update help text and walkthroughs

make hospital and dining room more useful in the first build blueprint
separate out construction of the surface roof into a new stage so
dwarves aren't building too much at once
develop
myk002 2021-02-01 19:47:48 -08:00
parent 4c7e25739f
commit 5e135d2bb7
No known key found for this signature in database
GPG Key ID: 8A39CA0FA0C16E78
1 changed files with 146 additions and 191 deletions

@ -42,46 +42,48 @@ download automation.json and put in dfhack-config/orders: https://drive.google.c
quickfort run library/dreamfort.csv -n /perimeter,# Run at embark quickfort run library/dreamfort.csv -n /perimeter,# Run at embark
quickfort undo library/dreamfort.csv -n /perimeter quickfort undo library/dreamfort.csv -n /perimeter
-- Basics -- -- Dig and preload important orders --
quickfort run library/dreamfort.csv -n /surface1,# Run at embark quickfort run library/dreamfort.csv -n /surface1,# Run at embark
quickfort run library/dreamfort.csv -n /industry1,"# Run when you find a suitable rock layer. Alternately, run /dig_all_underground instead of /industry1, which designates digging for industry, services, guildhall, suites, and apartments all in one go. It is actually more efficient for your miners if you designate your digging before they dig the central ramp past that level." quickfort run library/dreamfort.csv -n /industry1,"# Run when you find a suitable rock layer. Note that we'll dig the farming level a bit later, so be sure to leave room for it. Alternately, instead of each of the dig blueprints individually, run /dig_all_underground, which designates digging for industry, services, guildhall, suites, and apartments all in one go. It is more efficient for your miners if you designate your digging before they dig the central ramp past that level."
quickfort run library/dreamfort.csv -n /services1
quickfort run library/dreamfort.csv -n /guildhall1
quickfort run library/dreamfort.csv -n /suites1
quickfort run library/dreamfort.csv -n /apartments1_stack
quickfort orders library/dreamfort.csv -n /farming2,# Queue up orders required to get the fort minimally functional and secure quickfort orders library/dreamfort.csv -n /farming2,# Queue up orders required to get the fort minimally functional and secure
quickfort orders library/dreamfort.csv -n /surface3 quickfort orders library/dreamfort.csv -n /surface3
quickfort orders library/dreamfort.csv -n /industry2 quickfort orders library/dreamfort.csv -n /industry2
quickfort orders library/dreamfort.csv -n /services2 quickfort orders library/dreamfort.csv -n /services2
-- Core fort (should finish at about the third migration wave) --
quickfort run library/dreamfort.csv -n /surface2,# Run after initial trees are cleared quickfort run library/dreamfort.csv -n /surface2,# Run after initial trees are cleared
quickfort run library/dreamfort.csv -n /surface3,# Run when channels are dug and trees are cleared quickfort run library/dreamfort.csv -n /surface3,# Run when channels are dug and trees are cleared
quickfort run library/dreamfort.csv -n /farming1,# Run when trees are cleared quickfort run library/dreamfort.csv -n /farming1,# Run when trees are cleared on the surface
quickfort run library/dreamfort.csv -n /farming2,# Run when the farming level has been dug out quickfort run library/dreamfort.csv -n /farming2,# Run when the farming level has been dug out
quickfort run library/dreamfort.csv -n /farming3,# Run when furniture has been placed and the farm plots have been constructed quickfort run library/dreamfort.csv -n /farming3,# Run when furniture has been placed and the farm plots have been constructed
quickfort run library/dreamfort.csv -n /industry2,# Run when the industry level has been dug out quickfort run library/dreamfort.csv -n /industry2,# Run when the industry level has been dug out
quickfort orders library/dreamfort.csv -n /farming3,# We wait this long to order /farming3 because all the doors slow down block production needed for /industry2 and /surface3. quickfort orders library/dreamfort.csv -n /farming3,# We wait this long to order /farming3 because all the doors slow down block production needed for /industry2 and /surface3.
-- Services and security --
quickfort run library/dreamfort.csv -n /surface4,"# Run anytime after /industry2 (as long as the walls and floors are built on the surface). You can run /surface4 as early as /farming1 if you need to rush the surface build, but we wait until after /industry2 so that surface walls, floors, and roofing don't prevent your workshops from being built (due to lack of blocks)." quickfort run library/dreamfort.csv -n /surface4,"# Run anytime after /industry2 (as long as the walls and floors are built on the surface). You can run /surface4 as early as /farming1 if you need to rush the surface build, but we wait until after /industry2 so that surface walls, floors, and roofing don't prevent your workshops from being built (due to lack of blocks)."
