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.. _quickfort-blueprint-guide:
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.. _quickfort-user-guide:
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Quickfort Blueprint Editing 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
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interacts with Dwarf Fortress memory structures directly, allowing for
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instantaneous blueprint application, error checking and recovery, and many other
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advanced features.
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This guide 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 also many
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ready-to-use blueprints available in the ``blueprints/library`` subfolder in
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your DFHack 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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- You can package all blueprints and keystroke aliases needed for an entire
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fortress in a single file for easy sharing
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- "meta" blueprints that simplify the application of sequences of blueprints
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- Undo functionality for dig, build, place, and zone blueprints
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- Rotate blueprints or flip them around to your preference when you apply
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them to the map
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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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- Includes a library of ready-to-use blueprints
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- Blueprint debugging features
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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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- Fully integrated with DFHack buildingplan: you can place buildings before
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manufacturing building materials and you can use the buildingplan UI for
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setting materials preferences
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- Designate entire constructions in mid-air without having to wait for each
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tile to become supported
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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 target tile will be skipped instead of messing up
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the blueprint. Blueprints that are only partially applied for any reason
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(e.g. you need to dig out some more tiles) can be safely reapplied to
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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 disconnected 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 of any shape, not just rectangles
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- Configurable numbers of bins, barrels and wheelbarrows assigned to created
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stockpiles
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- Automatic splitting of stockpiles and zones that exceed maximum dimension
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limits
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- Fully configurable zone settings, such as pit/pond and hospital supply
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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 simplify frequent keystroke combos
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- Includes a library of pre-made and tested aliases to simplify most common
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tasks, such as configuring stockpiles for important item types or creating
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hauling routes for quantum stockpiles.
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- Supports expanding aliases in other aliases for easy management of common
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subsequences
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- Supports repeating key sequences a specified number of times
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- Skips sending keys when the cursor is over a tile that does not have a
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stockpile or building, so missing buildings won't desynchronize your
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blueprint
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- Instant halting of query blueprint application when keystroke errors are
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detected, such as when a mistake in a key sequence leaves us stuck in a
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submenu, to make query blueprints easier to debug
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Creating 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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#dig
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The keyword ``dig`` tells Quickfort we are going to be using the Designations
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menu in DF. The following "mode" keywords are understood:
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============== ===========
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Blueprint mode Description
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============== ===========
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dig Designations menu (:kbd:`d`)
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build Build menu (:kbd:`b`)
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place Place stockpiles menu (:kbd:`p`)
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zone Activity zones menu (:kbd:`i`)
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query Set building tasks/prefs menu (:kbd:`q`)
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============== ===========
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If no modeline appears in the first cell, Quickfort assumes that it's looking at
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a ``#dig`` blueprint.
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There are also other modes that don't directly correspond to Dwarf Fortress
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menus, but we'll talk about those `later <quickfort-other-modes>`.
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If you like, you may enter a comment after the mode keyword. This comment will
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appear in the output of ``quickfort list`` when run from the ``DFHack#`` prompt
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or in the dialog window when running `gui/quickfort`. You can use this space for
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explanations, attribution, etc.::
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#dig grand dining room
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Below this line, begin entering keys in each spreadsheet cell that represent
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what you want designated in the corresponding game map tile. For example, we
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could dig out a 4x4 room like so (spaces are used as column separators here for
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readability, but a real .csv file would have commas)::
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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 :kbd:`#` symbols at the right end of each row and below the last row.
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These are completely optional, but can be helpful to make the row and column
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positions 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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#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 (:kbd:`b`) I've built a chest
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(:kbd:`c`) here for the dwarf as well. You must use the full series of keys
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needed to build something in each cell, e.g. :kbd:`C`:kbd:`w` indicates we
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should enter DF's constructions submenu (:kbd:`C`) and select walls (:kbd:`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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#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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This illustration may be a little hard to understand. The two :kbd:`f`
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characters are in row 3, columns 2 and 3. All the other cells are empty. QF
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considers both :kbd:`\`` (backtick -- the character under the tilde) and
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:kbd:`~` (tilde) characters within cells to be empty cells; this can help with
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multilayer or fortress-wide blueprint layouts as "chalk lines".
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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 treats any connected
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region of identical designations as a single entity. The tiles can be connected
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orthogonally or diagonally, just as long as they are touching.
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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 row 2, column 2 we have ``r&``. This sends the :kbd:`r` key to DF when the
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cursor is over the bed, causing us to "make room" and :kbd:`Enter`, represented
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by special ``&`` alias, to indicate that we're done setting the size (the
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default room size is fine here).
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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:`aliases library <data/quickfort/aliases-common.txt>`.
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This particular alias sets a food stockpile to accept only booze. It sends the
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keys needed to navigate DF's stockpile settings menu, and then it sends an
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Escape character to exit back to the map. It is important to exit out of any
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menus that you enter while in query mode so that the cursor can move to the next
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tile when it is done with the current tile.
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If there weren't an alias named ``booze`` then the literal characters
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:kbd:`b`:kbd:`o`:kbd:`o`:kbd:`z`:kbd:`e` would have been sent, so be sure to
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spell those aliases correctly!
