dfhack/data/blueprints/library/dreamfort.csv

143 KiB

1#notes label(help) run me for the dreamfort walkthrough
2Welcome to Dreamfort! These blueprints will help you build a functional, secure, self-sustaining fortress that you can use as-is or extend to build the fortress of your dreams!
3
4It can be difficult to apply a set of blueprints that you did not write yourself. This walkthrough will guide you through the high-level steps of building Dreamfort. Run "quickfort run library/dreamfort.csv -n /checklist" (or, if you're looking at the online version, switch to the "checklist" sheet) for a compact list of all commands you'll be running. Each level also has its own mini-walkthrough with more details.
5
6The final fort will have a walled-in area on the surface for livestock, trading, surface farming, 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.
7
8Beyond 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:
9- The industry level has a compact, but complete set of workshops and stockpiles (minus what is already provided on the farming level).
10- The services level has dining, hospital, marksman barracks, and justice services, plus a well system. It is 4 z-levels deep.
11- The guildhall level has many empty rooms for building libraries, temples, and guildhalls.
12- The suites level has fancy rooms for your nobles.
13- The apartments levels have small but well-furnished bedrooms for your other dwarves.
14
15Run each level's "help" blueprint (e.g. "quickfort run library/dreamfort.csv -n /surface_help") for more details.
16
17Dreamfort has a central stairs-based design. For all Dreamfort levels, place the cursor on the center (undug) tile of the 3x3 stairs area when you apply the blueprints for that level. The first surface blueprint will designate a column of stairs that you can use as a guide. If you need to extend the stairs down further to lower levels, run "quickfort run library/dreamfort.csv -n /central_stairs" with the cursor on the z-level below the lowest current stairs.
18
19Dreamfort blueprints take care of everything to get the fort up and running. You don't need to clear any extra 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, like blocks or tables. Make sure your manager is available to validate all the incoming work orders!
20
21There are some tasks common to all forts that Dreamfort doesn't specifically handle for you. For example, Dreamfort sets up a barracks, but managing squads is up to you. Here are some other common tasks that may need to be done manually (or with some other tool):
22- Exploratory mining for specific resources like iron
23- Filling the well system with water
24- Bringing magma up to the industry level to power magma forges/furnaces
25- Manufacturing trade goods
26- Assigning skilled labors to migrants
27- Custom stockpile setups to assist with, for example, encrusting only high-quality items
28
29Dreamfort works best at an embark site that is flat and has at least one soil layer. New players should avoid embarks with aquifers if they are not prepared to deal with them. Bring picks for mining, an axe for woodcutting, and an anvil for a forge. Bring a few blocks to speed up initial workshop construction as well. That's all you really need, but see the example embark profile in the online spreadsheets for a more complete setup.
30
31Other DFHack scripts and plugins also work very well with Dreamfort, such as autofarm, automelt, autonestbox, burial, prioritize, seedwatch, tailor, and, of course, buildingplan. An onMapLoad.init file that configures all these plugins Is distributed with DFHack as hack/examples/init/onMapLoad_dreamfort.init.
32Put that file in your Dwarf Fortress directory -- the same directory that has dfhack.init.
33
34Also copy the files in hack/examples/orders/ to dfhack-config/orders/ and the files in hack/examples/professions/ to professions/. We'll be using these files later. See https://docs.dfhack.org/en/stable/docs/guides/examples-guide.html for more information, including suggestions on how many dwarves of each profession you are likely to need.
35
36Once you have your starting surface workshops up and running, you might want to configure buildingplan (in its global settings, accessible from any building placement screen, e.g.: b-a-G) to only use blocks for constructions so it won't use your precious wood, boulders, and bars to build floors and walls. If you bring at least 7 blocks with you on embark, you can even set this in your onMapLoad.init file like this:
37on-new-fortress buildingplan set boulders false; buildingplan set logs false
38
39Directly after embark, run "quickfort run library/dreamfort.csv -n /setup" with your cursor on your wagon to set settings, and get started building your fort with "quickfort run library/dreamfort.csv -n /surface1" on the surface (see /surface_help for how to select a good spot). Read the walkthroughs for each level to understand what each level does and follow the checklist to keep track of where you are in the building process. Good luck, and have fun building an awesome Dreamfort-based fort!