quickfort orders library/dreamfort.csv -n /surface4 quickfort orders library/dreamfort.csv -n /surface4
orders import automation,# Run once industry workshops are built orders import automation,# Run once industry workshops are built
quickfort run library/dreamfort.csv -n /services1
quickfort run library/dreamfort.csv -n /services2,# Run when the services level has been dug out quickfort run library/dreamfort.csv -n /services2,# Run when the services level has been dug out
quickfort run library/dreamfort.csv -n /surface5,# Run when all marked trees on the surface are chopped down and walls and floors have been constructed quickfort 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"
quickfort orders library/dreamfort.csv -n /surface5 quickfort orders library/dreamfort.csv -n /surface5
quickfort run library/dreamfort.csv -n /services3,# Run when the table and chair have been constructed quickfort run library/dreamfort.csv -n /services3,# Run when the table and chair have been constructed
quickfort orders library/dreamfort.csv -n /services3 quickfort orders library/dreamfort.csv -n /services3
quickfort run library/dreamfort.csv -n /surface6,# Run when beehives are constructed and all marked trees are chopped down quickfort run library/dreamfort.csv -n /surface6,"# Run when at least the beehives and weapon rack are constructed. You probably want to wait until all of /surface5 has been completed, though, since building the remaining walls and floors will suck up a lot of your dwarves' time."
quickfort orders library/dreamfort.csv -n /surface6 quickfort orders library/dreamfort.csv -n /surface6
quickfort run library/dreamfort.csv -n /surface7,"# Run if/when you need extra security on the surface, anytime after you run /surface6" quickfort run library/dreamfort.csv -n /surface7,# Run once you have enough dwarves available to build the roof without starving other important construction tasks -- anytime after you run /surface6.
quickfort orders library/dreamfort.csv -n /surface7 quickfort orders library/dreamfort.csv -n /surface7
quickfort run library/dreamfort.csv -n /services4,# Run when your fort is mature enough to need a jail and fancy statues
quickfort orders library/dreamfort.csv -n /services4
-- Guildhalls and housing -- -- Mature fort (third migration wave onward) --
quickfort run library/dreamfort.csv -n /guildhall1
quickfort run library/dreamfort.csv -n /suites1
quickfort run library/dreamfort.csv -n /guildhall2,# Run when the guildhall level has been dug out quickfort run library/dreamfort.csv -n /guildhall2,# Run when the guildhall level has been dug out
quickfort orders library/dreamfort.csv -n /guildhall2 quickfort orders library/dreamfort.csv -n /guildhall2
quickfort run library/dreamfort.csv -n /suites2,# Run when the suites level has been dug out quickfort run library/dreamfort.csv -n /suites2,# Run when the suites level has been dug out
quickfort orders library/dreamfort.csv -n /suites2 quickfort orders library/dreamfort.csv -n /suites2
quickfort run library/dreamfort.csv -n /apartments1_stack quickfort run library/dreamfort.csv -n /surface8,"# Run if/when you need longer trap corridors on the surface, anytime after you run /surface7"
quickfort orders library/dreamfort.csv -n /surface8
quickfort run library/dreamfort.csv -n /services4,"# Run when you need a jail and/or fancy statues in the dining room, anytime after the restraints are placed from /services3"
quickfort orders library/dreamfort.csv -n /services4
-- Repeat for each apartments level -- -- Repeat for each apartments level --
quickfort run library/dreamfort.csv -n /apartments2,# Run when the apartment level has been dug out quickfort run library/dreamfort.csv -n /apartments2,# Run when the apartment level has been dug out
@ -112,18 +114,19 @@ Manager / Bookkeeper / Broker,Dwarf2,Dwarf3,Dwarf4,Dwarf5,Dwarf6,Dwarf7
Carpenter (*),Miner (*),Miner (*),Mason (*),Mason (*),Wood Cutter,Wood Cutter Carpenter (*),Miner (*),Miner (*),Mason (*),Mason (*),Wood Cutter,Wood Cutter
Clothesmaker,,,Architect/Building Designer,Architect/Building Designer,Brewer,Cook Clothesmaker,,,Architect/Building Designer,Architect/Building Designer,Brewer,Cook
Bee Keeper,,,,,Mechanic (*),Mechanic (*) Bee Keeper,,,,,Mechanic (*),Mechanic (*)
Judge of Intent (*),,,Bee Keeper,Stone Crafter,,Grower/Farmer (*) Judge of Intent (*),,,Bee Keeper,Bee Keeper,,Grower/Farmer (*)
,,,,Bee Keeper ,,,,Stone Crafter
"The most time-comsuming tasks in Dreamfort are: mining, chopping down trees, and making blocks. Assuming your embark has trees, having at least two miners, two woodcutters, and two masons is essential to keeping the fort from stalling." "The most time-comsuming tasks in Dreamfort are: mining, chopping down trees, and making blocks. Assuming your embark has trees, having at least two miners, two woodcutters, and two masons is essential to keeping the fort from stalling."