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You can save a lot of time and effort by using aliases instead of adding all
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key seqences directly to your blueprints. For more details, check out the
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`quickfort-alias-guide`. You can also see examples of aliases being used in the
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query blueprints in the
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:source:`DFHack blueprint library <data/blueprints/library>`. You can create
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your own aliases by adding them to :source:`dfhack-config/quickfort/aliases.txt`
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in your DFHack folder or you can package them
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`together with your blueprint files <quickfort-aliases-blueprints>`.
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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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#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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keys(WxH)
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Note that area expansion syntax can only specify rectangular areas. If you want
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to create extent-based structures (e.g. farm plots or stockpiles) in different
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shapes, use the first format above. For example::
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#place A single 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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#place Two touching but separate food stockpiles
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f(2x2) #
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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, :kbd:`~` characters are ignored as comment characters
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and can be used for visualizing the blueprint layout. This blueprint can be
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equivalently written as::
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#place Two touching but separate food stockpiles
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f(2x2) #
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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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#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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If it is convenient to do so, you can place the cell with the expansion syntax
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in any corner of the resulting rectangle. Just use negative numbers to indicate
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which direction the designation should expand in. For example, the previous
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blueprint could also be written as::
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#build a 4x2 bridge from row 2, col 4
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` ` ` ` #
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ga(4x-2) ` #
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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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#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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#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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Or you can use area expansion syntax::
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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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#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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You can go up or down multiple levels by adding a number after the ``<`` or
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``>``. For example::
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#dig Two double-level quarries
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r(10x10)
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#>2
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r(10x10)
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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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#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 #
|
|
|
d d1(3x3) d #
|
|
|
d ` ` ` d #
|
|
|
d ` ` ` d #
|
|
|
d d d d d #
|
|
|
# # # # # #
|
|
|
|
|
|
#dig dig the interior of the room at high priority
|
|
|
4 4 4 4 4 #
|
|
|
4 1 1 1 4 #
|
|
|
4 1 1 1 4 #
|
|
|
4 1 1 1 4 #
|
|
|
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 :kbd:`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" (:kbd:`d`:kbd:`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" (:kbd:`d`:kbd:`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 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
|
|
|
`````````````
|
|
|
|
|
|
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
|
|
|
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
|
|
|
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 ` #
|
|
|
# # # #
|
|
|
|
|
|
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::
|
|
|
|
|
|
#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 greater than 1, 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) ` ` #
|
|
|
# # # #
|
|
|
|
|
|
You can also use negative numbers in the expansion syntax to indicate corners
|
|
|
that are not upper-left corners. This blueprint will also carve a closed ring::
|
|
|
|
|
|
#dig
|
|
|
T(3x3) ` ` #
|
|
|
` ` ` #
|
|
|
` ` T(-3x-3) #
|
|
|
# # # #
|
|
|
|
|
|
Or you could use the aliases to specify tile by tile::
|
|
|
|
|
|
#dig
|
|
|
trackSE trackEW trackSW #
|
|
|
trackNS ` trackNS #
|
|
|
trackNE trackEW trackNW #
|
|
|
# # # #
|
|
|
|
|
|
The aliases can also be used to designate a solid block of track. This is
|
|
|
epecially useful for obliterating low-quality engravings so you can re-smooth
|
|
|
and re-engrave with higher quality. For example, you could use the following
|
|
|
sequence of blueprints to ensure a 10x10 floor area contains only masterwork
|
|
|
engravings::
|
|
|
|
|
|
#dig smooth floor
|
|
|
s(10x10)
|
|
|
#dig engrave floor
|
|
|
e(10x10)
|
|
|
#dig erase low-quality engravings
|
|
|
trackNSEW(10x10)
|
|
|
|
|
|
The tracks only remove low-quality engravings since quickfort won't designate
|
|
|
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.
|
|
|
|
|
|
.. _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 cursor placement 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 with a ``message()`` marker
|
|
|
|
|
|
The full modeline syntax, when all optional elements are 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() 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
|
|
|
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.
|
|
|
|
|
|
.. _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
|
|
|
based on a central staircase, but it comes in handy 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 1-based 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
|
|
|
|
|
|
You can use semicolons, commas, or spaces to separate the elements of the
|
|
|
``start()`` marker, whatever is most convenient.
|
|
|
|
|
|
.. _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 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"
|
|
|
|
|
|
The quotes surrounding the cell text are only necessary if you are writing a
|
|
|
.csv file by hand. Spreadsheet applications will surround multi-line text with
|
|
|
quotes automatically when they save/export the file.
|
|
|
|
|
|
.. _quickfort-meta:
|
|
|
|
|
|
Meta blueprints
|
|
|
~~~~~~~~~~~~~~~
|
|
|
|
|
|
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 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
|
|
|
other blueprints in the same file 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 blueprints
|
|
|
that prepare bedrooms for your dwarves::
|
|
|
|
|
|
#dig label(bed1) dig out the rooms
|
|
|
...
|
|
|
#build label(bed2) build the furniture
|
|
|
...
|
|
|
#place label(bed3) add food stockpiles
|
|
|
...
|
|
|
#query label(bed4) configure stockpiles
|
|
|
...
|
|
|
#query label(bed5) set the built beds as rooms
|
|
|
...
