"Dreamfort works best at an embark site that is flat and has at least one soil layer. New players should avoid embarks with aquifers if they are not prepared to deal with them. Bring picks for mining, an axe for woodcutting, and an anvil for a forge. Bring a few blocks to speed up initial workshop construction as well. That's all you really need, but see the example embark profile in the online spreadsheets for a more complete setup."
""
"Other DFHack commands also work very well with Dreamfort, such as autofarm, autonestbox, prioritize, seedwatch, tailor, and, of course, buildingplan. An init file that gets everything configured for you is distributed with DFHack as hack/examples/init/onMapLoad_dreamfort.init."
Put that file in your Dwarf Fortress directory -- the same directory that has dfhack.init.
Put that file in your dfhack-config/init/ directory -- the same directory that has dfhack.init.
""
"Also copy the files in hack/examples/orders/ to dfhack-config/orders/ and the files in hack/examples/professions/ to professions/. We'll be using these files later. See https://docs.dfhack.org/en/stable/docs/guides/examples-guide.html for more information, including suggestions on how many dwarves of each profession you are likely to need at each stage of fort maturity."
"Also check out https://docs.dfhack.org/en/stable/docs/Plugins.html#professions for more information on the default labor professions that are distributed with DFHack, including suggestions on how many dwarves of each profession you are likely to need at each stage of fort maturity."
""
"Once you have your starting surface workshops up and running, you might want to configure buildingplan (in its global settings, accessible from any building placement screen, e.g.: b-a-G) to only use blocks for constructions so it won't use your precious wood, boulders, and bars to build floors and walls. If you bring at least 7 blocks with you on embark, you can even set this in your onMapLoad.init file like this:"
"Once you have your starting surface workshops up and running, you might want to configure buildingplan (in its global settings, accessible from any building placement screen, e.g.: b-a-G) to only use blocks for constructions so it won't use your precious wood, boulders, and bars to build floors and walls. If you bring at least 7 blocks with you on embark, you can even set this in your dfhack-config/init/onMapLoad.init file like this:"
on-new-fortress buildingplan set boulders false; buildingplan set logs false
""
"Directly after embark, run ""quickfort run library/dreamfort.csv -n /setup"" with your cursor on your wagon to set settings, and get started building your fort with ""quickfort run library/dreamfort.csv -n /surface1"" on the surface (see /surface_help for how to select a good spot). Read the walkthroughs for each level to understand what's going on and follow the checklist to keep track of where you are in the building process. Good luck, and have fun building an awesome Dreamfort-based fort!"
@ -49,9 +49,7 @@ interactively."
"Here is the recommended order for Dreamfort commands. You can copy/paste the command lines directly into the DFHack terminal, or, if you prefer, you can run the blueprints in the UI with gui/quickfort. See the walkthroughs (the ""help"" blueprints) for context and details. Also remember to read the messages the blueprints print out after you run them so you don't miss any important manual steps."
""
-- Preparation (before you embark!) --
Copy hack/examples/init/onMapLoad_dreamfort.init to your DF directory
Copy the fort automation orders from hack/examples/orders/*.json to the dfhack-config/orders/ directory
Optionally copy the premade profession definitions from hack/examples/professions/ to the professions/ directory
Copy hack/examples/init/onMapLoad_dreamfort.init to your dfhack-config/init directory inside your DF installation
Optionally copy the premade Dreamfort embark profile from the online spreadsheets to the data/init/embark_profiles.txt file
""
-- Set settings and preload initial orders --
@ -74,36 +72,36 @@ quickfort run library/dreamfort.csv -n /farming3,# Run when furniture has been p
quickfort run library/dreamfort.csv -n /industry2,# Run when the industry level has been dug out.
prioritize ConstructBuilding,# To get those workshops up and running ASAP. You may have to run this several times as the materials for the building construction jobs become ready.
quickfort run library/dreamfort.csv -n /surface4,"# Run after the walls and floors are built on the surface. Even if /surface3 is finished before you run /industry2, though, wait until after /industry2 to run this blueprint so that surface walls, floors, and roofing don't prevent your workshops from being built (due to lack of blocks)."