"Moreover, it is important to have one more mason than you have Mason's Workshops so other buildings that require masonry can get built (like bridges). You should also have Beekeeping enabled on several dwarves since it is a low-priority task, but placing the beehives must be done before /surface6 can be run." "Moreover, it is important to have one more mason than you have Mason's Workshops so other buildings that require masonry can get built (like bridges). Give the masons Beekeeping for the same reason -- it is a low-priority task, but it's important to have someone free to do it since otherwise the surface set of blueprints can stall."
We suggest to bring at least: We suggest bringing at least:
2 picks,for the two miners 2 picks,for the two miners
2 battleaxes,for the two woodcutters 2 battleaxes,for the two woodcutters
1 anvil,for the forge 1 anvil,for the forge
7 blocks,"for starting workshops and the temporary trade depot. blocks are the limiting factor in the early stages, so the more you bring, the better. Alternately, bring cheaper boulders that you can quickly make into blocks." 7 blocks,for starting workshops and the temporary trade depot. necessary if you have buildingplan configured for blocks only.
12 thread,to make into cloth to make into rope many boulders,for quickly turning into more blocks. blocks are the limiting factor in the early stages.
12 thread,to make into cloth to make into rope for traction benches and the jail cells
#notes label(surface_help) #notes label(surface_help)
Sets up a protected entrance to your fort in a flat area on the surface. Sets up a protected entrance to your fort in a flat area on the surface.
"" ""
@ -146,76 +149,78 @@ Be sure to choose an embark site that has an area flat enough to use these bluep
Surface Walkthrough: Surface Walkthrough:
"1) Choose a center tile for your central fortress ramp. The terrain around that tile should be perfectly flat. Trees are ok, but no slopes, rivers, or lakes. To be sure that the tile you've chosen is in a good spot, set the cursor over that tile and run ""quickfort run library/dreamfort.csv -n /perimeter"". This will show you the eventual boundaries of the fort. Some wall segments might be missing due to existing trees, but that's ok. Make sure the area within the exterior wall is flat. Run ""quickfort undo library/dreamfort.csv -n /perimeter"" to clean up." "1) Choose a center tile for your central fortress ramp. The terrain around that tile should be perfectly flat. Trees are ok, but no slopes, rivers, or lakes. To be sure that the tile you've chosen is in a good spot, set the cursor over that tile and run ""quickfort run library/dreamfort.csv -n /perimeter"". This will show you the eventual boundaries of the fort. Some wall segments might be missing due to existing trees, but that's ok. Make sure the area within the exterior wall is flat. Run ""quickfort undo library/dreamfort.csv -n /perimeter"" to clean up."
"" ""
"2) With the cursor on the chosen tile, run /surface1 to clear surrounding trees and set up your pastures. Deconstruct your wagon to get it out of the way of our upcoming walls and floors. Remember to assign your dogs to the pasture around the staircase and your grazing animals to the large pasture. You can let your cats roam free." "2) With the cursor on the chosen tile, run /surface1 to clear surrounding trees and set up your pastures. Deconstruct your wagon to get it out of the way of our upcoming walls and floors. Remember to assign your dogs to the pasture around the staircase and your grazing animals to the large pasture. You can let your cats roam free. Run ""quickfort orders"" for /surface3 to get a head start in manufacturing."
"" ""
"3) Once the marked trees have been cleared, run /surface2 to set up starting workshops/stockpiles, channel out the miasma vents for the farming level, and start clearing trees from a larger area. Run ""quickfort orders"" for /surface3. Make sure you have appointed a manager so the orders get fulfilled! If you haven't done it already, now is a good time to configure buildingplan to only build buildings with blocks, not logs or raw boulders. Do this by entering buildingplan's global configuration (""baG"") and ensuring the only generic building material allowed is ""blocks""." "3) Once the marked trees have been cleared, run /surface2 to set up starting workshops/stockpiles, channel out the miasma vents for the farming level, and start clearing trees from a larger area. Run ""quickfort orders"" for /surface3. Make sure you have appointed a manager so the orders get fulfilled! If you haven't done it already, now is a good time to configure buildingplan to only build buildings with blocks, not logs or raw boulders. Do this by entering buildingplan's global configuration (""baG"") and ensuring the only generic building material allowed is ""blocks""."
"" ""
"4) Once the channels are dug out and the trees are cleared, continue with /surface3 to cover the vents and build an enclosure around your central ramp. Although the vents will be covered with flooring, they will still work to prevent miasma on the farming level. Run ""quickfort orders"" for /surface4." "4) Once the channels are dug out and the trees are cleared, continue with /surface3 to cover the vents and build an enclosure around your central ramp. Although the vents will be covered with flooring, they will still work to prevent miasma on the farming level."
""
"5) Once all marked trees are chopped down and walls and floors have been constructed, run /surface4 to build floors and walls to support upcoming buildings and furniture. Run ""quickfort orders"" for /surface4. You can also start digging out the sub-surface farming level (/farming1) at this point."
""
"6) Once walls and floors have been constructed (including the small roof segment one z-level up over the barracks), run /surface5 to build furniture, gates, and the permanent trade depot. Remember to deconstruct the temporary trade depot once nobody is using it. Run ""quickfort orders"" for /surface5."