|
|
|
|
|
|
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 label(bed234) combines build, place, and stockpile config blueprints"
|
|
|
/bed2
|
|
|
/bed3
|
|
|
/bed4
|
|
|
|
|
|
Now your sequence is shortened to:
|
|
|
|
|
|
1. Run /bed1 to designate dig areas
|
|
|
#. Wait for miners to dig
|
|
|
#. **Run /bed234 meta buildprint** to build buildings and designate/configure
|
|
|
stockpiles
|
|
|
#. Wait for buildings to get built
|
|
|
#. Run /bed5 to configure the rooms as bedrooms
|
|
|
|
|
|
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 .xlsx
|
|
|
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 digging 5 levels of bedrooms)::
|
|
|
|
|
|
#meta dig the whole fortress
|
|
|
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 repeat(down 5)
|
|
|
|
|
|
Note that for blueprints without an explicit label, we still need to address
|
|
|
them by their auto-generated numeric label.
|
|
|
|
|
|
The command to run the meta blueprint above would be::
|
|
|
|
|
|
quickfort run myfort.xlsx -n dig_all
|
|
|
|
|
|
It's worth repeating that ``#meta`` blueprints can only refer to blueprints that
|
|
|
are defined in the same file. This means that all blueprints that a meta
|
|
|
blueprint needs to run must be in sheets within the same .xlsx spreadsheet or
|
|
|
concatenated into the same .csv file.
|
|
|
|
|
|
You can then hide the blueprints that you now manage with the meta 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 meta-managed
|
|
|
blueprints individually, you can still see them with
|
|
|
``quickfort list --hidden``.
|
|
|
|
|
|
Meta markers
|
|
|
````````````
|
|
|
|
|
|
In meta blueprints, you can tag referenced blueprints with markers to modify how
|
|
|
they are applied. These markers are similar to `Modeline markers`_, but are only
|
|
|
usable in meta blueprints. Here's a quick list of examples, with more details
|
|
|
below:
|
|
|
|
|
|
=================== ===========
|
|
|
Example Description
|
|
|
=================== ===========
|
|
|
repeat(down 10) Repeats a blueprint down z-levels 10 times
|
|
|
shift(0 10) Adds 10 to the y coordinate of each blueprint tile
|
|
|
transform(cw flipv) Rotates a blueprint clockwise and then flips it vertically
|
|
|
=================== ===========
|
|
|
|
|
|
**Repeating blueprints**
|
|
|
|
|
|
Syntax: repeat(<direction>[, ]<number>)
|
|
|
|
|
|
The direction can be ``up`` or ``down``, and the repetition works even for
|
|
|
blueprints that are themselves multi-level. For example::
|
|
|
|
|
|
#meta label(2beds) dig 2 levels of bedrooms
|
|
|
dig_bedrooms/1 repeat(down 2)
|
|
|
|
|
|
#meta label(6beds) dig 6 levels of bedrooms
|
|
|
/2beds repeat(down 3)
|
|
|
|
|
|
You can use ``<`` and ``>`` for short, instead of ``up`` and ``down``. The comma
|
|
|
or space between the direction and the number is optional as well. The following
|
|
|
lines are all equivalent::
|
|
|
|
|
|
/2beds repeat(down 3)
|
|
|
/2beds repeat(down, 3)
|
|
|
/2beds repeat(>3)
|
|
|
|
|
|
**Shifting blueprints**
|
|
|
|
|
|
Syntax: shift(<x shift>[[,] <y shift>])
|
|
|
|
|
|
The values can be positive or negative. Negative values for x shift to the left,
|
|
|
positive to the right. Negative values for y shift up, positive down. Note the
|
|
|
semantics for the y axis are opposite compared to regular graphs on paper. This
|
|
|
is because the y coordinates in the DF game map start a 0 at the top and
|
|
|
increase as they go down.
|
|
|
|
|
|
**Transforming blueprints**
|
|
|
|
|
|
Syntax: transform(<transformation>[[,] <transformation>...])
|
|
|
|
|
|
Applies a geometric transformation to the blueprint. The supported
|
|
|
transformations are:
|
|
|
|
|
|
:rotcw or cw: Rotates the blueprint 90 degrees clockwise.
|
|
|
:rotccw or ccw: Rotates the blueprint 90 degrees counterclockwise.
|
|
|
:fliph: Flips the blueprint horizontally (left edge becomes right edge).
|
|
|
:flipv: Flips the blueprint vertically (top edge becomes bottom edge).
|
|
|
|
|
|
If you specify more than one transformation, they will be applied in the order
|
|
|
they appear in.
