Merge pull request #3479 from myk002/myk_blueprints

[blueprint library] update pump_stack and aquifer_tap
develop
Myk 2023-06-17 09:27:57 -07:00 committed by GitHub
commit 18c228e178
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 52 additions and 27 deletions

@ -3,34 +3,34 @@
"" ""
Here's the procedure: Here's the procedure:
"" ""
1) Dig a tunnel from where you want the water to end up (e.g. your well cistern) off to an unused portion of the map. Be sure to dig a one-tile-wide diagonal segment in this tunnel so water that will eventually flow through the tunnel is depressurized. 1) Dig a tunnel from where you want the water to end up (e.g. your well cistern) off to an unused portion of the map that has an aquifer above it. Be sure to dig a one-tile-wide diagonal segment in this tunnel so water that will eventually flow through the tunnel is depressurized.
"" ""
"2) From the end of that tunnel, dig a staircase straight up to the z-level just below the lowest aquifer level. Also dig the staircase down one z-level below the tunnel level." "2) From the end of that tunnel, dig a staircase straight up to the lowest aquifer level. Erase the top staircase tile (the down-only stairs) so your miners don't dig it yet. We'll be adding it back with the aquifer_tap blueprint. Also dig the staircase column down one z-level below the tunnel level."
"" ""
"3) From the bottom of the staircase (the z-level below where the water will flow to your cisterns), dig a straight, one-tile wide tunnel to the edge of the map. This is your drainage tunnel. Smooth the map edge tile and carve a fortification. The water can flow through the fortification and off the map, allowing the dwarves to dig out the aquifer tap without drowning." "3) From the bottom of the staircase (the z-level below where the water will flow to your cisterns), dig a straight, one-tile wide tunnel to the closest edge of the map. This is your emergency drainage tunnel. Smooth the map edge tile and carve a fortification. The water can flow through the fortification and off the map, allowing the dwarves to dig out the aquifer tap without drowning."
"" ""
4) Place a lever-controlled floodgate in the drainage tunnel and open the floodgate. Place the lever somewhere else in your fort so that it will remain dry and accessible. 4) Place a lever-controlled floodgate in the drainage tunnel and open the floodgate. Place the lever somewhere else in your fort so that it will remain dry and accessible.
"" ""
"5) If you care about how nice things look, haul away any boulders in the tunnels and smooth the tiles. You won't be able to access any of this area once it fills up with water!" "5) If you want, haul away any boulders in the tunnels and/or smooth the tiles. You won't be able to access any of this area once it fills up with water!"
"" ""
"6) Apply this blueprint (gui/quickfort library/aquifer_tap.csv -n /dig) to the z-level above the top of the staircase, inside the lowest aquifer level. Do not unpause until after the next step." "6) Apply this blueprint (gui/quickfort aquifer_tap /dig) to the z-level above the top of the staircase, inside the lowest aquifer level. Do not unpause until after the next step."
"" ""
"7) Damp tiles cancel dig designations if the tile is currently hidden, so to avoid having to re-apply this blueprint after every tile your dwarves dig, position the cursor straight up (north) of the left-most tile designated for digging and straight left (west) of the topmost designated tile and run the following commands in the DFHack console:" "7) Damp tiles cancel dig designations if the tile is currently hidden, so to avoid having to re-apply this blueprint after every tile your dwarves dig, position the keyboard cursor straight up (north) of the left-most tile designated for digging and straight left (west) of the topmost designated tile and run the following commands in the DFHack console:"
tiletypes-command f any ; f designated 1 ; p any ; p hidden 0 ; r 23 23 1 tiletypes-command f any ; f designated 1 ; p any ; p hidden 0 ; r 23 23 1
tiletypes-here tiletypes-here
"" ""
"8) Unpause and dig out the tap. If you care about appearances, haul away any boulders and feel free to remove the ramps (d-z). The water will safely flow down the staircase, through the open floodgate, down the drainage tunnel, and off the map until you choose to close the floodgate." "8) Unpause and dig out the tap. You can haul away any boulders and remove the ramps if you like. The water will safely flow down the staircase, through the open floodgate, down the drainage tunnel, and off the map as long as the floodgate is open."
"9) Once everything is dug out and all dwarves are out of the waterways, close the floodgate. Your cisterns will fill with water. Since the waterway to your cisterns is depressurized, the cisterns will stay forever full, but will not flood." "9) Once everything is dug out and all dwarves are out of the waterways, close the floodgate. Your cisterns will fill with water. Since the waterway to your cisterns is depressurized, the cisterns will stay forever full, but will not flood."
"" ""
A diagram might be useful. Here is a vertical view through the z-levels. This blueprint goes at the top: A diagram might be useful. Here is a vertical view through the z-levels. This blueprint goes at the top:
"" ""
j <- center of this blueprint "j <- down stairs, center of this blueprint"
i i
... <- make this as tall as you need "... <- up/down stairs, make this as tall as you need"
i i
i <- cistern outlet level i <- cistern outlet level
u <- drainage level "u <- up stairs, drainage level"
"" ""
"Good luck! If done right, this method is the safest way to supply your fort with clean water." "Good luck! If done right, this method is the safest way to supply your fort with clean water."
#dig label(dig) start(13 13 center of tap) light aquifer water collector #dig label(dig) start(13 13 center of tap) light aquifer water collector

