as starting points for your own, or just refer to them when you create
|
|
|
something similar.
|
|
|
|
|
|
In this case study, we'll start by discussing the high level organization of the
|
|
|
Dreamfort blueprint set, using the "surface" blueprints as an example. Then
|
|
|
we'll walk through the blueprints for each of the remaining fort levels in turn,
|
|
|
calling out feature usage examples and explaining the parts that might not be
|
|
|
obvious just from looking at them.
|
|
|
|
|
|
The surface_ level: how to manage complexity
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
.. _surface: https://docs.google.com/spreadsheets/d/1vlxOuDOTsjsZ5W45Ri1kJKgp3waFo8r505LfZVg5wkU/edit?usp=sharing
|
|
|
|
|
|
For smaller blueprints, packaging and usability are not really that important -
|
|
|
just write it, run it, and you're done. However, as your blueprints become
|
|
|
larger and more detailed, there are some best practices that can help you deal
|
|
|
with the added complexity. Dreamfort's surface level is many steps long since
|
|
|
there are trees to be cleared, holes to be dug, flooring to be laid, and
|
|
|
furniture to be built, and each step requires the previous step to be completely
|
|
|
finished before it can begin. Therefore, a lot of thought went into minimizing
|
|
|
the toil associated with applying so many blueprints.
|
|
|
|
|
|
.. topic:: Tip
|
|
|
|
|
|
Use meta blueprints to script blueprint sequences and reduce the number of
|
|
|
quickfort commands you have to run.
|
|
|
|
|
|
The single most effective way to make your blueprint sets easier to use is to
|
|
|
group them with `meta blueprints <quickfort-meta>`. For the Dreamfort set of
|
|
|
blueprints, each logical "step" generally takes more than one blueprint. For
|
|
|
example, setting up pastures with a ``#zone`` blueprint, placing starting
|
|
|
stockpiles with a #place blueprint, building starting workshops with a
|
|
|
``#build`` blueprint, and configuring the stockpiles with a ``#query`` blueprint
|
|
|
can all be done at once. Bundling blueprints like this reduced the number of
|
|
|
steps in Dreamfort from 47 to 24, and it also made it much clearer to see which
|
|
|
blueprints can be applied at once without unpausing the game. Check out
|
|
|
dreamfort_surface's "`meta
|
|
|
<https://docs.google.com/spreadsheets/d/
|
|
|
1vlxOuDOTsjsZ5W45Ri1kJKgp3waFo8r505LfZVg5wkU/edit#gid=972927200>`__" sheet to
|
|
|
see how much meta blueprints can simplify your life.
|
|
|
|
|
|
Note that one of the ``#meta`` blueprints just has one line. In this case, the
|
|
|
``#meta`` blueprint isn't strictly necessary. The referenced blueprint could
|
|
|
just be applied directly. However, quickfort lists blueprints in the order that
|
|
|
it reads them, and we chose to make a one-blueprint meta blueprint to ensure all
|
|
|
the steps appear in order in the quickfort list output.
|
|
|
|
|
|
By the way, you can define `as many blueprints as you want
|
|
|
<quickfort-packaging>` on one sheet, but multi-blueprint sheets are
|
|
|
especially useful when writing meta blueprints. It's like having a bird's eye
|
|
|
view of your entire plan in one sheet.
|
|
|
|
|
|
.. topic:: Tip
|
|
|
|
|
|
Keep the blueprint list uncluttered with hidden() markers.
|
|
|
|
|
|
If a blueprint is bundled into a meta blueprint, it does not need to appear in
|
|
|
the quickfort list output, since you won't be running it directly. Add a
|
|
|
`hidden() marker <quickfort-hidden>` to those blueprints to keep the list
|
|
|
output tidy. You can still access hidden blueprints with ``quickfort list
|
|
|
--hidden`` if you need to -- for example to reapply a partially completed #build
|
|
|
blueprint -- but now they won’t clutter up the normal blueprint list.
