108 KiB
108 KiB
1 | #notes label(help) run me for the dreamfort walkthrough |
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2 | Welcome to the Dreamfort Walkthrough! |
3 | It can be difficult applying a set of blueprints that you did not write yourself. This walkthrough will guide you through the high-level steps of building Dreamfort. Each level also has its own mini-walkthrough with specific steps for that level. |
4 | |
5 | The final fort will have a walled-in area on the surface for livestock, trading, and military. One z-level down is the farming level, with related workshops and vents up to the surface for miasma control. The farming level also has a miniature dining hall and dormitory for use until you get the services and housing levels set up. |
6 | |
7 | Beyond those two, the other layers can be built in any order, at any z-level, according to your preference and the layout peculiarities of your embark site: |
8 | - The industry level has a compact, but complete set of workshops and stockpiles (minus what is already provided on the farming level). |
9 | - The services level has dining, hospital, and justice services, including a well system. This level is 4 z-levels deep. |
10 | - The guildhall level has many empty rooms for building libraries, temples, and guildhalls. |
11 | - The suites level has fancy rooms for your nobles. |
12 | - The apartments level(s) has small but well-furnished bedrooms for your other dwarves. |
13 | |
14 | Run each level's "help" blueprint (e.g. /surface_help) for more details. |
15 | |
16 | Dreamfort has a central staircase-based design. For all Dreamfort levels, place the cursor on the center staircase tile when you apply the blueprints. The first surface blueprint will designate a column of staircases that you can use as a guide. |
17 | |
18 | Dreamfort blueprints take care of everything to get the fort up and running. You don't need to clear any trees or create any extra buildings or stockpiles (though of course you are free to do so). Blueprints that do require manual steps (like 'assign minecart to hauling route') will leave a message telling you so when you run them. Blueprints will also leave messages with hints when you might want to run "quickfort orders" to start manufacturing needed items. |
19 | |
20 | Dreamfort works best at an embark site that is flat and has at least one soil layer. New players should also avoid aquifers if they are not prepared to deal with them. Bring picks for mining, an axe for woodcutting, and an anvil for a forge. |
21 | |
22 | Directly after embark, apply /surface1 on the surface (see /surface_help for how to select a good spot) and /industry1 on a level least two z-levels underground (the z-level immediately below the surface is reserved for the farming level). The walkthroughs for those levels will guide you. Once you channel out parts of the surface with /surface3, you can start the farming sequence on the z-level below the surface with /farming1. You can start the services, guildhall, suites, and apartments sequences as your fort needs those levels. |
23 | |
24 | This .csv file is generated from source .xlsx files. If you want to look at how these blueprints are put together, it will be easier to look at the online spreadsheets than this giant .csv. You can view them at: https://drive.google.com/drive/folders/1iS90EEVqUkxTeZiiukVj1pLloZqabKuP |
25 | You are welcome to copy those spreadsheets and make your own modifications! |
26 | #dreamfort.csv is generated with the following command: for fname in dreamfort*.xlsx; do xlsx2csv -a -p '' $fname; done | sed 's/,*$//' |
27 | #notes label(surface_help) |
28 | Sets up a large, protected entrance to your fort in a flat area on the surface. |
29 | |
30 | Features: |
31 | - A starting set of workshops and stockpiles (which you can later remove once you establish your permanent workshops and storage) |
32 | - Trade depot area |
33 | - Walls, roof, and lever-controlled gates for security |
34 | - Trap-filled hallways for invaders |
35 | - Livestock grazing area with nestbox zones and beehives |
36 | - A grid of 1x1 farm plots (meant to be managed with DFHack autofarm) |
37 | - An extra room near the entrance for a barracks (once you get your military going) |
38 | - Miasma vents for the farming level that is intended to be built in the layer directly beneath the surface |
39 | |
40 | Manual steps you have to take: |
41 | - Assign grazing livestock to the large pasture and dogs to the pasture over the stairwell (DFHack's autonestbox can manage the nestbox zones) |
42 | - Connect levers to the gates |
43 | |
44 | Be sure to choose an embark site that has an area flat enough to use these blueprints! |
45 | |