"" ""
"5) Once all marked trees are chopped down and walls and floors have been constructed, run /surface4 to build floors and walls to support upcoming buildings and furniture. Run ""quickfort orders"" for /surface5. You can also start digging out the sub-surface farming level (/farming1) at this point." "7) Once at least the beehives and weapon rack are built, run /surface6 to configure the rooms and build the remaining walls and floors. Run ""quickfort orders"" for /surface6."
"" ""
"6) Once walls and floors have been constructed, run /surface5 to build furniture, gates, and the permanent trade depot. Remember to deconstruct the temporary trade depot once nobody is using it. Run ""quickfort orders"" for /surface6." "8) Once you have enough dwarves to do a lot of building without starving other important tasks, run /surface7 to build the roof. Run ""quickfort orders"" for /surface7."
"" ""
"6) Once at least the beehives are built, run /surface6 to build traps, the roof, and the remaining walls and floors. This step is labor-intensive, so if you don't need the security of complete walls and a roof, you can wait until your fort is a little more settled and you have more migrants for construction tasks. Run ""quickfort orders"" for /surface7." "9) For extra security, you can run /surface8 any time after /surface7 to extend the trap corridors. Run ""quickfort orders"" for /surface8."
"" ""
"7) For extra security, you can run /surface7 any time after /surface6 to complete the barracks and extend the trap corridors." "10) Once your industry and farming levels are set up and running, you can disassemble the surface workshops and remove the surface stockpiles. Disassembling a workshop scatters the items stored within it and cancels any pending jobs that happen to use those items. In order to avoid job cancellations, first set the surface workshops to not accept general work orders. Do this by entering query mode (""q""), selecting a workshop, entering the workshop profile (""P""), moving to work orders (right arrow), and hitting Enter. Then enter view mode (""t"") and check to see if any items in a workshop are marked with ""TSK"". Once no items in the workshop have that marker, you are free to disassemble that workshop."
#meta label(perimeter) start(central ramp) message(Run quickfort undo on this blueprint to clean up.) show the eventual perimeter of the surface fort
walls/surface_walls
corridor/surface_corridor
"" ""
"8) Once your industry and farming levels are set up and running, you can disassemble the surface workshops and remove the surface stockpiles. Disassembling a workshop scatters the items stored within it and cancels any pending jobs that happen to use those items. In order to avoid job cancellations, first set the surface workshops to not accept general work orders. Do this by entering query mode (""q""), selecting a workshop, entering the workshop profile (""P""), moving to work orders (right arrow), and hitting Enter. Then enter view mode (""t"") and check to see if any items in a workshop are marked with ""TSK"". Once no items in the workshop have that marker, you are free to disassemble that workshop."
"#meta label(surface1) start(central ramp) "#meta label(surface1) start(central ramp)
message(Once the central ramp is 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. message(Once the central ramp is 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. If your wagon is within the fort perimeter, deconstruct it to get it out of the way.
Enqueue manager orders for /surface3 to get a head start on building required materials.
Once the marked trees are all chopped down (if any), continue with /surface2.) clear trees and set up pastures" Once the marked trees are all chopped down (if any), continue with /surface2.) clear trees and set up pastures"
central_ramp/central_ramp central_ramp/central_ramp
clear_small/surface_clear_small clear_small/surface_clear_small
zones/surface_zones zones/surface_zones
name_zones/surface_name_zones name_zones/surface_name_zones
"" ""
"#meta label(surface2) start(central ramp) message(This would be a good time to queue manager orders for /surface3. "#meta label(surface2) start(central ramp) message(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"
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"
build_start/surface_build_start build_start/surface_build_start
place_start/surface_place_start place_start/surface_place_start
query_start/surface_query_start query_start/surface_query_start
channel/surface_channel channel/surface_channel
clear_ramp/surface_clear_ramp clear_ramp/surface_clear_ramp
"" ""
"#meta label(surface3) start(central ramp) message(This would be a good time to queue manager orders for /surface4. "#meta label(surface3) start(central ramp) message(Once the marked trees are cleared and walls and floors have been constructed, continue with /surface4.) Cover vents and protect the central ramp."
Once the marked trees are cleared and walls and floors have been constructed, continue with /surface4.) Cover vents and protect the central ramp."
cover_vents/surface_cover_vents cover_vents/surface_cover_vents
cover_ramp/surface_cover_ramp cover_ramp/surface_cover_ramp
clear/surface_clear clear/surface_clear
"" ""
"#meta label(surface4) start(central ramp) message(This would be a good time to queue manager orders for /surface5. "#meta label(surface4) start(central ramp) message(Remember to enqueue manager orders for this blueprint.