|
|
|
|
|
|
.. topic:: Tip
|
|
|
|
|
|
Name your blueprints with a common prefix so you can find them easily.
|
|
|
|
|
|
This goes for both the file name and the `modeline label() <quickfort-label>`.
|
|
|
Searching and filtering is implemented for both the
|
|
|
``quickfort list`` command and the quickfort interactive dialog. If you give
|
|
|
related blueprints a common prefix, it makes it easy to set the filters to
|
|
|
display just the blueprints that you're interested in. If you have a lot of
|
|
|
blueprints, this can save you a lot of time. Dreamfort, of course, uses the
|
|
|
"dreamfort" prefix for the files and sequence names for the labels, like
|
|
|
"surface1", "surface2", "farming1", etc. So if I’m in the middle of applying the
|
|
|
surface blueprints, I’d set the filter to ``dreamfort surface`` to just display
|
|
|
the relevant blueprints.
|
|
|
|
|
|
.. topic:: Tip
|
|
|
|
|
|
Add descriptive comments that remind you what the blueprint contains.
|
|
|
|
|
|
If you've been away from Dwarf Fortress for a while, it's easy to forget what
|
|
|
your blueprints actually do. Make use of `modeline comments
|
|
|
<quickfort-modeline>` so your descriptions are visible in the blueprint list.
|
|
|
If you use meta blueprints, all your comments can be conveniently edited on one
|
|
|
sheet, like in surface's meta sheet.
|
|
|
|
|
|
.. topic:: Tip
|
|
|
|
|
|
Use message() markers to remind yourself what to do next.
|
|
|
|
|
|
`Messages <quickfort-message>` are displayed after a blueprint is applied. Good
|
|
|
things to include in messages are:
|
|
|
|
|
|
* The name of the next blueprint to apply and when to run it
|
|
|
* Whether quickfort orders could be run for an upcoming step
|
|
|
* Any manual actions that have to happen, like assigning minecarts to hauling
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routes or pasturing animals after creating zones
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These things are just too easy to forget. Adding a message() can save you from
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time-wasting mistakes. Note that message() markers can still appear on the
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hidden() blueprints, and they'll still get shown when the blueprint is run via
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the ``#meta`` blueprint. For an example of this, check out the `zones sheet
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<https://docs.google.com/spreadsheets/d/
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1vlxOuDOTsjsZ5W45Ri1kJKgp3waFo8r505LfZVg5wkU/edit#gid=1226136256>`__ where the
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pastures are defined.
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The farming_ level: fun with stockpiles
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.. _farming: https://docs.google.com/spreadsheets/d/1iuj807iGVk6vsfYY4j52v9_-wsszA1AnFqoxeoehByg/edit?usp=sharing
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It is usually convenient to store closely associated blueprints in the same
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spreadsheet. The farming level is very closely tied to the surface because the
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miasma vents have to perfectly line up. However, surface is a separate z-level
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and, more importantly, already has many many blueprints, so farming is split
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into a separate file.
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.. topic:: Tip
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Automate stockpile chains when you can, and write message() reminders when
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you can't.
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The farming level starts doing interesting things with query blueprints and
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stockpiles. Note the `careful customization
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<https://docs.google.com/spreadsheets/d/1iuj807iGVk6vsfYY4j52v9_-
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wsszA1AnFqoxeoehByg/edit#gid=486506218>`__ of the food stockpiles and the
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stockpile chains set up with the ``give*`` aliases. This is so when multiple
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stockpiles can hold the same item, the largest can keep the smaller ones filled.
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If you have multiple stockpiles holding the same type on different z-levels,
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though, this can be tricky to set up with a blueprint. Here, the jugs and pots
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stockpiles must be manually linked to the quantum stockpile on the industry
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level, since we can't know beforehand how many z-levels away that is. Note how
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we call that out in the query blueprint's message().
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.. topic:: Tip
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Use aliases to set up hauling routes and quantum stockpiles.