|
|
|
|
|
|
If you use both ``shift()`` and ``transform()`` markers on the same blueprint,
|
|
|
shifting is applied after all transformations are complete. If you want shifting
|
|
|
to be applied before the transformations, or in between transformations, you can
|
|
|
use nested meta blueprints. For example, the following blueprint will shift the
|
|
|
``/hallway`` blueprint to the right by 20 units and then rotate it clockwise::
|
|
|
|
|
|
#meta label(shift_right) hidden()
|
|
|
/hallway shift(20)
|
|
|
#meta label(rotate_after_shift)
|
|
|
/shift_right transform(cw)
|
|
|
|
|
|
.. _quickfort-other-modes:
|
|
|
|
|
|
Other blueprint modes
|
|
|
~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
In addition to the powerful ``#meta`` mode described above, there are a few
|
|
|
additional blueprint modes that become useful when you are sharing your
|
|
|
blueprints with others or managing complex blueprint sets. Instead of mapping
|
|
|
tile positions to map modifications like the basic modes do, these "blueprints"
|
|
|
have specialized, higher-level uses:
|
|
|
|
|
|
============== ===========
|
|
|
Blueprint mode Description
|
|
|
============== ===========
|
|
|
config Play back key sequences that are not related to map tiles
|
|
|
notes Display long messages, such as help text or blueprint
|
|
|
walkthroughs
|
|
|
aliases Define aliases that can be used by other ``#query`` blueprints
|
|
|
in the same file
|
|
|
ignore Hide a section of your spreadsheet from quickfort, useful for
|
|
|
scratch space or personal notes
|
|
|
============== ===========
|
|
|
|
|
|
.. _quickfort-config-blueprints:
|
|
|
|
|
|
Config blueprints
|
|
|
`````````````````
|
|
|
|
|
|
A ``#config`` blueprint is used to send unfiltered keystrokes directly to the
|
|
|
DF UI without interacting with specific map tiles. They have access to the same
|
|
|
keystroke aliases as ``#query`` blueprints, but ``#config`` blueprints differ
|
|
|
from ``#query`` blueprints in a few critical ways:
|
|
|
|
|
|
- Whereas the "home" mode for ``#query`` blueprints is the "query" mode
|
|
|
(:kbd:`q`), ``#config`` blueprints start on the default map screen -- the view
|
|
|
you have when you're looking at the map with no sidebar visible. The keystroke
|
|
|
or alias sequence in each spreadsheet cell in a ``#config`` blueprint must
|
|
|
begin and end on the default map screen.
|
|
|
- The cursor position is not set for ``#config`` blueprints. This means that it
|
|
|
doesn't matter what spreadsheet cell you put your text in. The blueprint cell
|
|
|
location does not correspond to a map tile.
|
|
|
|
|
|
A ``#config`` blueprint is best used for accessing game menus that are not
|
|
|
associated with map tiles, such as the hotkey menu (:kbd:`H`), the military
|
|
|
menu (:kbd:`m`), or the standing orders menu (:kbd:`o`). In other words, use a
|
|
|
``#config`` blueprint when you want to configure the game itself, not the tiles
|
|
|
on the map. A ``#config`` blueprint is better for these menus than a ``#query``
|
|
|
blueprint because the cursor can jump around in unpredictable ways when
|
|
|
accessing these non-cursor modes and then re-entering query mode. This will
|
|
|
cause quickfort to detect a ``#query`` blueprint error and stop executing.
|
|
|
Also, ``#query`` blueprints will skip playing back a key sequence entirely if
|
|
|
it doesn't detect a building or zone on the target tile. A ``#config``
|
|
|
blueprint doesn't need a building or zone to exist in order to run.
|
|
|
|
|
|
Note that you *can* enter any mode you want during a ``#config`` blueprint
|
|
|
keystroke sequence (as long as you get back to the default map screen by the end
|
|
|
of the sequence), even modes that provide a cursor on the screen. It's just that
|
|
|
the position of that cursor is not guaranteed to be on any specific tile. If you
|
|
|
need access to a cursor, you probably should be using a ``#query`` blueprint
|
|
|
instead.
|
|
|
|
|
|
.. _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 one large
|
|
|
multi-line ``message()`` marker. For example, the following (empty) ``#meta``
|
|
|
blueprint::
|
|
|
|
|
|
"#meta label(help) message(This is the help text for the blueprint set
|
|
|
contained in this file.
|
|
|
|
|
|
First, make sure that you embark in...) blueprint set walkthough"
|
|
|
|
|
|
could more naturally be written as a ``#notes`` blueprint::
|
|
|
|
|
|
#notes label(help) blueprint set walkthrough
|
|
|
This is the help text for the blueprint set
|
|
|
contained in this file
|
|
|
|
|
|
First, make sure that you embark in...
|
|
|
|
|
|
The ``#meta`` blueprint is all squashed into a single spreadsheet cell, using
|
|
|
embedded newlines. Each line of the ``#notes`` "blueprint", however, is in a
|
|
|
separate cell, allowing for much easier viewing and editing.
|
|
|
|
|
|
.. _quickfort-aliases-blueprints:
|
|
|
|
|
|
Aliases blueprints
|
|
|
``````````````````
|
|
|
|
|
|
There are keystroke aliases that `come with DFHack <quickfort-alias-guide>` that
|
|
|
are usable by all blueprints, and you have the ability to define custom aliases
|
|
|
in :source:`dfhack-config/quickfort/aliases.txt` that are visible to all your
|
|
|
blueprints as well. An ``#aliases`` blueprint can define custom aliases that are
|
|
|
only visible to the current ``.csv`` or ``.xlsx`` file. Packaging aliases in the
|
|
|
same file that uses them is convenient for specialized aliases that are only
|
|
|
useful to a particular blueprint. Also, if you want to share your blueprint with
|
|
|
others, defining your aliases in an ``#aliases`` blueprint will help your
|
|
|
blueprint to work "out of the box", and you won't need others to add your custom
|
|
|
aliases to their ``dfhack-config/quickfort/aliases.txt`` files.