Once the walls and floors have been constructed, continue with /surface5.) build walls and flooring to support upcoming buildings and furniture" Once the walls and floors have been constructed, continue with /surface5. Be sure to check one z-level above the surface to ensure the roof segment above the future barracks has been finished.) build walls and flooring to support upcoming buildings and furniture"
ramp_doors/surface_ramp_doors ramp_doors/surface_ramp_doors
pre_building/surface_pre_building pre_building/surface_pre_building
"" ""
"#meta label(surface5) start(central ramp) message(This would be a good time to queue manager orders for /surface6. "#meta label(surface5) start(central ramp) message(Remember to enqueue manager orders for this blueprint.
Remember to disassemble the temporary trade depot in the pasture once the new one is constructed (and no merchants are using the old one). Disassemble the temporary trade depot in the pasture once the new one is constructed (and no merchants are using the old one).
Once the beehives have been constructed, continue with /surface6.) build gates, furniture, and trade stockpile/depot" Once the marked trees are cleared and at least the beehives and the weapon rack have been constructed, continue with /surface6.) build gates, furniture, and trade stockpile/depot"
place/surface_place place/surface_place
build/surface_build build/surface_build
query/surface_query query/surface_query
clear_large/surface_clear_large clear_large/surface_clear_large
"" ""
"#meta label(surface6) start(central ramp (on ground level)) message(This would be a good time to queue manager orders for /surface7. "#meta label(surface6) start(central ramp) message(Remember to enqueue manager orders for this blueprint.
For extra security, you can run /surface7 right now to build a barracks and extend the trap corridors.) configure hives, build remaining walls and floors, traps and the roof" Continue with /surface7 whenever you have enough dwarves to build the roof without starving other important construction tasks.) configure hives and barracks, build remaining walls and floors"
query_hives/surface_query_hives query2/surface_query2
walls/surface_walls walls/surface_walls
floors/surface_floors floors/surface_floors
traps/surface_traps clear_large/surface_clear_large
""
"#meta label(surface7) start(central ramp (on ground level)) message(Remember to enqueue manager orders for this blueprint. For extra security, you can run /surface8 at any time to extend the trap corridors.) build roof"
#< #<
roof/surface_roof roof/surface_roof
roof2/surface_roof2 roof2/surface_roof2
clear_large/surface_clear_large
"" ""
#meta label(surface7) start(central ramp) build barracks and extended trap corridors #meta label(surface8) start(central ramp) message(Remember to enqueue manager orders for this blueprint.) build extended trap corridors
barracks/surface_barracks
corridor/surface_corridor
query_barracks/surface_query_barracks
""
#meta label(perimeter) start(central ramp) hidden() show the eventual perimeter of the surface fort
walls/surface_walls
corridor/surface_corridor corridor/surface_corridor
corridor_traps/surface_corridor_traps
query_corridor/surface_query_corridor
#dig label(central_ramp) start(2;2) hidden() ramp that goes down 20 levels #dig label(central_ramp) start(2;2) hidden() ramp that goes down 20 levels
`,h7,d6 `,h7,d6
`,d6,` `,d6,`
@ -370,11 +375,11 @@ Feel free to assign an unimportant animal to the pasture in the main entranceway
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,,,,,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,` ,,,,,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,`
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@ -1076,7 +1081,7 @@ Feel free to assign an unimportant animal to the pasture in the main entranceway
"#build label(surface_build) start(23; 25) hidden() message(Use autofarm to manage farm crop selection. "#build label(surface_build) start(23; 25) hidden() message(Use autofarm to manage farm crop selection.
Remember to connect the levers to the gates once they are built.) gates, hives, farm plots, trade depot, trade goods quantum dump, levers, and doors" Remember to connect the levers to the gates once they are built.) gates, traps, barracks, farm area, and trade area"
@ -1105,16 +1110,16 @@ Remember to connect the levers to the gates once they are built.) gates, hives,
,,,,,,,`,,`,~h,`,p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),,,`,`,`,,,,,,,,,,,,`,,` ,,,,,,,`,,`,~h,`,p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),p(1x1),,,`,`,`,,,,,,,,,,,,`,,`
,,,,,,,`,,`,~h,`,N,N,N,N,N,N,N,`,Tl,Tl,Tl,Tl,Tl,`,,,,,,,,,,`,,` ,,,,,,,`,,`,~h,`,N,N,N,N,N,N,N,`,Tl,Tl,Tl,Tl,Tl,`,,,,,,,,,,`,,`
,,,,,,,`,,`,`,`,`,`,`,`,d,`,`,`,`,,`,,`,`,`,`,d,`,`,`,`,`,`,`,,` ,,,,,,,`,,`,`,`,`,`,`,`,d,`,`,`,`,,`,,`,`,`,`,d,`,`,`,`,`,`,`,,`
,,,,,,,`,,`,,,,,,,,,`,,gw,gw,gw,gw,gw,,`,,,,,r,,,,`,,` ,,,,,,,`,,`,,,,,,,,,`,,gw,gw,gw,gw,gw,,`,,,,,r,,h,b,`,,`
,,,,,,,`,,`,,,,,,,,,ga,ga,gw,gw,gw,gw,gw,gd,gd,,,,,,,,,`,,` ,,,,,,,`,,`,,,,,,,,,ga,ga,gw,gw,gw,gw,gw,gd,gd,,,,,,,,b,`,,`