46 | Surface Walkthrough: |
47 | 1) Choose a tile for your central staircase. 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 /surface4". 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 /surface4" to clean up. |
48 | |
49 | 2) With the cursor on the chosen tile, run /surface1 to clear surrounding trees and set up your pastures. 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. |
50 | |
51 | 3) Once the trees have been cleared, run /surface2 to set up starting workshops/stockpiles and clear trees from a larger area. Run "quickfort orders" for /surface4, /surface5, and /surface6 to get a head start manufacturing items for those blueprints. If you want a consistent color for your walls and floors, remember to set the rock material in the buildingplan UI and in the manager orders for the blocks. |
52 | |
53 | 4) Once the trees have been cleared from the larger area, run /surface3 to channel out the miasma vents for the farming level. |
54 | |
55 | 5) When the channels have been dug, run /surface4 to build the protective walls and flooring. You can also start digging out the sub-surface farming level (/farming1) at this point. Although the vents will be covered with flooring, they will still work to prevent miasma. |
56 | |
57 | 6) Once all the constructions are built, run /surface5 build gates, furniture, the trade depot, and traps. |
58 | |
59 | 7) When at least the beehives are in place, run /surface6 to configure the hives and construct a roof. |
60 | #meta label(surface1) start(staircase center) message(Once the stairwell is mined out, you should start digging the industry level in a non-aquifer rock layer. Once the area is clear of trees, continue with /surface2.) clear trees and set up pastures |
61 | stair_guide/surface_stair_guide |
62 | clear_small/surface_clear_small |
63 | zones/surface_zones |
64 | |
65 | #meta label(surface2) start(staircase center) message(This would be a good time to queue manager orders for /surface4, /surface5, and /surface6. If you want a consistent color for your walls, remember to set the rock material in the buildingplan UI and in the manager orders for blocks. Once the whole area is clear of trees, continue with /surface3.) set up starting workshops/stockpiles and clear a larger area |
66 | build_start/surface_build_start |
67 | place_start/surface_place_start |
68 | query_start/surface_query_start |
69 | clear/surface_clear |
70 | pick/surface_pick |
71 | |
72 | #meta label(surface3) start(staircase center) message(Once the channels are dug out, continue with /surface4. You can also start digging out the sub-surface farming level once the channels are done.) channel to prevent miasma in the sub-surface farming level |
73 | dig/surface_channel |
74 | |
75 | #meta label(surface4) start(staircase center) message(Once floors and walls are built, continue with /surface5.) cover up the holes with flooring and build walls |
76 | build_floors/surface_floors |
77 | build_walls/surface_walls |
78 | |
79 | #meta label(surface5) start(staircase center) message(Once buildings have been constructed, continue with /surface6) build gates, furniture, the trade depot, and traps |
80 | build_bridges/surface_gates |
81 | build_buildings/surface_buildings |
82 | |
83 | #meta label(surface6) start(staircase center on ground level) message(The surface is secure! If you like, you can build a barracks in the empty entranceway room.) configure hives, build the roof |
84 | query_buildings/surface_query_buildings |
85 | build_scaffolding/surface_scaffolding |
86 | #< |
87 | build_roof/surface_roof |
88 | #dig label(surface_stair_guide) hidden() use the meta blueprints for normal application |
89 | j |
90 | #> |
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117 | i |
118 | #dig label(surface_clear_small) start(23; 25) hidden() use the meta blueprints for normal application |
119 | #zone label(surface_zones) start(23; 25) hidden() message(remember to assign your dogs to the staircase pasture and your grazing animals to the large pasture) use the meta blueprints for normal application |
120 | #build label(surface_build_start) start(23; 25) hidden() use the meta blueprints for normal application |
121 | #place label(surface_place_start) start(23; 25) hidden() use the meta blueprints for normal application |
122 | #query label(surface_query_start) start(23; 25) hidden() use the meta blueprints for normal application |
123 | #dig label(surface_clear) start(23; 25) hidden() use the meta blueprints for normal application |
124 | #dig label(surface_pick) start(23; 25) hidden() use the meta blueprints for normal application |
125 | #dig label(surface_channel) start(23; 25) hidden() use the meta blueprints for normal application |