"quickfort run,orders library/dreamfort.csv -n /services2",# Run when the services levels have been dug out. Feel free to remove the orders for the ropes if you already brought them with you.
orders import basic,"# Run after the first migration wave, so you have dorfs to do all the basic tasks. Note that this is the ""orders"" plugin, not the ""quickfort orders"" command."
"quickfort run,orders library/dreamfort.csv -n /surface5","# Run when all marked trees on the surface are chopped down and walls and floors have been constructed, including the roof section over the future barracks."
"quickfort orders,run library/dreamfort.csv -n /services2",# Run when the services levels have been dug out. Feel free to remove the orders for the ropes if you already brought them with you.
orders import library/basic,"# Run after the first migration wave, so you have dorfs to do all the basic tasks. Note that this is the ""orders"" plugin, not the ""quickfort orders"" command."
"quickfort orders,run library/dreamfort.csv -n /surface5","# Run when all marked trees on the surface are chopped down and walls and floors have been constructed, including the roof section over the future barracks."
prioritize ConstructBuilding,# Run when you see the bridges ready to be built so the busy masons come and build them.
"quickfort run,orders library/dreamfort.csv -n /surface6",# Run when at least the beehives and weapon rack are constructed and you have linked all levers to their respective bridges.
"quickfort run,orders library/dreamfort.csv -n /surface7",# Run after the surface walls are completed and any marked trees are chopped down.
"quickfort orders,run library/dreamfort.csv -n /surface6",# Run when at least the beehives and weapon rack are constructed and you have linked all levers to their respective bridges.
"quickfort orders,run library/dreamfort.csv -n /surface7",# Run after the surface walls are completed and any marked trees are chopped down.
""
-- Plumbing --
"This is a good time to fill your well cisterns, either with a bucket brigade or by routing water from a freshwater stream or an aquifer (see the library/aquifer_tap.csv blueprint for help with this)."
"Also consider bringing magma up to your services level so you can replace the forge and furnaces on your industry level with more powerful magma versions. This is especially important if your embark has insufficient trees to convert into charcoal. Keep in mind that moving magma is a tricky process and can take a long time. Don't forget to continue making progress through the checklist! If you choose to use magma, I suggest getting it in place before importing the military and smelting automation orders since they make heavy use of furnaces and forges."
""
-- Mature fort (third migration wave onward) --
orders import furnace,# Automated production of basic furnace-related items. Don't forget to create a sand collection zone (or remove the sand- and glass-related orders if you have no sand).
"quickfort run,orders library/dreamfort.csv -n /suites2",# Run when the suites level has been dug out.
"quickfort run,orders library/dreamfort.csv -n /surface8","# Run if/when you need longer trap corridors on the surface for larger sieges, anytime after you run /surface7."
"quickfort run,orders library/dreamfort.csv -n /apartments2",# Run when the first apartment level has been dug out.
"quickfort run,orders library/dreamfort.csv -n /services3","# Run after the dining table and chair, weapon rack, and archery targets have been constructed. Also wait until after you complete /surface7, though, because surface defenses are more important than a grand dining hall."
"quickfort run,orders library/dreamfort.csv -n /guildhall2",# Run when the guildhall level has been dug out.
"quickfort run,orders library/dreamfort.csv -n ""/guildhall3, /guildhall4""",# Optionally run after /guildhall2 to build default furnishings and declare a library and temple.
"quickfort run,orders library/dreamfort.csv -n /apartments3",# Run when all beds have been constructed on the first apartments level.
"quickfort run,orders library/dreamfort.csv -n /farming4",# Run once you have a cache of potash.
orders import military,# Automated production of military equipment. Turn on automelt in the meltables piles on the industry level to automatically upgrade all metal military equipment to masterwork quality. These orders are optional if you are not using a military.
orders import smelting,# Automated production of all types of metal bars.