,,,,,,,`,,`,,,,,,D,,,ga,ga,,,,,,gd,gd,,,,,,,,,`,,` ,,,,,,,`,,`,,,,,,D,,,ga,ga,,,,,,gd,gd,,,,,,,,b,`,,`
,,,,,,,`,,`,,trackstopS,,,,,,,ga,ga,,,,,,gd,gd,,,,,,,,,`,,` ,,,,,,,`,,`,,trackstopS,,,,,,,ga,ga,,,,,,gd,gd,,,,,,,,b,`,,`
,,,,,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` ,,,,,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,a,,h,b,`,,`
,,,,,,,`,,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,,` ,,,,,,,`,,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,,`
,,,,,,,`,,ga,ga,,,,,,,gd,gd,,,,,,,,ga,ga,,,,,,,gd,gd,,` ,,,,,,,`,,ga,ga,Tc,Tc,Tc,Tc,Tc,Tc,gd,gd,,,,,,,,ga,ga,Tc,Tc,Tc,Tc,Tc,Tc,gd,gd,,`
,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,gw,gw,gw,gw,gw,gw,gw,`,`,`,`,`,`,`,`,`,`,`,` ,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,gw,gw,gw,gw,gw,gw,gw,`,`,`,`,`,`,`,`,`,`,`,`
,,,,,,,,,,,,,,,,,,,gw,gw,gw,gw,gw,gw,gw ,,,,,,,,,,,,,,,,,Tc,Tc,gw,gw,gw,gw,gw,gw,gw,Tc,Tc
,,,,,,,,,,,,,,,,,,,gw,gw,gw,gw,gw,gw,gw ,,,,,,,,,,,,,,,,,Tc,Tc,gw,gw,gw,gw,gw,gw,gw,Tc,Tc
@ -1228,7 +1233,7 @@ You might also want to set the ""trade goods quantum"" stockpile to Auto Trade i
#query label(surface_query_hives) start(23; 25) hidden() #query label(surface_query2) start(23; 25) hidden()
@ -1257,7 +1262,7 @@ You might also want to set the ""trade goods quantum"" stockpile to Auto Trade i
,,,,,,,`,,`,cg,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` ,,,,,,,`,,`,cg,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,`
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,,,,,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,` ,,,,,,,`,,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,,`
,,,,,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,` ,,,,,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,r++&,,,,`,,`
,,,,,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,,,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,`
,,,,,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,,,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,`
,,,,,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,,,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,`
@ -1378,56 +1383,6 @@ You might also want to set the ""trade goods quantum"" stockpile to Auto Trade i
#build label(surface_traps) start(23; 25) hidden() build entranceway traps
,,,,,,,`,,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,,`
,,,,,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,`
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,,,,,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,`
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,,,,,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,`
,,,,,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,`
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,,,,,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,`
,,,,,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,`
,,,,,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,`
,,,,,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,`
,,,,,,,`,,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,,`
,,,,,,,`,,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,,`
,,,,,,,`,,,,Tc,Tc,Tc,Tc,Tc,Tc,,,,,,,,,,,,Tc,Tc,Tc,Tc,Tc,Tc,,,,`
,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`
,,,,,,,,,,,,,,,,,Tc,Tc,,,,,,,,Tc,Tc
,,,,,,,,,,,,,,,,,Tc,Tc,,,,,,,,Tc,Tc
#build label(surface_roof) start(23; 25) hidden() lower half of the roof #build label(surface_roof) start(23; 25) hidden() lower half of the roof
@ -1528,56 +1483,6 @@ You might also want to set the ""trade goods quantum"" stockpile to Auto Trade i
"#build label(surface_barracks) start(23; 25) hidden() barracks, longer trap hallways, and outer levers/gates"
,,,,,,,,gx,,,,,,,,,,,,,,,,,,,,,,,,,,,,gx
,,,,,,,`,gx,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,gx,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,`,`,`,`,Tc,`
,,,,,,,`,Tc,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,`,Tl,`,`,`,Tl,`,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,`,`,`,`,`,`,,`,`,`,`,,`,,`,`,`,`,,`,`,`,`,`,`,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,`,,,,,,,,`,,,,,~,,h,b,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,b,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,b,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,b,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,`,,,,,,,,`,,,,,a,,h,b,`,Tc,`
,,,,,,,`,Tc,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,Tc,`
,,,,,,,`,Tc,,,,,,,,,,,,,,,,,,,,,,,,,,,,Tc,`
,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`,,,,,,,,`,`,`,`,`,`,`,`,`,`,`,`
#build label(surface_corridor) start(23; 25) hidden() trap hallway walls #build label(surface_corridor) start(23; 25) hidden() trap hallway walls
@ -1667,7 +1572,57 @@ You might also want to set the ""trade goods quantum"" stockpile to Auto Trade i
#query label(surface_query_barracks) start(23; 25) hidden() (Remember to connect the levers to the new external trap gates.) configure barracks and name outer levers/gates "#build label(surface_corridor_traps) start(23; 25) hidden() barracks, longer trap hallways, and outer levers/gates"
