Record a live game map in a quickfort blueprint.
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
.xlsx files created in the
subdirectory of your DF folder. The map area to turn into a blueprint is either
selected interactively with the
blueprint gui 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.
blueprint <width> <height> [<depth>] [<name> [<phases>]] [<options>] blueprint gui [<name> [<phases>]] [<options>]
Runs gui/blueprint, the interactive 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
blueprint 30 40 bedrooms dig --cursor 108,100,150
Generates only the
#digblueprint in the
bedrooms.csvfile, and the start of the blueprint area is set to a specific value instead of using the in-game cursor position.
Width of the area (in tiles) to translate.
Height of the area (in tiles) to translate.
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.
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 optional
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.
#digblueprints for digging natural stone.
#digblueprints for smoothing and carving.
#buildblueprints for constructions and buildings.
#placeblueprints for placing stockpiles.
#zoneblueprints for designating zones.
#queryblueprints for configuring rooms.
If no phases are specified, phases are autodetected. For example, a
blueprint will be created only if there are stockpiles in the blueprint area.
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.
Record engravings in the
carvephase. If this option is not specified, engravings are ignored.
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
Show command help text.
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 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:
--playback-start "10,10,central stairs"or
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 file.
Here are the values that can be passed to the
.csvfiles with minimal file size that are fast to read and write. This is the default.
Makes the blueprints in the
.csvfiles easier to read and edit with a text editor by adding extra spacing and alignment markers.
Splitting output into multiple files¶
--splitby flag can take any of the following values:
Writes all blueprints into a single file. This is the standard format for quickfort fortress blueprint bundles and is the default.
Creates a separate file for each phase.