126 | #build label(surface_floors) start(23; 25) hidden() use the meta blueprints for normal application |
127 | #build label(surface_walls) start(23; 25) hidden() use the meta blueprints for normal application |
128 | #build label(surface_gates) start(23; 25) hidden() use the meta blueprints for normal application |
129 | #build label(surface_buildings) start(23; 25) hidden() message(Remember to connect the levers to the gates once they are built.) use the meta blueprints for normal application |
130 | #query label(surface_query_buildings) start(23; 25) hidden() use the meta blueprints for normal application |
131 | #build label(surface_scaffolding) start(23; 25) hidden() use the meta blueprints for normal application |
132 | #build label(surface_roof) start(23; 25) hidden() use the meta blueprints for normal application |
133 | #notes label(farming_help) |
134 | Sets up farming, food storage, and related industries. Also provides post-embark necessities that can later be disassembed. |
135 | |
136 | Features: |
137 | - Pairs with the surface blueprints to provide miasma vents |
138 | - Farm plots (intended to be managed by DFHack autofarm) |
139 | - Plentiful food storage |
140 | - Refuse stockpile and quantum dump for useless body parts |
141 | - Small dormitory and dining room for post-embark needs |
142 | - Small office for your manager |
143 | |
144 | Workshops: |
145 | - Kitchen |
146 | - Brewery |
147 | - Butcher |
148 | - Fishery |
149 | - Tannery |
150 | - Farmer's Workshop |
151 | - Quern |
152 | - Screw Press |
153 | |
154 | Manual steps you have to take: |
155 | - Assign the office to your manager |
156 | - Assign a minecart to your quantum garbage stockpile hauling route |
157 | - 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 |
158 | |
159 | Farming Walkthough: |
160 | 1) Wait until you have completed /surface3 before digging out the farming level on the z-level below the surface, otherwise you will likely get caveins as your miners channel out the miasma vents over empty space. |
161 | |
162 | 2) Start digging with /farming1 and get started on manufacturing furniture by running "quickfort orders" on /farming2. |
163 | |
164 | 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 garbage 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. |
165 | |
166 | 4) When the furniture is in place, run /farming3 to designate your temporary dining room and dormitory. The blueprint also attempts to assign the office to your manager, but double-check this assignment in case your dwarves are in an unexpected order. |
167 | #dig label(farming1) start(23; 25; staircase center) message(This would be a good time to queue up manager orders for /farming2. Once the area is dug out, continue with /farming2.) |
168 | #meta label(farming2) start(staircase center) message(Once furniture has been placed, continue with /farming3.) build workshops and stockpiles, configure stockpiles |
169 | build_workshops/farming_workshops |
170 | build_furniture/farming_furniture |
171 | place/farming_place |
172 | query_stockpiles/farming_query_stockpiles |
173 | #build label(farming_workshops) start(23; 25) hidden() use the meta blueprints for normal application |
174 | #build label(farming_furniture) start(23; 25) hidden() use the meta blueprints for normal application |
175 | #place label(farming_place) start(23; 25) hidden() use the meta blueprints for normal application |
176 | #query label(farming_query_stockpiles) start(23; 25) hidden() message(remember to: - assign a minecart to the garbage quantum stockpile - 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) use the meta blueprints for normal application |
177 | #query label(farming3) start(23; 25 staircase center) message(Check to ensure the office got assigned to your manager.) configure rooms |
178 | #notes label(industry_help) |
179 | Sets up workshops for all non-farming industries |
180 | |
181 | Features: |
182 | - Quantum stockpiles |
183 | - Space-efficient layout for all workshops |
184 | with separate stockpiles for: |
185 | - A reserve of uncut gems for strange moods that the jeweler's workshop cannot take from |
186 | - Steel bars and coal so you can see at a glance if you're low on either |
187 | - Liquids that cannot be quantum stockpiled (e.g. lye) |
188 | - Meltable weapons and armor |
189 | |
190 | Workshops: |
191 | - 3x Mason |
192 | - 4x Craftsdwarf |
193 | - 1x Jeweler |
194 | - 1x Mechanic |
195 | - 4x Smelter |
196 | - 1x Forge |
197 | - 1x Glassmaker |
198 | - 1x Kiln |
199 | - 4x Wood furnace |
200 | - 1x Ashery |
201 | - 1x Soap maker |
202 | - 1x Carpenter |
203 | - 1x Siege workshop |
204 | - 1x Bowyer |
205 | - 1x Dyer |
206 | - 1x Loom |
207 | - 1x Clothier |
208 | |