|
|
|
|
|
|
Although we're calling them "blueprints", ``#aliases`` blueprints are not actual
|
|
|
blueprints, and they don't show up when you run ``quickfort list``. The aliases
|
|
|
are just automatically read in when you run any ``#query`` blueprint that is
|
|
|
defined in the same file.
|
|
|
|
|
|
Aliases can be in either of two formats, and you can mix formats freely within
|
|
|
the same ``#aliases`` section. The first format is the same as what is used in
|
|
|
the ``aliases.txt`` files::
|
|
|
|
|
|
#aliases
|
|
|
aliasname: aliasdefinition
|
|
|
|
|
|
Aliases in this format must appear in the first column of a row.
|
|
|
|
|
|
The second format has the alias name in the first column and the alias
|
|
|
definition in the second column, with no ``:`` separator::
|
|
|
|
|
|
#aliases
|
|
|
aliasname,aliasdefinition
|
|
|
|
|
|
There can be multiple #aliases sections defined in a .csv file or .xlsx
|
|
|
spreadsheet. The aliases are simply combined into one list. If an alias is
|
|
|
defined multiple times, the last definition wins.
|
|
|
|
|
|
See the `quickfort-alias-guide` for help with the alias definition syntax.
|
|
|
|
|
|
Ignore blueprints
|
|
|
`````````````````
|
|
|
|
|
|
If you don't want some data to be visible to quickfort at all, use an
|
|
|
``#ignore`` blueprint. All lines until the next modeline in the file or sheet
|
|
|
will be completely ignored. This can be useful for personal notes, scratch
|
|
|
space, or temporarily "commented out" blueprints.
|
|
|
|
|
|
.. _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, and query 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. This is especially useful when you
|
|
|
are sharing your blueprints with others. A single file is much easier to manage
|
|
|
than a directory of files.
|
|
|
|
|
|
For example, you can write multiple blueprints in one file 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 separate 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
|
|
|
|
|
|
The naming and organization is completely up to you.
|
|
|
|
|
|
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 has an `"enabled" setting
|
|
|
<buildingplan-settings>` for each building type, but those settings only apply
|
|
|
to buildings created through the buildingplan user interface. Quickfort will
|
|
|
still use buildingplan to plan buildings even if the buildingplan UI says that
|
|
|
building type is not "enabled".
|
|
|
|
|
|
In addition, buildingplan has a "quickfort_mode" setting for compatibility with
|
|
|
legacy Python Quickfort. This setting has no effect on DFHack Quickfort, which
|
|
|
will use buildingplan to manage everything designated in a ``#build`` blueprint
|
|
|
regardless of the buildingplan UI settings.
|
|
|
|
|
|
However, quickfort *does* use `buildingplan's filters <buildingplan-filters>`
|
|
|
for each building type. For example, you can use the buildingplan UI to set the
|
|
|
type of stone you want your walls made out of. Or you can specify that all
|
|
|
buildingplan-managed chairs and 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 buildingplan you now have the freedom to apply
|
|
|
``#build`` blueprints before you manufacture the resources. The construction
|
|
|
jobs will be fulfilled whenever 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 <generating-manager-orders>`_ 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 you do not want to enable the buildingplan plugin, run ``quickfort orders``
|
|
|
and make sure all manager orders are fulfilled before applying a ``#build``
|
|
|
blueprint. Otherwise you will get job cancellation spam when the buildings can't
|
|
|
be built with available materials.
|
|
|
|
|
|
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 :kbd:`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 blocks you
|
|
|
might have lying around aren't used.
|
|
|
|
|
|
Extra Manager Orders
|
|
|
~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
In ``#build`` blueprints, 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
|
|
|
|
|
|
|
|
|
Stockpiles in ``#place`` blueprints that `specify wheelbarrow or container
|
|
|
counts <quickfort-place-containers>` will generate orders for the appropriate
|
|
|
number of bins, pots, or wheelbarrows.
|
|
|
|
|
|
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. Alternately, if
|
|
|
you have a chokepoint between levels (e.g. a central staircase), you can set
|
|
|
the chokepoint to be dug at a lower priority than all the other tiles on the
|
|
|
level. This will ensure your miners complete digging out a level before
|
|
|
continuing on to the next.
|
|
|
|
|
|
- As of DF 0.34.x, it is no longer possible to build doors (:kbd:`d`) at the
|
|
|
same time that you build adjacent walls (:kbd:`C`:kbd:`w`). Doors must now be
|
|
|
built *after* adjacent walls are constructed. 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, but if you are building your own walls, be aware that
|
|
|
walls must be built before you run the blueprint to designate attached doors.
|
|
|
|
|
|
- Quickfort is a very powerful tool. See the `case study <dreamfort-case-study>`
|
|
|
below for more ideas on how to build awesome blueprints!
|
|
|
|
|
|
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, scroll
|
|
|
rollers, 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 in your "bags"
|
|
|
stockpile unless you 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 is not yet supported.