Can't render this file because it has a wrong number of fields in line 38.

@ -85,7 +85,7 @@ gui/quickfort,/surface7,Yes,Build roof. Run after the surface walls are complete
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 this checklist! 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 this checklist!
"" ""
-- Mature fort (fourth migration wave onward) -- -- Mature fort (fourth migration wave onward) --
"The order of steps in this section is not important. Feel free to reorder as per the needs of your fort. Once you have about 100 dwarves, you can queue up as much as you want and your haulers will be able to keep your stonecutters supplied. You might need to dig a quarry on an unused level to get enough stone, though." "The order of steps in this section is not important. Feel free to reorder as per the needs of your fort. Once you have about 50 dwarves, you can queue up as much as you want and your haulers will be able to keep your stonecutters supplied. You can even build another two Stonecutter's workshops to speed things along. You might need to dig a quarry on an unused level to get enough stone, though."
DFHack command,Blueprint,Generate orders,Notes DFHack command,Blueprint,Generate orders,Notes
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). 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).
gui/quickfort,/guildhall2_default,Yes,"Build library and non-denominational temple, and prepare space for future needed temples and guildhalls. Run when the guildhall level has been dug out." gui/quickfort,/guildhall2_default,Yes,"Build library and non-denominational temple, and prepare space for future needed temples and guildhalls. Run when the guildhall level has been dug out."
@ -143,10 +143,11 @@ On the work details screen (Labor -> Work details)
"" ""
In standing orders (Labor -> Standing orders): In standing orders (Labor -> Standing orders):
" - Change ""Automatically weave all thread"" to ""No automatic weaving"" so the hospital always has thread -- we'll be managing cloth production with automated orders" " - Change ""Automatically weave all thread"" to ""No automatic weaving"" so the hospital always has thread -- we'll be managing cloth production with automated orders"
"- On the ""Other"" tab, change ""Everybody harvests"" to ""Only farmers harvest"""
"" ""
"Finally, in the burrows screen:" "Finally, in the burrows screen:"
"- Create a burrow named ""Inside"" and register it as a civilian alert burrow in gui/civ-alert so you can use it to get your civilians to safety during sieges. You will have to periodically expand the burrow area as the fort expands." "- Create a burrow named ""Inside"" and register it as a civilian alert burrow in gui/civ-alert so you can use it to get your civilians to safety during sieges. You will have to periodically expand the burrow area as the fort expands."
"#meta label(dig_all) start(central stairs on industry level) dig industry, services, guildhall, suites, and apartments levels. does not include farming." "#meta label(dig_all) start(central stairs on industry level) dig industry, services, guildhall, suites, apartments, and crypt levels. does not include farming."
# Note that this blueprint will only work for the unified dreamfort.csv. It won't work for the individual .xlsx files (since #meta blueprints can't cross file boundaries). # Note that this blueprint will only work for the unified dreamfort.csv. It won't work for the individual .xlsx files (since #meta blueprints can't cross file boundaries).
"" ""
/industry1 /industry1
@ -548,7 +549,7 @@ corridor_traps/surface_corridor_traps
#dig label(surface_clear) start(19; 19) hidden() clear trees so the farming level can be dug without fear of generating surface holes #dig label(surface_clear) start(19; 19) hidden() clear trees so the farming level can be dug without fear of generating surface holes
p7(37x33)
,,,,t1(29x29) ,,,,t1(29x29)
,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,,` ,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,,`