"quickfort run,orders library/dreamfort.csv -n /services4","# Run when you need a jail, anytime after the restraints are placed from /services3."
orders import rockstock,# Maintains a small stock of all types of rock furniture.
orders import glassstock,# Maintains a small stock of all types of glass furniture and parts (only import if you have sand).
orders import library/furnace,# Automated production of basic furnace-related items. Don't forget to create a sand collection zone (or remove the sand- and glass-related orders if you have no sand).
"quickfort orders,run library/dreamfort.csv -n /suites2",# Run when the suites level has been dug out.
"quickfort orders,run library/dreamfort.csv -n /surface8","# Run if/when you need longer trap corridors on the surface for larger sieges, anytime after you run /surface7."
"quickfort orders,run library/dreamfort.csv -n /apartments2",# Run when the first apartment level has been dug out.
"quickfort orders,run library/dreamfort.csv -n /services3","# Run after the dining table and chair, weapon rack, and archery targets have been constructed. Also wait until after you complete /surface7, though, because surface defenses are more important than a grand dining hall."
"quickfort orders,run library/dreamfort.csv -n /guildhall2",# Run when the guildhall level has been dug out.
"quickfort orders,run library/dreamfort.csv -n ""/guildhall3, /guildhall4""",# Optionally run after /guildhall2 to build default furnishings and declare a library and temple.
"quickfort orders,run library/dreamfort.csv -n /apartments3",# Run when all beds have been constructed on the first apartments level.
"quickfort orders,run library/dreamfort.csv -n /farming4",# Run once you have a cache of potash.
orders import library/military,# Automated production of military equipment. Turn on automelt in the meltables piles on the industry level to automatically upgrade all metal military equipment to masterwork quality. These orders are optional if you are not using a military.
orders import library/smelting,# Automated production of all types of metal bars.
"quickfort orders,run library/dreamfort.csv -n /services4","# Run when you need a jail, anytime after the restraints are placed from /services3."
orders import library/rockstock,# Maintains a small stock of all types of rock furniture.
orders import library/glassstock,# Maintains a small stock of all types of glass furniture and parts (only import if you have sand).
""
-- Repeat for each remaining apartments level as needed --
"quickfort run,orders library/dreamfort.csv -n /apartments2",# Run when the apartment level has been dug out.
"quickfort run,orders library/dreamfort.csv -n /apartments3",# Run when all beds have been constructed.
"quickfort orders,run library/dreamfort.csv -n /apartments2",# Run when the apartment level has been dug out.
"quickfort orders,run library/dreamfort.csv -n /apartments3",# Run when all beds have been constructed.
burial -pets,# Run once the coffins are placed to set them to allow for burial.
See this checklist online at https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=1459509569
@ -317,7 +314,7 @@ Here are some tips and procedures for handling seiges -- including how to clean
""
"After a siege, you can use the caged prisoners to safely train your military. Here's how:"
""
"- Once the prisoners are hauled to the ""prisoner quantum"" stockpile, run ""stripcaged all"" in the DFHack console."
"- Once the prisoners are hauled to the ""prisoner quantum"" stockpile, run ""unforbid all"" and ""stripcaged all"" in the DFHack console (or GUI launcher)."
""
"- After all the prisoners' items have been confiscated, bring your military dwarves to the barracks (if they aren't already there)."
""
@ -334,10 +331,11 @@ corridor/surface_corridor
message(Once the central stairs are mined out deeply enough, you should start digging the industry level in a non-aquifer rock layer. You'll need the boulders from the digging to make blocks.
If your wagon is within the fort perimeter, deconstruct it to get it out of the way.