|
|
|
|
|
|
- DFHack Quickfort is a large project, and there are bound to be bugs! Please
|
|
|
report them at the :issue:`DFHack issue tracker <>` so they can be addressed.
|
|
|
|
|
|
.. _dreamfort-case-study:
|
|
|
|
|
|
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 <dreamfort>`, 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 *fort* (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.
|
|
|
|
|
|
Almost every quickfort feature is used somewhere in Dreamfort, so the blueprints
|
|
|
are very useful as reference examples. You can copy the Dreamfort 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. Then we'll walk through the spreadsheets for each of
|
|
|
the fort levels in turn, calling out feature usage examples and explaining the
|
|
|
parts that might not be obvious just from looking at them.
|
|
|
|
|
|
If you haven't built Dreamfort before, maybe try an embark in a flat area and
|
|
|
take it for a spin! It will help put the following sections in context. There is
|
|
|
also a pre-built Dreamfort available for download on
|
|
|
`dffd <https://dffd.bay12games.com/file.php?id=15434>`__ if you just want an
|
|
|
interactive reference.
|
|
|
|
|
|
Dreamfort organization and packaging
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
The Dreamfort blueprints are distributed with DFHack as
|
|
|
:source:`one large .csv file <data/blueprints/library/dreamfort.csv>`, but
|
|
|
editing in that format would be frustrating. Instead, the blueprints are
|
|
|
edited `online as Google drive spreadsheets
|
|
|
<https://drive.google.com/drive/folders/1iS90EEVqUkxTeZiiukVj1pLloZqabKuP>`__.
|
|
|
Either the .csv file or the .xlsx files can be read and applied by quickfort,
|
|
|
but it made more sense to distribute the blueprints as a .csv so users would
|
|
|
only have to remember one filename. Also, .csv files are text-based, which works
|
|
|
more naturally with the DFHack source control system. We use the
|
|
|
`xlsx2csv <https://github.com/dilshod/xlsx2csv>`__ utility to do the conversion
|
|
|
from .xlsx to .csv format.
|
|
|
|
|
|
.. topic:: Tip
|
|
|
|
|
|
Include a ``#notes`` section with information about how to use your
|
|
|
blueprint.
|
|
|
|
|
|
Each spreadsheet has a "help" sheet with a ``#notes`` blueprint that displays a
|
|
|
walkthrough and other useful details. This is the first sheet in each
|
|
|
spreadsheet so it will be selected by default if the user doesn't specify a
|
|
|
label name. For example, just running ``quickfort run
|
|
|
library/dreamfort.csv`` will display Dreamfort's `introduction text
|
|
|
<https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw>`__.
|
|
|
|
|
|
Do not neglect writing the help text! Not only will it give others a chance to
|
|
|
use your blueprints appropriately, but the help you write will remind *you* what
|
|
|
you were thinking when you wrote the blueprint in the first place.
|
|
|
|
|
|
.. topic:: Tip
|
|
|
|
|
|
Include custom alias definitions in the same file as the blueprint.
|
|
|
|
|
|
If any blueprint in the set uses custom aliases that other users won't have in
|
|
|
their :source:`data/quickfort/aliases-common.txt` files, be sure to define them
|
|
|
in the blueprint itself in an `quickfort-aliases-blueprints` section. Then other
|
|
|
people can use your blueprint right away without having to manually copy aliases
|
|
|
into their personal :source:`dfhack-config/quickfort/aliases.txt` files.
|
|
|
|
|
|
The surface_ level: how to manage complexity
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
.. _surface: https://docs.google.com/spreadsheets/d/1vlxOuDOTsjsZ5W45Ri1kJKgp3waFo8r505LfZVg5wkU
|
|
|
|
|
|
.. image:: https://drive.google.com/uc?export=download&id=1YL_vQJLB2YnUEFrAg9y3HEdFq3Wpw9WP
|
|
|
:alt: Annotated screenshot of the dreamfort surface level
|
|
|
:target: https://drive.google.com/file/d/1YL_vQJLB2YnUEFrAg9y3HEdFq3Wpw9WP
|
|
|
:align: center
|
|
|
|
|
|
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
|
|
|
bridges 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, with ``#meta`` blueprints, 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 with a single command. Bundling
|
|
|
blueprints with ``#meta`` blueprints reduced the number of steps in Dreamfort
|
|
|
from 61 to 30, 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.
|
|
|
|
|
|
You can define `as many blueprints as you want <quickfort-packaging>` on one
|
|
|
sheet, but this is 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 by using ``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 uses the level name as a
|
|
|
prefix 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`` should be run for the current or an upcoming step
|
|
|
* Any actions that you have to perform manually after running the blueprint,
|
|
|
like assigning minecarts to hauling routes or pasturing animals in
|
|
|
newly-created zones
|
|
|
|
|
|
These things are just too easy to forget. Adding a ``message()`` can save you
|
|
|
from time-wasting mistakes. Note that ``message()`` markers can still appear on
|
|
|
the ``hidden()`` blueprints, and they'll still get shown when the blueprint is
|
|
|
run via a ``#meta`` blueprint. For an example of this, check out the `zones
|
|
|
sheet <https://docs.google.com/spreadsheets/d/1vlxOuDOTsjsZ5W45Ri1kJKgp3waFo8r505LfZVg5wkU/edit#gid=1226136256>`__
|
|
|
where the pastures are defined.