209 | |
210 | Manual steps you have to take: |
211 | - Assign minecarts to your quantum stockpile hauling routes |
212 | - Give from the "Goods" quantum stockpile to the jugs, pots, and bags stockpiles on the farming level |
213 | - If desired, set the stockpiles in the bottom right to auto-melt. This results in melting all weapons and armor that are not masterwork steel. This is great for your military, but it takes a *lot* of fuel. If you enable this, be sure you're in a heavily forested area, enable auto-chop, and set up manager orders to keep your coal stocks high. |
214 | - Download automation.json from https://drive.google.com/file/d/17WcN5mK-rnADOm2B_JFpPnByYgkYjxhb/view and put it in your dfhack-config/orders/ directory. |
215 | |
216 | Industry Walkthrough: |
217 | 1) You can start digging out /industry1 immediately after embark. It is best to choose a stone layer at least two layers underground so the boulders can be used by your starting workshops to manufacture needed items. |
218 | |
219 | 2) Queue up manufacturing by running "quickfort orders" on /industry2. |
220 | |
221 | 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 to the jugs, pots, and bags stockpiles on the farming level. |
222 | |
223 | 4) If you want to automatically melt goblinite and other low-quality weapons and armor, mark the south-east stockpiles for auto-melt. |
224 | |
225 | 5) Run "orders import automation" to use the provided automation.json to take care of your fort's basic needs. |
226 | #dig label(industry1) start(18; 18; staircase center) message(This would be a good time to queue manager orders for /industry2. Once the area is dug out, continue with /industry2.) |
227 | #meta label(industry2) start(staircase center) build workshops and stockpiles, configure stockpiles |
228 | build/industry_build |
229 | place/industry_place |
230 | query/industry_query |
231 | #build label(industry_build) start(18; 18) hidden() use the meta blueprints for normal application |
232 | #place label(industry_place) start(18; 18) hidden() use the meta blueprints for normal application |
233 | #query label(industry_query) start(18; 18) hidden() message(remember to: - assign minecarts to to your quantum stockpile hauling routes - 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) use the meta blueprints for normal application - now that your industry is set up, run "orders import automation" to automate your fort's basic needs (download automation.json from https://drive.google.com/file/d/17WcN5mK-rnADOm2B_JFpPnByYgkYjxhb/view?usp=sharing and put it in your dfhack-config/orders/ directory) |
234 | #notes label(services_help) |
235 | Sets up public services (dining, hospital, etc.) |
236 | |
237 | Features: |
238 | - Spacious dining room (also usable as a tavern) |
239 | - Prepared food and drink stockpiles |
240 | - Well system (bring your own water) |
241 | - Public baths with soap stockpiles |
242 | - Three well-appointed jail cells |
243 | - Hospital with beds and storage |
244 | - Garbage dump |
245 | |
246 | Manual steps you have to take: |
247 | - If you want to declare the dining room as a tavern, the bedrooms at the top can be assigned to the tavern as rented rooms. |
248 | - Configure the soap stockpiles to take from the industry level "Metalworker" quantum stockpile (which holds all the bars) |
249 | - Activate the bath pond zones when you are ready to fill them with 3-depth water. This is the only really fiddly bit, since you have to carefully disable the pond zone again when the final bucket to bring the water to an even 3-depth is on the way. |
250 | - Fill the cisterns with water, either with a bucket brigade or by plumbing flowing water. Fill so that there are two z-levels of 7-depth water to prevent muddiness. If you want to fill with buckets, designate a pond zone on the level below the main floor. If you feel adventurous and are experienced with water pressure, you can instead route (depressurized!) water to the second-to-bottom level (the one above the up staircases). |
251 | |
252 | Services Walkthough: |
253 | 1) Start this level before your fort grows beyond around 50 dwarves so everyone has a place to eat. |
254 | |
255 | 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. |
256 | |
257 | 3) Once the area is dug out, set up the furniture, stockpiles, and hospital and garbage dump zones with /services2. Fill your soap stockpiles around the bath channels by configuring them to take from the bar quantum stockpile (the one on the right near the forge) on the industry level. |
258 | |
259 | 4) When all furniture is placed, run /services3 to configure your dining room and jail. |
260 | |
261 | 5) Fill the bath and wells with either a bucket brigade or by carefully routing flowing water to them. |