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Hauling routes are notoriously fiddly to set up, but they can be automated with
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blueprints. Check out the Southern area of the ``#place`` and ``#query``
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blueprints for how the quantum garbage dump is configured.
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The industry_ level: when not to use aliases
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.. _industry: https://docs.google.com/spreadsheets/d/1gvTJxxRxZ5V4vXkqwhL-qlr_lXCNt8176TK14m4kSOU/edit?usp=sharing
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The industry level is densely packed and has more complicated examples of
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stockpile configurations and quantum dumps. However, what I'd like to call out
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first are the key sequences that are *not* in aliases.
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.. topic:: Tip
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Don't use aliases for ad-hoc cursor movements.
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It may be tempting to put all query blueprint key sequences into aliases to make
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them easier to edit, keep them all in one place, and make them reusable, but
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some key sequences just aren't very valuable as aliases.
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`Check out <https://docs.google.com/spreadsheets/d/1gvTJxxRxZ5V4vXkqwhL-
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qlr_lXCNt8176TK14m4kSOU/edit#gid=787640554>`__ the Eastern (goods) and Northern
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(stone and gems) quantum stockpiles -- cells I19 and R10. They give to the
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jeweler's workshop to prevent the jeweler from using the gems held in reserve
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for strange moods. The keys are not aliased since they're dependent on the
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|
relative positions of the tiles where they are interpreted, which is easiest to
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see in the blueprint itself. Also, if you move the workshop, it's easier to fix
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the stockpile link right there in the blueprint instead of editing the separate
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aliases.txt file.
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There are also good examples in the query blueprint for how to use the
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``permit`` and ``forbid`` stockpile aliases.
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.. topic:: Tip
|
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|
Put all configuration that must be applied in a particular order in the
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|
same spreadsheet cell.
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|
Most of the baseline aliases distributed with DFHack fall into one of three
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categories:
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1. Make a stockpile accept only a particular item type in a category
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2. Permit an item type, but do not otherwise change the stockpile configuration
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|
3. Forbid an item type, but do not otherwise change the stockpile configuration
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|
If you have a stockpile that covers multiple tiles, it might seem natural to put
|
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|
one alias per spreadsheet cell. The aliases still all get applied to the
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stockpile, and with only one alias per cell, you can just type the alias name
|
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|
and avoid having to use the messier-looking ``{alias1}{alias2}`` syntax:
|
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|
|
::
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|
|
|
#query Incorrectly configure a 3x3 food stockpile to accept tallow and dye
|
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|
tallow
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|
permitdye
|
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|
However, in quickfort there are no guarantees about which cell will be
|
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|
processed first. In the example above, we obviously intend for the food
|
|
|
stockpile to have everything forbidden, then tallow permitted, then dye
|
|
|
permitted. The algorithm could happen to apply them in the opposite order,
|
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|
though, and we'd end up with dye being permitted, then everything being
|
|
|
forbidden and tallow being enabled. To make sure you always get what you want,
|
|
|
write order-sensitive aliases on the same line:
|
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|
|
|
|
::
|
|
|
|
|
|
#query Properly configure a 3x3 food stockpile to accept tallow and dye
|
|
|
{tallow}{permitdye}
|
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|
|
|
|
The services_ level: handling multi-level dig blueprints
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
.. _services: https://docs.google.com/spreadsheets/d/1IBy6_pGEe6WSBCLukDz_5I-4vi_mpHuJJyOp2j6SJlY/edit?usp=sharing
|
|
|
|
|
|
Services is a multi-level blueprint that includes a well cistern beneath the
|
|
|
main level. Unwanted ramps caused by channeling are an annoyance, but we can
|
|
|
avoid getting a ramp at the bottom of the cistern with careful use of `dig
|
|
|
priorities <quickfort-dig-priorities>`.
|
|
|
|
|
|
.. topic:: Tip
|
|
|
|
|
|
Use dig priorities to control ramp creation.