|
|
|
|
|
|
The farming_ level: fun with stockpiles
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
.. _farming: https://docs.google.com/spreadsheets/d/1iuj807iGVk6vsfYY4j52v9_-wsszA1AnFqoxeoehByg
|
|
|
|
|
|
.. image:: https://drive.google.com/uc?export=download&id=1fBC3G5Y888l4tVe5REAyAd_zeojADVme
|
|
|
:alt: Annotated screenshot of the dreamfort farming level
|
|
|
:target: https://drive.google.com/file/d/1fBC3G5Y888l4tVe5REAyAd_zeojADVme
|
|
|
:align: center
|
|
|
|
|
|
It is usually convenient to store closely associated blueprints in the same
|
|
|
spreadsheet. The farming level is very closely tied to the surface because the
|
|
|
miasma vents dug on the surface have to perfectly line up with where waste
|
|
|
products are placed on the farming level. However, surface is a separate z-level
|
|
|
and, more importantly, already has many many blueprints of its own. Farming is
|
|
|
therefore split into a separate file.
|
|
|
|
|
|
.. topic:: Tip
|
|
|
|
|
|
Automate stockpile chains when you can, and write ``message()`` reminders
|
|
|
when you can't.
|
|
|
|
|
|
The farming level starts doing interesting things with ``#query`` blueprints and
|
|
|
stockpiles. Note the `careful customization
|
|
|
<https://docs.google.com/spreadsheets/d/1iuj807iGVk6vsfYY4j52v9_-
|
|
|
wsszA1AnFqoxeoehByg/edit#gid=486506218>`__ of the food stockpiles and the
|
|
|
stockpile chains set up with the ``give*`` aliases. This is so when multiple
|
|
|
stockpiles can hold the same item, the largest can keep the smaller ones filled.
|
|
|
For example the ``give2up`` alias funnels seeds from the seeds feeder pile to
|
|
|
the container-enabled seed storage pile. If you have multiple stockpiles holding
|
|
|
the same type on different z-levels, though, this can be tricky to set up with a
|
|
|
blueprint. Here, the jugs and pots stockpiles must be manually linked to the
|
|
|
quantum stockpile on the industry level, since we can't know beforehand how many
|
|
|
z-levels away that is. Note how we call that out in the ``#query`` blueprint's
|
|
|
``message()``.
|
|
|
|
|
|
.. topic:: Tip
|
|
|
|
|
|
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 refuse dump is configured with simple aliases
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from the alias library.
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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
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.. image:: https://drive.google.com/uc?export=download&id=1emMaHHCaUPcdRbkLQqvr-0ZCs2tdM5X7
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:alt: Annotated screenshot of the dreamfort industry level
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:target: https://drive.google.com/file/d/1emMaHHCaUPcdRbkLQqvr-0ZCs2tdM5X7
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:align: center
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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-qlr_lXCNt8176TK14m4kSOU/edit#gid=787640554>`__
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the Eastern (goods) and Northern (stone and gems) quantum stockpiles -- cells
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I19 and R10. They give to the jeweler's workshop to prevent the jeweler from
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using the gems held in reserve for strange moods. The keys are not aliased since
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they're dependent on the relative positions of the tiles where they are
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interpreted, which is easiest to see in the blueprint itself. Also, if you move
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the workshop, it's easier to fix the stockpile link right there in the blueprint
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instead of editing a separate alias definition.
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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 ``{aliasname}`` syntax::
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#place Declare a food stockpile
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f(3x3)
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#query Incorrectly configure a 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
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stockpile to have tallow exclusively permitted, then to add dye. It could happen
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that the two aliases are applied in the opposite order, though, and we'd end up
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with dye being permitted, then everything (including dye) being forbidden, and,
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finally, tallow being enabled. To make sure you always get what you want, write
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order-sensitive aliases on the same line::
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#place Declare a food stockpile
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f(3x3)
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#query Properly configure a food stockpile to accept tallow and dye
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{tallow}{permitdye}
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You can see a more complex example of this with the ``meltables`` stockpiles in
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the `lower left corner <https://docs.google.com/spreadsheets/d/1gvTJxxRxZ5V4vXkqwhL-qlr_lXCNt8176TK14m4kSOU/edit#gid=787640554>`__
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of the industry level.
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The services_ level: handling multi-level dig blueprints
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.. _services: https://docs.google.com/spreadsheets/d/1IBy6_pGEe6WSBCLukDz_5I-4vi_mpHuJJyOp2j6SJlY
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.. image:: https://drive.google.com/uc?export=download&id=13vDIkTVOZGkM84tYf4O5nmRs4VZdE1gh
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:alt: Annotated screenshot of the dreamfort services level
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:target: https://drive.google.com/file/d/13vDIkTVOZGkM84tYf4O5nmRs4VZdE1gh
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:align: center
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Services is a multi-level blueprint that includes a well cistern beneath the
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main level. Unwanted ramps caused by channeling are an annoyance, but we can
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avoid getting a ramp at the bottom of the cistern with careful use of `dig
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priorities <quickfort-dig-priorities>`.