40
41The dreamfort.csv file distributed with DFHack is generated from online spreadsheet files. If you want to look at how these blueprints are put together, it is easier to look at the online spreadsheets than the giant .csv. You can view them at: https://drive.google.com/drive/folders/1iS90EEVqUkxTeZiiukVj1pLloZqabKuP
42You are welcome to copy the Dreamfort spreadsheets and make your own modifications!
43# dreamfort.csv is generated with the following command: for fname in dreamfort*.xlsx; do xlsx2csv -a -p '' "$fname"; done | sed 's/,*$//'
44#notes label(checklist) command checklist
45Here is the recommended order for Dreamfort commands. You can copy/paste the command lines directly into the DFHack terminal. You can run the quickfort commands from gui/quickfort if you prefer. See the level walkthroughs for context and details. Also remember to read the messages the blueprints print out after you run them so you don't miss any important manual steps.
46
47-- Preparation (before you embark!) --
48Copy hack/examples/init/onMapLoad_dreamfort.init to your DF directory
49Copy the fort automation orders from hack/examples/orders/*.json to the dfhack-config/orders/ directory
50Optionally copy the premade profession definitions from hack/examples/professions/ to the professions/ directory
51
52-- Set settings and preload initial orders --
53
54-- Find a good starting spot on the surface --
55
56-- Dig --
57
58-- Core fort (should finish at about the third migration wave) --
59
60-- Plumbing --
61This is a good time to fill your well cisterns, either with a bucket brigade or by routing water from an aquifer or freshwater stream.
62Also consider bringing magma up to your services level so you can replace the forge and furnaces on your industry level with more powerful magma versions. This is especially important if your embark has insufficient trees to convert into charcoal. Keep in mind that moving magma is a tricky process and can take a long time. Don't forget to continue making progress through the checklist! If you choose to use magma, I suggest getting it in place before importing the military and smelting automation orders since they make heavy use of furnaces and forges.
63
64-- Mature fort (third migration wave onward) --
65
66-- Repeat for each remaining apartments level as needed --
67See this checklist online at https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=1459509569
68#notes label(setup_help)
69Makes common initial adjustments to in-game settings.
70
71The /setup blueprint is intended to be run at the start of the game, before anything else is changed. Players are welcome to make any further customizations after this blueprint is run. Please be sure to run the /setup blueprint before making any other changes, though, so your settings are not overridden!
72
73The following settings are changed:
74- The manager, chief medical dwarf, broker, and bookkeeper noble roles are assigned to the first suggested dwarf. This is likely to be the expedition leader, but the game could suggest others if they have relevant skills. Bookkeeping is also set to the highest precision.
75
76- Standing orders are set to:
77- only farmers harvest
78- gather refuse from outside (incl. vermin)
79- no autoloom (we'll be managing cloth production with automated orders)
80
81- A burrow named "Inside" is created (it's up to the player to define the area). It is intended for use in getting your civilians to safety during sieges. An alert named "Siege" is also created and associated with the "Inside" burrow.
82
83- Military uniforms get the following modifications:
84- all default uniforms set to replace clothing
85 - in the "Metal armor" uniform, the "metal armor" item is removed and replaced by "metal breastplate" and "metal mail shirt"
86 - in the "Metal armor" uniform, the "metal legwear" item is removed and replaced by "metal greaves"
87
88All default uniforms should also have a leather cloak added, but the position of the cloak in the equipment list changes for every embark. We suggest manually adding a leather cloak to your uniforms after running the /setup blueprint.
89
90- Hotkeys are created for the 8 most interesting levels. Only the names are set -- it's up to the player to adjust them to actual locations in the (H) menu since the blueprint can't know where the levels will eventually be built. Feel free to replace any hotkeys with locations that *you* think are interesting : )
91
92These are all set for your convenience. Nothing in Dreamfort depends on these settings staying as they are. Feel free to change any setting to your personal preference.