|
|
|
|
|
|
We can `ensure <https://docs.google.com/spreadsheets/d/1IBy6_pGEe6WSBCLukDz_5I-
|
|
|
4vi_mpHuJJyOp2j6SJlY/edit#gid=962076234>`__ the bottom level is carved out
|
|
|
before the layer above is channelled by assigning the channel designations lower
|
|
|
priorities (row 76). This is easy to do here because it's just one tile and
|
|
|
there is no chance of cave-in. We could have used this technique on the farming
|
|
|
level for the miasma vents instead of requiring that the channels be dug before
|
|
|
the farming level is dug, but that would have been much more fiddly for the
|
|
|
larger areas.
|
|
|
|
|
|
The alternative is just to have a follow-up blueprint that removes any undesired
|
|
|
ramps. Using dig priorities to avoid the issue in the first place can be
|
|
|
cleaner, though.
|
|
|
|
|
|
The guildhall_ level: avoiding smoothing issues
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
.. _guildhall: https://docs.google.com/spreadsheets/d/1wwKcOpEW-v_kyEnFyXS0FTjvLwJsyWbCUmEGaXWxJyU/edit?usp=sharing
|
|
|
|
|
|
The goal of this level is to provide rooms for locations like guildhalls,
|
|
|
libraries, and temples. The value of these rooms is very important, so we are
|
|
|
likely to smooth and engrave everything. To smooth or engrave a wall tile, a
|
|
|
dwarf has to be adjacent to it, and since some furniture, like statues, block
|
|
|
dwarves from entering a tile, where you put them affects what you can access.
|
|
|
|
|
|
.. topic:: Tip
|
|
|
|
|
|
Don't put statues in corners unless you want to smooth everything first.
|
|
|
|
|
|
In the guildhall level, the statues are placed so as not to block any wall
|
|
|
corners. This gives the player freedom for choosing when to smooth. If statues
|
|
|
block wall segments, it forces the player to smooth before building the statues,
|
|
|
or else they have to mess with temporarily removing statues to smooth the walls
|
|
|
behind them.
|
|
|
|
|
|
The beds_ levels: multi level meta blueprints
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
.. _beds: https://docs.google.com/spreadsheets/d/1QNHORq6YmYfuVVMP5yGAFCQluary_JbgZ-UXACqKs9g/edit?usp=sharing
|
|
|
|
|
|
The suites and apartments blueprints are straightforward. The only fancy bit
|
|
|
here is the meta blueprint, which brings us to our final tip:
|
|
|
|
|
|
.. topic:: Tip
|
|
|
|
|
|
Use meta blueprints to lay out multiple adjacent levels.
|
|
|
|
|
|
We couldn't use this technique for the entire fortress since there is often an
|
|
|
aquifer between the farming and industry levels, and we can't know beforehand
|
|
|
how many z-levels we need to skip. Here, though, we can at least provide the
|
|
|
useful shortcut of designating all apartment levels at once. See the meta
|
|
|
blueprint for how it applies the apartments on six z-levels using ``#>`` between
|
|
|
apartment blueprint references.
|
|
|
|
|
|
That's it! I hope this guide was useful to you. Please leave feedback on the
|
|
|
forums if you have ideas on how this guide (or the dreamfort blueprints) can be
|
|
|
improved!
|
|
|
|
|
|
Links
|
|
|
-----
|
|
|
|
|
|
**Quickfort links:**
|
|
|
|
|
|
- `Quickfort command reference <quickfort>`
|
|
|
- :forums:`Quickfort forum thread <176889>`
|
|
|
- :source:`Quickfort blueprints library <data/blueprints/library>`
|
|
|
- :issue:`DFHack issue tracker <>`
|
|
|
- :source:scripts:`Quickfort source code <internal/quickfort>`
|
|
|
|
|
|
**Related tools:**
|
|
|
|
|
|
- DFHack's `blueprint plugin <blueprint>` can generate blueprints from actual
|
|
|
DF maps.
|
|
|
- `Python Quickfort <http://joelpt.net/quickfort>`__ is the previous,
|
|
|
Python-based implementation that DFHack's quickfort script was inspired by.
|