Once the marked trees are all chopped down (if any), continue with /surface2.) clear trees and set up pastures"
central_stairs/central_stairs repeat(down 10)
clear_small/surface_clear_small
zones/surface_zones
name_zones/surface_name_zones
#>
central_stairs/central_stairs repeat(down 10)
""
"#meta label(surface2) start(central stairs) message(Remember to enqueue manager orders for this blueprint.
Once the channels are dug out and the marked trees are cleared, continue with /surface3.) set up starting workshops/stockpiles, channel miasma vents, and clear more trees"
@ -363,6 +361,7 @@ Once the marked trees are cleared and at least the beehives and weapon rack have
place/surface_place
build/surface_build
query/surface_query
traffic/surface_traffic
clear_large/surface_clear_large
""
"#meta label(surface6) start(central stairs) message(Remember to enqueue manager orders for this blueprint.
"#query label(farming_query_stockpiles) start(16; 18) hidden() message(remember to:
- assign a minecart to the refuse quantum stockpile (run ""assign-minecarts all"")
- if the industry level is already built, configure the jugs, pots, and bags stockpiles to take from the ""Goods"" quantum stockpile on the industry level) config stockpiles"
@ -1672,7 +1737,7 @@ build3/farming_build3
,,,,,,,,,`,`,`,,`,`,`,`,`,,`,`,`,`
,,,,,,,,,r&,`,`,,`,`,`,`,`,,`,`,`,`
,,,,,,,,,r&a+&,,,,`,`,`,`,`,,`,`,`,`
,,,,,,,,,`,`,`,,`,`,`,`,`,,`,`,r+&h
,,,,,,,,,,,`,,`,`,`,`,`,,`,`,`,`
,,,,,,,`,`,`,,`,,`,`,`,`,`,,`,`,`,`
@ -1830,7 +1895,6 @@ Workshops:
Manual steps you have to take:
- Assign minecarts to your quantum stockpile hauling routes
"- Give from the ""Goods"" quantum stockpile to the jugs, pots, and bags stockpiles on the farming level"
- Copy the fort automation manager orders (the .json files) from hack/examples/orders/ and put them in your dfhack-config/orders/ directory.
""
Optional manual steps you can take:
- Restrict the Mechanic's workshop to only allow skilled workers so unskilled trap-resetters won't be tasked to build mechanisms.
@ -1846,11 +1910,11 @@ Industry Walkthrough:
""
"3) Once the area is dug out, run /industry2. Remember to assign minecarts to to your quantum stockpile hauling routes, and if the farming level is already built, give from the ""Goods"" quantum stockpile (the one on the left) to the jugs, pots, and bags stockpiles on the farming level."
""
"4) Once you have enough dwarves to do maintenance tasks (that is, after the first or second migration wave), run ""orders import basic"" to use the provided basic.json to take care of your fort's basic needs, such as food, booze, and raw material processing."
"4) Once you have enough dwarves to do maintenance tasks (that is, after the first or second migration wave), run ""orders import library/basic"" to use the provided basic.json to take care of your fort's basic needs, such as food, booze, and raw material processing."
""
"5) If you want to automatically melt goblinite and other low-quality weapons and armor, mark the south-east stockpiles for auto-melt. If you don't have a high density of trees to make into charcoal, though, be sure to route magma to the level beneath this one and replace the forge and furnaces with magma equivalents."
""
"6) Once you have magma furnaces (or abundant fuel) and more dwarves, run ""orders import furnace"", ""orders import military"", and ""orders import smelting"" to import the remaining fort automation orders. The military orders are optional if you are not planning to have a military, of course."
"6) Once you have magma furnaces (or abundant fuel) and more dwarves, run ""orders import library/furnace"", ""orders import library/military"", and ""orders import library/smelting"" to import the remaining fort automation orders. The military orders are optional if you are not planning to have a military, of course."
""
"7) At any time, feel free to build extra workshops or designate custom stockpiles in the unused space in the top and bottom right. The space is there for you to use!"
"#dig label(industry1) start(18; 18; central stairs) message(Once the area is dug out, continue with /industry2.)"