262 | #dig label(services1) start(23; 22; staircase center) message(This would be a good time to queue manager orders for /services2. Once the area is dug out, continue with /services2.) |
263 | #> |
264 | #> |
265 | #> |
266 | #meta label(services2) start(staircase center) message(Once furniture has been placed, continue with /services3.) furniture, stockpiles, hospital, garbage dump |
267 | build/services_build |
268 | place/services_place |
269 | zone/services_zone |
270 | query_stockpiles/services_query_stockpiles |
271 | #build label(services_build) start(23; 22) hidden() use the meta blueprints for normal application |
272 | #> |
273 | #place label(services_place) start(23; 22) hidden() use the meta blueprints for normal application |
274 | #zone label(services_zone) start(23; 22) hidden() message(activate the bath pond zones when you are ready to fill them with 3-depth water) use the meta blueprints for normal application |
275 | #query label(services_query_stockpiles) start(23; 22) hidden() message(remember to configure the soap stockpiles to take from the "Metalworker" quantum stockpile on the industry level (where all bars are stored)) use the meta blueprints for normal application |
276 | #query label(services3) start(23; 22; staircase center) message(the bedrooms are left unconfigured so you can add them as rented rooms for your tavern) set up dining room and jail |
277 | #notes label(guildhall_help) |
278 | Multiple 7x7 rooms for guildhalls, temples, libraries, etc. |
279 | |
280 | Features: |
281 | - Big empty rooms. Double-thick walls to ensure engravings add value to the "correct" side. Fill with furniture and assign as needed. |
282 | |
283 | Guildhall Walkthrough: |
284 | 1) Dig out the rooms with /guildhall1 and queue up manufacturing by running "quickfort orders" on /guildhall2. |
285 | |
286 | 2) Once the area is dug out, add in generic furniture with /guildhall2. |
287 | |
288 | 3) Furnish individual rooms as you need specific guildhalls, libraries, and temples. |
289 | #dig label(guildhall1) start(25; 25; staircase center) message(This would be a good time to queue manager orders for /guildhall2. Once the area is dug out, continue with /guildhall2.) |
290 | #build label(guildhall2) start(25; 25; staircase center) message(Smooth tiles and furnish/declare locations as required.) build basic furniture |
291 | #notes label(beds_help) |
292 | Suites for nobles and apartments for the teeming masses |
293 | |
294 | Features: |
295 | - Well-appointed suites to satisfy most nobles |
296 | - Apartments with beds and storage to keep dwarves happy |
297 | - Meta blueprint included for designating 6 levels of apartments for a full 200+ dwarves |
298 | |
299 | Suites Walkthrough: |
300 | 1) Dig out the suites layer with /suites1 and queue up manufacturing by running "quickfort orders" on /suites2. |
301 | |
302 | 2) Once the area is dug out, furnish the suites with /suites2. The rooms are left unconfigured so you can set them up as needed room types and assign them to specific nobles. Each room can serve as a bedroom, a dining hall, an office, or a tomb. |
303 | |
304 | Apartments Walkthrough: |
305 | 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 once for every apartments layer that you are digging. |
306 | |
307 | 2) Once a layer is dug out, furnish it with /apartments2. |
308 | |
309 | 3) Once the beds are in place (the other furniture can still be unbuilt), configure the rooms with /apartments3. Once the urns are all in place, run "burial -pets" to set them all to accept burials. |
310 | #dig label(suites1) start(18; 18; staircase center) message(This would be a good time to queue manager orders for /suites2. Once the area is dug out, continue with /suites2) noble suites |
311 | #build label(suites2) start(18; 18; staircase center) message(bedrooms are left unconfigured so you can assign them to specific nobles) |
312 | #meta label(apartments1_stack) start(staircase center) digs 6 layers of apartments - enough for 200 dwarves |
313 | /apartments1 |
314 | #> |
315 | /apartments1 |
316 | #> |
317 | /apartments1 |
318 | #> |
319 | /apartments1 |
320 | #> |
321 | /apartments1 |
322 | #> |
323 | /apartments1 |
324 | #dig label(apartments1) start(18; 18; staircase center) message(This would be a good time to enqueue manager orders for /apartments2. Once the area is dug out, continue with /apartments2.) apartment complex |
325 | #build label(apartments2) start(18; 18; staircase center) message(Once beds have been placed, continue with /apartments3.) |
326 | #query label(apartments3) start(18; 18; staircase center) message(Coffins should be configured with DFHack burial script) |