,,,,,,,,gx,,,,,,,,,,,,,,,,,,,,,,,,,,,,gx
,,,,,,,`,gx,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,`,gx,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,`,`,`,`,`,`,`,`,`,`,`,,`,,`,`,`,`,`,`,`,`,`,`,`,`,Tc,`
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,,,,,,,`,Tc,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,`,,,,,,,,`,,,,,,`,,,,,,,,,,`,Tc,`
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,,,,,,,`,Tc,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,Tc,`
,,,,,,,`,Tc,`,,,,,,,,,`,,,,,,,,`,,,,,,,,,`,Tc,`
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#query label(surface_query_corridor) start(23; 25) hidden() (Remember to connect the levers to the new external trap gates.) configure barracks and name outer levers/gates
@ -1696,7 +1651,7 @@ You might also want to set the ""trade goods quantum"" stockpile to Auto Trade i
,,,,,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,` ,,,,,,,`,,`,,`,,,,,,,,,,`,`,`,,,,,,,,,,,,`,,`
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,,,,,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,` ,,,,,,,`,,`,,,,,,,,,,,,,,,,,,,,,,,,,,`,,`
@ -1750,7 +1705,7 @@ Farming Walkthough:
"" ""
"3) Once the level is dug out, run /farming2 to build workshops and build and configure stockpiles. Remember to assign a minecart to the newly-designated quantum refuse dump. There are also jugs, pots, and bags stockpiles on this level that should be configured to ""take"" from the industry level stockpiles once we get the industry level built." "3) Once the level is dug out, run /farming2 to build workshops and build and configure stockpiles. Remember to assign a minecart to the newly-designated quantum refuse dump. There are also jugs, pots, and bags stockpiles on this level that should be configured to ""take"" from the industry level stockpiles once we get the industry level built."
"" ""
"4) When the furniture is in place and the farm plots have been constructed, run /farming3 to enable seasonal plot fertilization and designate your starter dining room and dormitory. The blueprint also attempts to assign the lower office to your manager, but double-check this assignment in case your dwarves are in an unexpected order." "4) When the furniture is in place and the farm plots have been constructed, run /farming3 to enable seasonal plot fertilization and designate your starter dining room and dormitory. The blueprint also attempts to assign the lower office to your manager, but double-check this assignment in case your dwarves are in an unexpected order. Run ""quickfort orders"" for /farming3."
"" ""
"5) You can disassemble the dining room and dormitory once the services and apartments levels are up and running, if you like." "5) You can disassemble the dining room and dormitory once the services and apartments levels are up and running, if you like."
"#dig label(farming1) start(23; 25; central ramp) message(This would be a good time to queue up manager orders for /farming2. Once the area is dug out, continue with /farming2.)" "#dig label(farming1) start(23; 25; central ramp) message(This would be a good time to queue up manager orders for /farming2. Once the area is dug out, continue with /farming2.)"
@ -2281,15 +2236,15 @@ Manual steps you have to take:
Services Walkthough: Services Walkthough:
1) Start this level before your fort grows beyond around 50 dwarves so everyone has a place to eat. 1) Start this level before your fort grows beyond around 50 dwarves so everyone has a place to eat.
"" ""
"2) Start digging with /services1. Note that this digs out the main level and three levels below for the well plumbing. Start manufacturing with ""quickfort orders"" on /services2 and /services3." "2) Start digging with /services1. Note that this digs out the main level and three levels below for the well plumbing. Start manufacturing with ""quickfort orders"" on /services2."
"" ""
"3) Once the area is dug out, set up important furniture, stockpiles, hospital zone and garbage dump zone with /services2." "3) Once the area is dug out, set up important furniture, stockpiles, hospital zone and garbage dump zone with /services2."
"" ""
"4) When the furniture is placed, run /services3 to build the rest of the furniture and configure your dining room." "4) When the table and chair have been placed in the dining room, run /services3 to build the rest of the furniture and configure your dining room. Run ""quickfort orders"" for /services3."
"" ""
5) Fill the wells with either bucket brigades or by carefully routing flowing water. 5) Fill the wells with either bucket brigades or by carefully routing flowing water.
"" ""
"6) When your fort is mature enough to need a jail and/or an extra barracks, run /services4 to set those rooms up. You also get some decorative statues to increase the value of your dining hall." "6) When your fort is mature enough to need a jail and/or an extra barracks, run /services4 to set those rooms up. You also get some decorative statues to increase the value of your dining hall. Run ""quickfort orders"" for /services4."