93
94#aliases
95startnobles: ^n{Down 4}{togglesequence 8}{Up}s{Up}&^^q
96startorders: ^ohrov^Wl^^q
97startburrows: ^wa&nInside&^^q
98metalarmorsetup: A{Right 2}{Down 2}&{Down}&{Left}&M{Right}{Down}&{Left}{Down}{Right}{Down}&{Left}{Down 2}L{Right}{Down 2}&{Left}{Down 3}&M{Right}{Down}&{Left 2}
99startmilitary: ^mnr{Down}r{metalarmorsetup}{Down}racNSiege&{Right}&^q
100sethotkey: {fkey}n{name}&
101starthotkeys: ^H{sethotkey fkey={F2} name=Farming}{sethotkey fkey={F3} name=Industry}{sethotkey fkey={F4} name=Services}{sethotkey fkey={F5} name=Guildhall}{sethotkey fkey={F6} name=Quarry}{sethotkey fkey={F7} name=Cavern}{sethotkey fkey={F8} name=Magma}^q
102
103#query label(setup) start(center tile of the wagon) message(Please set the zoom targets of the hotkeys (the 'H' menu) according to where you actually end up digging the levels. As you build your fort, expand the Inside burrow to include new civilian-safe areas. Optionally, add a leather cloak to your military uniforms to enhance the protection of the uniforms. Nothing in Dreamfort depends on these settings staying as they are. Feel free to change any setting to your personal preference.) assign nobles, set standing orders, create burrows, make adjustments to military uniforms, and set hotkey names
104{startnobles}{startorders}{startburrows}{startmilitary}{starthotkeys}{F1}
105#meta label(dig_all) start(central stairs on industry level) dig industry, services, guildhall, suites, and apartments levels. does not include farming.
106# 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).
107
108/industry1
109#>
110/services1
111#>
112#>
113#>
114#>
115/guildhall1
116#>
117/suites1
118#>
119/apartments1_stack
120#ignore
121Here are the minimal skills needed for essential tasks in getting Dreamfort up and running, along with suggestions for which dwarves to assign them to. You can enable additional skills as you wish. Skills with an asterisk (*) are especially worth putting points into on the embark preparation screen.
122
123
124The most time-consuming tasks in early Dreamfort are: mining, chopping down trees, and making blocks. Starting with at least two miners, two woodcutters (assuming your embark has trees), and two masons helps in keeping the fort from stalling.
125
126We suggest bringing at least:
127
128Also bring logs for beds if embarking in an area without many trees.
129
130See ldog's Dreamfort embark profile for a more advanced (and more thoroughly explained!) approach:
131https://drive.google.com/file/d/1Et42JTzeYK23iI5wrPMsFJ7lUXwVBQob/view?usp=sharing
132#ignore Add these lines to the bottom of your "data/init/embark_profiles.txt" file to make the "Dreamfort" profile available in-game. Also see ldog's dreamfort embark profile for a more advanced, dwarfy approach.
133[PROFILE]
134[TITLE:Dreamfort]
135[SKILL:1:MECHANICS:5]
136[SKILL:1:JUDGING_INTENT:1]
137[SKILL:1:APPRAISAL:1]
138[SKILL:1:ORGANIZATION:1]
139[SKILL:1:RECORD_KEEPING:1]
140[SKILL:2:MINING:5]
141[SKILL:2:SWIMMING:1]
142[SKILL:3:MINING:5]
143[SKILL:3:SWIMMING:1]
144[SKILL:4:MASONRY:5]
145[SKILL:4:DESIGNBUILDING:1]
146[SKILL:5:MASONRY:5]
147[SKILL:5:DESIGNBUILDING:1]
148[SKILL:6:WOODCUTTING:5]
149[SKILL:6:CARPENTRY:5]
150[SKILL:7:STONECRAFT:5]
151[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]
152[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]
153[ITEM:1:ANVIL:NONE:INORGANIC:IRON]
154[ITEM:7:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]
155[ITEM:26:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]
156[ITEM:26:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]
157[ITEM:26:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]
158[ITEM:10:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]
159[ITEM:10:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]
160[ITEM:10:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]
161[ITEM:10:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]
162[ITEM:10:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]
163[ITEM:10:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED]
164[ITEM:25:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]
165[ITEM:4:CHAIN:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]
166[ITEM:5:CLOTH:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]
167[ITEM:5:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]
168[ITEM:50:WOOD:NONE:PLANT_MAT:WILLOW:WOOD]
169[ITEM:40:BOULDER:NONE:INORGANIC:QUARTZITE]
170[ITEM:10:BLOCKS:NONE:INORGANIC:QUARTZITE]
171[PET:2:DOG:FEMALE:STANDARD]
172[PET:1:DOG:MALE:STANDARD]
173[PET:2:CAT:FEMALE:STANDARD]
174[PET:1:CAT:MALE:STANDARD]
175[PET:2:BIRD_GOOSE:FEMALE:STANDARD]
176[PET:2:BIRD_GOOSE:MALE:STANDARD]
177#meta label(all_orders) hidden() references all blueprints that generate orders; for testing only
178/surface2
179/surface3
180/surface4
181/surface5
182/surface6
183/surface7
184/surface8
185/farming2
186/farming3
187/farming4
188/industry2
189/services2
190/services3
191/services4
192/guildhall2
193/suites2
194/apartments2
195/apartments2
196/apartments2
197/apartments2
198/apartments2
199/apartments2
200/apartments3
201/apartments3
202/apartments3
203/apartments3
204/apartments3
205/apartments3
206#notes label(surface_help)
207Sets up a protected entrance to your fort in a flat area on the surface.