Can't render this file because it has a wrong number of fields in line 53.

@ -1,43 +1,65 @@
#notes label(help) #notes label(help)
A pump stack is useful for moving water or magma up through the z-levels. A pump stack is useful for moving water or magma up through the z-levels.
"" ""
"These blueprints can be used from the quickfort commandline, but are much easier to use with the visual interface. That way you can check the vertical path interactively before you apply. Run gui/quickfort pump_stack" "1) Select the ""/dig"" blueprint and position the blueprint preview on the bottom level of the future pump stack. It should be on the z-level just above the liquid you want to pump."
"" ""
"1) Select the ""dig"" blueprint and position the blueprint preview on the bottom level of the future pump stack. It should be on the z-level just above the liquid you want to pump." "2) Enable repetitions with the ""r"" hotkey (ensure you're repeating Up z-levels, not Down) and lock the blueprint in place with the ""L"" hotkey. Move up the z-levels to check that the pump stack has a clear path and doesn't intersect with any open areas (e.g. caverns). Increase the number of repetitions with the ""+"" or ""*"" hotkeys if you need the pump stack to extend further up. Unlock the blueprint and shift it around if you need to, then lock it again to recheck the vertical path."
"" ""
"2) Enable repetitions with the ""R"" hotkey and lock the blueprint in place with the ""L"" hotkey. Move up the z-levels to check that the pump stack has a clear path and doesn't intersect with any open areas (e.g. caverns). Increase the number of repetitions with the ""+"" or ""*"" hotkeys if you need the pump stack to extend further up. Unlock the blueprint and shift it around if you need to, then lock it again to recheck the vertical path." "3) If you need to flip the pump stack around to make it fit through the rock layers, enable transformations with the ""t"" hotkey and rotate/flip the blueprint as necessary."
""
"3) If you need to flip the pump stack around to make it fit through the rock layers, enable transformations with the ""t"" hotkey and rotate/flip the blueprint with Ctrl+arrow keys."
"" ""
"4) Once you have everything lined up, hit Enter to apply. If the height ends up being one too many at the top, manually undesignate the top level." "4) Once you have everything lined up, hit Enter to apply. If the height ends up being one too many at the top, manually undesignate the top level."
"" ""
"5) Since you do not need to transmit power down below the lowest level, replace the channel designation on the middle tile of the bottom-most pump stack level with a regular dig designation. Likewise, replace the Up/Down staircase designation on the lowest level with an Up staircase designation. Otherwise you might get magma critters climbing up through your access stairway!" "5) Since the bottom up/down staircase is a liability, erase the Up/Down staircase designation on the lowest level and replace it with an Up staircase designation. Otherwise you might get magma critters climbing up through your access stairway!"
""
"6) After the stack is dug out, haul away (or dump) any stones that are in the way of building the pumps."
""
"7) Load up the ""/channel"" blueprint and apply it with the same repetition and transformation settings that you used for the ""/dig"" blueprint. Unless you have restarted DF, gui/quickfort will have saved your settings."
"" ""
"6) After the stack is dug out, prepare for building by setting the buildingplan plugin material filters for screw pumps (b-M-s-M). If you are planning to move magma, be sure to select magma-safe materials (like green glass) for all three components of the screw pump." "8) Since you do not need to transmit power down below the lowest level, erase the channel designation on the middle tile of the bottom-most pump stack level."
"" ""