"#dig label(services1) start(23; 22; central ramp) message(This would be a good time to queue manager orders for /services2 and /services3. Once the area is dug out, continue with /services2.)" "#dig label(services1) start(23; 22; central ramp) message(This would be a good time to queue manager orders for /services2 and /services3. Once the area is dug out, continue with /services2.)"
@ -2356,11 +2311,11 @@ Services Walkthough:
,,,,,,,,,,,,,,,,,,i,h5,i,,,,i,h5,i ,,,,,,,,,,,,,,,,,,i5,h5,i,,,,i5,h5,i
,,,,,,,,,,,,,,,,,,i,h5,i,,,,i,h5,i ,,,,,,,,,,,,,,,,,,i5,h5,i,,,,i5,h5,i
@ -2371,7 +2326,7 @@ Services Walkthough:
,,,,,,,,,,,,,,,,,,,,d,d,d,d,d ,,,,,,,,,,,,,,,,,,,,d,d,d,d,d
,,,,,,,,,,,,,,,,,,,,d,`,`,`,d ,,,,,,,,,,,,,,,,,,,,d,`,`,`,d
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#> #>
@ -2422,7 +2377,7 @@ query_jail/services_query_jail
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@ -2433,15 +2388,15 @@ query_jail/services_query_jail
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@ -2626,7 +2581,7 @@ query_jail/services_query_jail
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@ -2637,15 +2592,15 @@ query_jail/services_query_jail
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@ -2792,9 +2747,9 @@ Features:
"- Big empty rooms. Double-thick walls to ensure engravings add value to the ""correct"" side. Fill with furniture and assign as needed." "- Big empty rooms. Double-thick walls to ensure engravings add value to the ""correct"" side. Fill with furniture and assign as needed."
"" ""
Guildhall Walkthrough: Guildhall Walkthrough:
"1) Dig out the rooms with /guildhall1 and queue up manufacturing by running ""quickfort orders"" on /guildhall2." 1) Dig out the rooms with /guildhall1.
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"2) Once the area is dug out, add in generic furniture with /guildhall2." "2) Once the area is dug out, add in generic furniture with /guildhall2. Run ""quickfort orders"" for /guildhall2."
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"3) Furnish individual rooms manually as you need specific guildhalls, libraries, and temples." "3) Furnish individual rooms manually as you need specific guildhalls, libraries, and temples."
"#dig label(guildhall1) start(25; 25; central ramp) message(This would be a good time to queue manager orders for /guildhall2. Once the area is dug out, continue with /guildhall2.)" "#dig label(guildhall1) start(25; 25; central ramp) message(This would be a good time to queue manager orders for /guildhall2. Once the area is dug out, continue with /guildhall2.)"
@ -2907,16 +2862,16 @@ Features:
- Meta blueprint included for designating 6 levels of apartments for a full 200+ dwarves - Meta blueprint included for designating 6 levels of apartments for a full 200+ dwarves
"" ""
Suites Walkthrough: Suites Walkthrough:
"1) Dig out the suites layer with /suites1 and queue up manufacturing by running ""quickfort orders"" on /suites2." 1) Dig out the suites layer with /suites1.
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"2) Once the area is dug out, furnish the suites with /suites2. The rooms are left unconfigured so you can assign them to specific nobles. Each room can serve as a bedroom, a dining hall, an office, and/or a tomb." "2) Once the area is dug out, furnish the suites with /suites2. The rooms are left unconfigured so you can assign them to specific nobles. Each room can serve as a bedroom, a dining hall, an office, and/or a tomb. Run ""quickfort orders"" for /suites2."
"" ""
Apartments Walkthrough: Apartments Walkthrough:
"1) Dig out one layer of apartments with /apartments1, or 6 layers at once (enough for 200 dwarves) with /apartments1_stack. Run ""quickfort orders"" for /apartments2 and /apartments3 for every apartments layer that you are digging." "1) Dig out one layer of apartments with /apartments1, or 6 layers at once (enough for 200 dwarves) with /apartments1_stack."
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"2) Once a layer is dug out, build beds with /apartments2." "2) Once a layer is dug out, build beds with /apartments2. Run ""quickfort orders"" for /apartments2."
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"3) Once the beds are built, configure the rooms and build the remaining furniture with /apartments3. Once the coffins are all in place, run ""burial -pets"" to set them all to accept burials." "3) Once the beds are built, configure the rooms and build the remaining furniture with /apartments3. Run ""quickfort orders"" for /apartments3. Once the coffins are all in place, run ""burial -pets"" to set them all to accept burials."
"#dig label(suites1) start(18; 18; central ramp) message(This would be a good time to queue manager orders for /suites2. Once the area is dug out, run /suites2) noble suites" "#dig label(suites1) start(18; 18; central ramp) message(This would be a good time to queue manager orders for /suites2. Once the area is dug out, run /suites2) noble suites"
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