@ -1969,7 +2033,7 @@ query/industry_query
- assign minecarts to to your quantum stockpile hauling routes (use ""assign-minecarts all"")
- if the farming level is already built, give from the ""Goods"" quantum stockpile to the jugs, pots, and bags stockpiles on the farming level
- if you want to automatically melt goblinite and other low-quality weapons and armor, mark the south-east stockpiles for auto-melt
- once you have enough dwarves, run ""orders import basic"" to automate your fort's basic needs (see /industry_help for more info on this file)
- once you have enough dwarves, run ""orders import library/basic"" to automate your fort's basic needs (see /industry_help for more info on this file)
- optionally, restrict the labors for your Craftsdwarf's and Mechanic's workshops as per the guidance in /industry_help)"
@ -2142,9 +2206,9 @@ Services Walkthrough:
"#meta label(services2) start(central stairs) message(Remember to enqueue manager orders for this blueprint.
Once furniture has been placed, continue with /services3.) dining hall anchors, stockpiles, hospital, garbage dump"
zones/services_zones
build/services_build
place/services_place
zones/services_zones
name_zones/services_name_zones
query_stockpiles/services_query_stockpiles
""
@ -2157,6 +2221,64 @@ build2/services_build2
build3/services_build3
place_jail/services_place_jail
query_jail/services_query_jail
"#zone label(services_zones) start(18; 18) hidden() message(If you'd like to fill your wells via bucket brigade, activate the inactive pond zones one level down from where the wells will be built.) garbage dump, hospital, and pond zones"
"#zone label(services_zones) start(18; 18) hidden() message(If you'd like to fill your wells via bucket brigade, activate the inactive pond zones one level down from where the wells will be built.) hospital, garbage dump, and pond zones"
#query label(services_query_stockpiles) start(18; 18) hidden() message(Configure the training ammo stockpile to take from the metalworker quantum on the industry level.) configure stockpiles
"#query label(services_query_stockpiles) start(18; 18) hidden() message(Configure the training ammo stockpile to take from the metalworker quantum on the industry level. Assign a minecart to the training ammo quantum dump with ""assign-minecarts all"") configure stockpiles"
"#query label(services_query_dining) start(18; 18) message(The tavern is restricted to residents only by default. If you'd like your tavern to attract vistors, please go to the (l)ocation menu and change the restriction.) set up dining room/tavern and barracks"
"#query label(services_query_dining) start(18; 18) hidden() message(The tavern is restricted to residents only by default. If you'd like your tavern to attract vistors, please go to the (l)ocation menu and change the restriction.) set up dining room/tavern and barracks"
- `createitem`: in adventure mode it now defaults to the controlled unit as maker.
- `autotrade`: adds "(Un)mark All" options to both panes of trade screen.
- `mousequery`: several usability improvements; show live overlay (in menu area) of what's on the tile under the mouse cursor.
- `search`: workshop profile search added.
- `search-plugin`: workshop profile search added.
- `dwarfmonitor`: add screen to summarise preferences of fortress dwarfs.
- `getplants`: add autochop function to automate woodcutting.
- `stocks`: added more filtering and display options.
@ -1510,7 +1510,7 @@ New binary patches
New Plugins
-----------
- `fix-armory`: Together with a couple of binary patches and the `gui/assign-rack` script, this plugin makes weapon racks, armor stands, chests and cabinets in properly designated barracks be used again for storage of squad equipment.
- `search`: Adds an incremental search function to the Stocks, Trading, Stockpile and Unit List screens.
- `search-plugin`: Adds an incremental search function to the Stocks, Trading, Stockpile and Unit List screens.
- `automaterial`: Makes building constructions (walls, floors, fortifications, etc) a little bit easier by saving you from having to trawl through long lists of materials each time you place one.
- Dfusion: Reworked to make use of lua modules, now all the scripts can be used from other scripts.
- Eventful: A collection of lua events, that will allow new ways to interact with df world.