"7) Finally, position the cursor back on the access stairs on the lowest level and run the ""build"" blueprint with the same repetition and transformation settings that you used for the ""dig"" blueprint. As you manufacture the materials you need to construct the screw pumps, your dwarves will build the pump stack from the bottom up." "9) After the channels are dug, prepare for building by setting the buildingplan plugin material filters for screw pumps. If you are planning to move magma, be sure to select magma-safe materials (like green glass) for all three components of the screw pump."
"" ""
"Sometimes, a screw pump will spontaneously deconstruct while you are building the stack. This will reduce the efficiency of the stack a little, but it's nothing to worry about. Just re-run the ""build"" blueprint over the entire stack to ""fix up"" any broken pieces. The blueprint will harmlessly skip over any correctly-built screw pumps." "10) Finally, generate orders for (the ""o"" hotkey) and run the ""/build"" blueprint with the same repetition and transformation settings that you used for the other blueprints. As you manufacture the materials you need to construct the screw pumps, your dwarves will build the pump stack from the bottom up, ensuring each new screw pump is properly supported by the one below."
""
"If your dwarves end up building the pumps out of order, a section of the stack may spontaneously deconstruct. This will reduce the efficiency of the stack a little, but it's nothing to worry about. Just re-run the ""/build"" blueprint over the entire stack to ""fix up"" any broken pieces. The blueprint will harmlessly skip over any correctly-built screw pumps."
"" ""
See the wiki for more info on pump stacks: https://dwarffortresswiki.org/index.php/Screw_pump#Pump_stack See the wiki for more info on pump stacks: https://dwarffortresswiki.org/index.php/Screw_pump#Pump_stack
#dig label(digSN) start(2;4;on access stairs) hidden() for a pump from south level #dig label(digSN) start(2;4;on access stairs) hidden() for a pump from south level
,,,d ,,,d
,,,h ,,,d
,i,d,d ,i,d,d
,,,h ,,,d
#dig label(digNS) start(2;4;on access stairs) hidden() for a pump from north level #dig label(digNS) start(2;4;on access stairs) hidden() for a pump from north level
,,,h ,,,d
,d,d,d ,d,d,d
,i,,h ,i,,d
,,,d ,,,d
#meta label(dig) start(at the bottom level on the access stairs) 2 levels of pump stack - bottom level pumps from the south #meta label(dig) start(at the bottom level on the access stairs) 2 levels of pump stack - bottom level pumps from the south
/digSN /digSN
#< #<
/digNS /digNS
#dig label(channelSN) start(2;4;on access stairs) hidden() for a pump from south level
,,,`
,,,h
,~,`,`
,,,h
#dig label(channelNS) start(2;4;on access stairs) hidden() for a pump from north level
,,,h
,`,`,`
,~,,h
,,,`
#meta label(channel) start(at the bottom level on the access stairs) 2 levels of pump stack - bottom level pumps from the south
/channelSN
#<
/channelNS
#build label(buildSN) start(2;4;on access stairs) hidden() for a pump from south level #build label(buildSN) start(2;4;on access stairs) hidden() for a pump from south level
,,,` ,,,`

Can't render this file because it has a wrong number of fields in line 29.

@ -44,7 +44,9 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
## Misc Improvements ## Misc Improvements
- `autonick`: additional nicknames based on burrowing animals, colours, gems, and minerals - `autonick`: additional nicknames based on burrowing animals, colours, gems, and minerals
- `stockpiles`: added ``barrels``, ``organic``, ``artifacts``, and ``masterworks`` stockpile presets - `stockpiles`: added ``barrels``, ``organic``, ``artifacts``, and ``masterworks`` stockpile presets
- Dreamfort: full rewrite and update for DF v50 - Blueprint library: dreamfort: full rewrite and update for DF v50
- Blueprint library: pump_stack: updated walkthrough and separated dig and channel steps so boulders can be cleared
- Blueprint library: aquifer_tap: updated walkthrough
## Documentation ## Documentation
- `blueprint-library-guide`: update Dreamfort screenshots, add ``aquifer_tap`` screenshot - `blueprint-library-guide`: update Dreamfort screenshots, add ``aquifer_tap`` screenshot