.. dfhack-tool::
:summary: Record a live game map in a quickfort blueprint.
:tags: fort design buildings map stockpiles
With blueprint, you can export the structure of a portion of your fortress
in a blueprint file that you (or anyone else) can later play back with
gui/quickfort.
Blueprints are .csv or .xlsx files created in the dfhack-config/blueprints
subdirectory of your DF folder. The map area to turn into a blueprint is either
selected interactively with the gui/blueprint command or, if the GUI is not
used, starts at the active cursor location and extends right and down for the
requested width and height.
Note
blueprint is still in the process of being updated for the new version of DF. Stockpiles (the "place" phase), zones (the "zone" phase), building configuration (the "query" phase), and game configuration (the "config" phase) are not yet supported.
blueprint <width> <height> [<depth>] [<name> [<phases>]] [<options>] blueprint gui [<name> [<phases>]] [<options>]
blueprint gui- Runs gui/blueprint, the GUI frontend, where all configuration for a
blueprintcommand can be set visually and interactively. blueprint 30 40 bedrooms- Generates blueprints for an area 30 tiles wide by 40 tiles tall, starting
from the active cursor on the current z-level. Blueprints are written to
bedrooms.csvin theblueprintsdirectory. blueprint 30 40 bedrooms dig --cursor 108,100,150- Generates only the
#digblueprint in thebedrooms.csvfile, and the start of the blueprint area is set to a specific coordinate instead of using the in-game cursor position.
width- Width of the area (in tiles) to translate.
height- Height of the area (in tiles) to translate.
depth- Number of z-levels to translate. Positive numbers go up from the cursor and negative numbers go down. Defaults to 1 if not specified, indicating that the blueprint should only include the current z-level.
name- Base name for blueprint files created in the
blueprintsdirectory. If no name is specified, "blueprint" is used by default. The string must contain some characters other than numbers so the name won't be confused with the optionaldepthparameter.
If you want to generate blueprints only for specific phases, add their names to the commandline, anywhere after the blueprint base name. You can list multiple phases; just separate them with a space.
dig- Generate quickfort
#digblueprints for digging natural stone. carve- Generate quickfort
#digblueprints for smoothing and carving. construct- Generate quickfort
#buildblueprints for constructions (e.g. flooring and walls). build- Generate quickfort
#buildblueprints for buildings (including furniture). place- Generate quickfort
#placeblueprints for placing stockpiles. zone- Generate quickfort
#zoneblueprints for designating zones. query- Generate quickfort
#queryblueprints for configuring stockpiles and naming buildings. rooms- Generate quickfort
#queryblueprints for defining rooms.
If no phases are specified, phases are autodetected. For example, a #place
blueprint will be created only if there are stockpiles in the blueprint area.
-c,--cursor <x>,<y>,<z>- Use the specified map coordinates instead of the current cursor position for the upper left corner of the blueprint range. If this option is specified, then an active game map cursor is not necessary.
-e,--engrave- Record engravings in the
carvephase. If this option is not specified, engravings are ignored. -f,--format <format>- Select the output format of the generated files. See the Output formats
section below for options. If not specified, the output format defaults to
"minimal", which will produce a small, fast
.csvfile. --nometa- Meta blueprints <quickfort-meta> let you apply all blueprints that can be
replayed at the same time (without unpausing the game) with a single
command. This usually reduces the number of quickfort commands you need to
run to rebuild your fort from about 6 to 2 or 3. If you would rather just
have the low-level blueprints, this flag will prevent meta blueprints from
being generated and any low-level blueprints from being
hidden <quickfort-hidden> from the
quickfort listcommand. -s,--playback-start <x>,<y>,<comment>- Specify the column and row offsets (relative to the upper-left corner of the
blueprint, which is
1,1) where the player should put the cursor when the blueprint is played back with quickfort, in quickfort start marker <quickfort-start> format, for example:10,10,central stairs. If there is a space in the comment, you will need to surround the parameter string in double quotes:"-s10,10,central stairs"or--playback-start "10,10,central stairs"or"--playback-start=10,10,central stairs". --smooth- Record all smooth tiles in the
smoothphase. If this parameter is not specified, only tiles that will later be carved into fortifications or engraved will be smoothed. -t,--splitby <strategy>- Split blueprints into multiple files. See the Splitting output into multiple files section below for details. If not specified, defaults to "none", which will create a standard quickfort multi-blueprint <quickfort-packaging> file.
Here are the values that can be passed to the --format flag:
minimal- Creates
.csvfiles with minimal file size that are fast to read and write. This is the default. pretty- Makes the blueprints in the
.csvfiles easier to read and edit with a text editor by adding extra spacing and alignment markers.
The --splitby flag can take any of the following values:
none- Writes all blueprints into a single file. This is the standard format for quickfort fortress blueprint bundles and is the default.
group- Creates one file per group of blueprints that can be played back at the same time (without have to unpause the game and let dwarves fulfill jobs between blueprint runs).
phase- Creates a separate file for each phase. Implies
--nometasince meta blueprints can't combine blueprints that are in separate files.