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.. topic:: Tip
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Use dig priorities to control ramp creation.
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We can `ensure <https://docs.google.com/spreadsheets/d/1IBy6_pGEe6WSBCLukDz_5I-4vi_mpHuJJyOp2j6SJlY/edit#gid=962076234>`__
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the bottom level is carved out before the layer above is channelled by assigning
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the channel designations lower priorities (the ``h5``\s in the third layer --
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scroll down).
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An alternative is to have a follow-up blueprint that removes any undesired
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ramps. We did this on the
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`surface <https://docs.google.com/spreadsheets/d/1vlxOuDOTsjsZ5W45Ri1kJKgp3waFo8r505LfZVg5wkU/edit#gid=1790750180>`__
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and
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`farming <https://docs.google.com/spreadsheets/d/1iuj807iGVk6vsfYY4j52v9_-wsszA1AnFqoxeoehByg/edit#gid=436537058>`__
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levels with the miasma vents since it would be too complicated to synchronize
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the digging between the two layers.
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The guildhall_ level: avoiding smoothing issues
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.. _guildhall: https://docs.google.com/spreadsheets/d/1wwKcOpEW-v_kyEnFyXS0FTjvLwJsyWbCUmEGaXWxJyU
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.. image:: https://drive.google.com/uc?export=download&id=17jHiCKeZm6FSS-CI4V0r0GJZh09nzcO_
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:alt: Annotated screenshot of the dreamfort guildhall level
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:target: https://drive.google.com/file/d/17jHiCKeZm6FSS-CI4V0r0GJZh09nzcO_
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:align: center
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The goal of this level is to provide rooms for ``locations`` like guildhalls,
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libraries, and temples. The value of these rooms is very important, so we are
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likely to smooth and engrave everything. To smooth or engrave a wall tile, a
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dwarf has to be adjacent to it, and since some furniture, like statues, block
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dwarves from entering a tile, where you put them affects what you can access.
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.. topic:: Tip
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Don't put statues in corners unless you want to smooth everything first.
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In the guildhall level, the statues are placed so as not to block any wall
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corners. This gives the player freedom for choosing when to smooth. If a statue
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blocks a corner, or if a line of statues blocks a wall segment, it forces the
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player to smooth before building the statues. Otherwise they have to bother with
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temporarily removing statues to smooth the walls behind them.
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The beds_ levels: multi level meta blueprints
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.. _beds: https://docs.google.com/spreadsheets/d/1QNHORq6YmYfuVVMP5yGAFCQluary_JbgZ-UXACqKs9g
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.. image:: https://drive.google.com/uc?export=download&id=1IBqCf6fF3lw7sHiBE_15Euubysl5AAiS
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:alt: Annotated screenshot of the dreamfort noble suites
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:target: https://drive.google.com/file/d/1IBqCf6fF3lw7sHiBE_15Euubysl5AAiS
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:align: center
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.. image:: https://drive.google.com/uc?export=download&id=1mDQQXG8BnXqasRGFC9R5N6xNALiswEyr
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:alt: Annotated screenshot of the dreamfort apartments
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:target: https://drive.google.com/file/d/1mDQQXG8BnXqasRGFC9R5N6xNALiswEyr
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:align: center
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The suites and apartments blueprints are straightforward. The only fancy bit
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|
is the meta blueprint that digs the stack of apartment levels, which brings us
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to our final tip:
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.. topic:: Tip
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Use meta blueprints to lay out repeated adjacent levels.
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We couldn't use this technique for the entire fortress since there is often an
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aquifer between the farming and industry levels, and we can't know beforehand
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|
how many z-levels we need to skip. We can, however, automate the digging of
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everything from the industry level down, including designating all apartment
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|
|
levels at once. See the
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|
`#meta <https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=284974597>`__
|
|
|
blueprint in the `Dreamfort help spreadsheet
|
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|
<https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=0>`__
|
|
|
for how it uses a ``repeat()`` marker for the ``/apartments1`` blueprint to
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|
|
apply it to five z-levels at once.
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That's it! I hope this guide was useful to you. Please leave feedback on the
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|
|
forums if you have ideas on how this guide (or the dreamfort blueprints) can be
|
|
|
improved!
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|
Links
|
|
|
-----
|
|
|
|
|
|
**Quickfort links:**
|
|
|
|
|
|
- `Quickfort command reference <quickfort>`
|
|
|
- `quickfort-alias-guide`
|
|
|
- `blueprint-library-guide`
|
|
|
- :forums:`Quickfort forum thread <176889>`
|
|
|
- :issue:`DFHack issue tracker <>`
|
|
|
- :source:`Blueprint library source <data/blueprints/library>`
|
|
|
- :source-scripts:`Quickfort source code <internal/quickfort>`
|
|
|
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|
|
**Related tools:**
|
|
|
|
|
|
- DFHack's `blueprint plugin <blueprint>` can generate blueprints from actual
|
|
|
DF maps.
|
|
|
- DFHack's `buildingplan plugin <buildingplan>` sets material and quality
|
|
|
constraints for quickfort-placed buildings.
|
|
|
- `Python Quickfort <http://joelpt.net/quickfort>`__ is the previous,
|
|
|
Python-based implementation that DFHack's quickfort script was inspired by.
|