"This is Buketgeshud, or translated from Dwarvish, The Quick Fortress. It is a set of basic blueprints for quickfort, demonstrating its use in assembling an entire basic (if incomplete) fort."
"This is Buketgeshud, or translated from Dwarvish, The Quick Fortress. It is a set of basic blueprints for quickfort, demonstrating its use in assembling an entire basic (if incomplete) fort."
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Buketgeshud is designed around a 30x20 footprint with a common 2x2 central staircase. Blueprints can be repeated in any direction to connect in a modular fashion with adjacent 30x20 areas. A fortresswide example recirculating waterfall/plumbing system is included as an overlay if you're feeling hardcore.
Buketgeshud is designed around a 30x20 footprint with a common 2x2 central staircase. Blueprints can be repeated in any direction to connect in a modular fashion with adjacent 30x20 areas. A fortresswide example recirculating waterfall/plumbing system is included as an overlay if you're feeling hardcore.
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Walkthrough:
Walkthrough:
1) Embark!
1) Embark!
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2) Clear a 30 wide x 20 high region of trees on the surface. This should be uninterrupted flat ground with soil (so that we can place farms below). Deconstruct your wagon.
2) Clear a 30 wide x 20 high region of trees on the surface. This should be uninterrupted flat ground with soil (so that we can place farms below). Deconstruct your wagon.
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"3) Run /surface1. You'll want to put the cursor in the middle of the 30x20 cleared area (14 right, 8 down from the top left corner). This digs out stairs on the surface, a farm/depot/workshop level below, as well as the beginnings of an entrance moat. The beginnings of a 3rd z-level are also dug out; don't build anything here if you'd like to put waterfall plumbing in later."
"3) Run /surface1. You'll want to put the cursor in the middle of the 30x20 cleared area (14 right, 8 down from the top left corner). This digs out stairs on the surface, a farm/depot/workshop level below, as well as the beginnings of an entrance moat. The beginnings of a 3rd z-level are also dug out; don't build anything here if you'd like to put waterfall plumbing in later."
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"4) After /surface1 is dug out, run /surface2 (beginning from the same starting position as you used for /surface1). This puts down a basic set of workshops commonly needed soon after embark, a couple farm plots, and a depot. It also places and configures starting stockpiles."
"4) After /surface1 is dug out, run /surface2 (beginning from the same starting position as you used for /surface1). This puts down a basic set of workshops commonly needed soon after embark, a couple farm plots, and a depot. It also places and configures starting stockpiles."
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"5) If your embark site is near any enemies, run /surface3 to build walls and traps on the surface to protect against invaders."
"5) If your embark site is near any enemies, run /surface3 to build walls and traps on the surface to protect against invaders."
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"6) Dig out the central shaft and tunnels for several z-levels below our surface/depot level. Place the cursor THREE Z-levels below the surface, where no digging has occurred yet, and run /basic1 for 6 z-levels down starting from that level."
"6) Dig out the central shaft and tunnels for several z-levels below our surface/depot level. Place the cursor THREE Z-levels below the surface, where no digging has occurred yet, and run /basic1 for 6 z-levels down starting from that level."
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"7) Optionally run /basic2 to designate booze-only stockpiles around the central stairs on every z-level below the farming level. The stockpiles are configured to take booze from the level above, so be sure to apply /basic2 on the top level first and work your way down."
"7) Optionally run /basic2 to designate booze-only stockpiles around the central stairs on every z-level below the farming level. The stockpiles are configured to take booze from the level above, so be sure to apply /basic2 on the top level first and work your way down."
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"8) Run workshops, bedrooms, and storeroom blueprints on any desired Z-level along our central shaft."
"8) Run workshops, bedrooms, and storeroom blueprints on any desired Z-level along our central shaft."
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"9) If desired, add a fortresswide waterfall system, bathing your dwarves in tile after tile of lovely waterfall mist as they go about their day. Run /waterfall1 on the z-level immediately below your farm/depot level (you left that space empty, didn't you?) and run /plumbing1 on z-levels below that, down to the bottom of your fort. Each application of /plumbing1 will dig out two floors. On the bottommost level, the screw pumps that will be placed there require 2 floor tiles to sit on, so remove or refloor the 2 northern channel designations in the lower right corner on that z-level. You'll also need a reservior in the z-level below that (not included)."
"9) If desired, add a fortresswide waterfall system, bathing your dwarves in tile after tile of lovely waterfall mist as they go about their day. Run /waterfall1 on the z-level immediately below your farm/depot level (you left that space empty, didn't you?) and run /plumbing1 on z-levels below that, down to the bottom of your fort. Each application of /plumbing1 will dig out two floors. On the bottommost level, the screw pumps that will be placed there require 2 floor tiles to sit on, so remove or refloor the 2 northern channel designations in the lower right corner on that z-level. You'll also need a reservior in the z-level below that (not included)."
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"10) After all levels are dug out, apply /plumbing2 on the *bottommost* level, just above the reservior. The blueprint will build screw pumps on that level and the level above. Repeat on every alternate level up to the level below where you applied /waterfall1."
"10) After all levels are dug out, apply /plumbing2 on the *bottommost* level, just above the reservior. The blueprint will build screw pumps on that level and the level above. Repeat on every alternate level up to the level below where you applied /waterfall1."
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"11) Finally, apply /waterfall2 on the z-level where you applied /waterfall1. Route flowing water to the 2 tiles in lower right."
"11) Finally, apply /waterfall2 on the z-level where you applied /waterfall1. Route flowing water to the 2 tiles in lower right."
"#dig label(surface1) start(15;10; top left corner of central stairs) message(The 3rd z-level just digs stairs; if you want to install the waterfall plumbing system later, leave this 3rd level EMPTY for now and start the base proper below that; use /basic1 to dig out areas for future use below.) Surface and farm/depot levels"
"#dig label(surface1) start(15;10; top left corner of central stairs) message(The 3rd z-level just digs stairs; if you want to install the waterfall plumbing system later, leave this 3rd level EMPTY for now and start the base proper below that; use /basic1 to dig out areas for future use below.) Surface and farm/depot levels"
#query label(surface2_query) hidden() start(15;10; top left corner of central stairs) message(remember to set the farm plots to grow plump helmets) Adjust surface/depot level stockpiles
#query label(surface2_query) hidden() start(15;10; top left corner of central stairs) message(remember to set the farm plots to grow plump helmets) Adjust surface/depot level stockpiles
@ -80,6 +80,7 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
- `embark-assistant`: improved performance of surveying
- `embark-assistant`: improved performance of surveying
- `quickfort`: fixed eventual crashes when creating zones
- `quickfort`: fixed eventual crashes when creating zones
- `quickfort`: fixed library aliases for tallow and iron, copper, and steel weapons
- `quickfort`: fixed library aliases for tallow and iron, copper, and steel weapons
- `quickfort blueprint library <quickfort-library-guide>`: fix refuse stockpile config and prevent stockpiles from covering stairways in the quickfortress.csv library blueprint
- `seedwatch`: fixed an issue where the plugin would disable itself on map load
- `seedwatch`: fixed an issue where the plugin would disable itself on map load
- `search`: fixed crash when searching the ``k`` sidebar and navigating to another tile with certain keys, like ``<`` or ``>``
- `search`: fixed crash when searching the ``k`` sidebar and navigating to another tile with certain keys, like ``<`` or ``>``
- `stockflow`: fixed ``j`` character being intercepted when naming stockpiles
- `stockflow`: fixed ``j`` character being intercepted when naming stockpiles