208Screenshot: https://drive.google.com/file/d/1YL_vQJLB2YnUEFrAg9y3HEdFq3Wpw9WP
209
210Features:
211- A starting set of workshops and stockpiles (which you can later remove once you establish your permanent workshops and storage)
212- Livestock grazing area with nestbox zones and beehives
213- Walls, roof, and lever-controlled gates for security
214- Barracks
215- Trap-filled hallways for invaders
216- Optional extended trap hallways (to handle larger sieges)
217- Protected trade depot
218- A grid of 1x1 farm plots (intended to be managed by DFHack autofarm)
219
220Manual steps you have to take:
221- Assign grazing livestock to the large pasture and dogs to the pasture over the central stairs (DFHack's autonestbox can manage the nestbox zones)
222- Connect levers to the gates that match the names of the levers
223- Assign a minecart to the trade goods quantum stockpile hauling route
224
225Be sure to choose an embark site that has a flat area large enough to use these blueprints!
226
227Surface Walkthrough:
2281) Choose a tile for your central fortress stairs. 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.
229
2302) 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 /surface2 and /surface3 to get a head start in manufacturing.
231
2323) Once the marked trees have been cleared, run /surface2 to setup starting workshops/stockpiles, channel out the miasma vents for the farming level, and start clearing trees from a larger area. 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".
233
2344) Once the channels are dug out and the trees are cleared, start digging the farming level one z-level down. Once you have run /farming2, come back to the surface and run /surface3 to cover the vents and build an enclosure around your central stairs. Although the vents will be covered with flooring, they will still work to prevent miasma on the farming level.
235
2365) Once all walls and floors have been constructed around the stairwell, run /surface4 to build floors and walls to support upcoming buildings and furniture. Run "quickfort orders" for /surface4.
237
2386) 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.
239
2407) 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.
241
2428) 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.
243
2449) For extra security, you can run /surface8 any time after /surface7 to extend the trap corridors. Run "quickfort orders" for /surface8.
245
24610) 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.
247#meta label(perimeter) start(central stairs) message(Run quickfort undo on this blueprint to clean up.) show the eventual perimeter of the surface fort; useful for location scouting
248walls/surface_walls
249corridor/surface_corridor
250
251#meta label(surface1) start(central stairs) message(Once the central stairs 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. 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
252central_stairs/central_stairs
253clear_small/surface_clear_small
254zones/surface_zones
255name_zones/surface_name_zones
256
257#meta label(surface2) start(central stairs) 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
258build_start/surface_build_start
259place_start/surface_place_start
260query_start/surface_query_start
261channel/surface_channel
262clear/surface_clear
263
264#meta label(surface3) start(central stairs) message(Once the walls and floors have been constructed, continue with /surface4.) Cover vents and protect the central stairs.
265cover_vents/surface_cover_vents
266cover_stairs/surface_cover_stairs
267
268#meta label(surface4) start(central stairs) message(Remember to enqueue manager orders for this blueprint. 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
269stairs_doors/surface_stairs_doors
270pre_building/surface_pre_building
271
272#meta label(surface5) start(central stairs) message(Remember to enqueue manager orders for this blueprint. Disassemble the temporary trade depot in the pasture once the new one is constructed (and no merchants are using the old one). Once the marked trees are cleared and at least the beehives and weapon rack have been constructed, continue with /surface6.) build gates, furniture, and trade stockpile/depot
273place/surface_place
274build/surface_build
275query/surface_query
276clear_large/surface_clear_large
277
278#meta label(surface6) start(central stairs) message(Remember to enqueue manager orders for this blueprint. Continue with /surface7 sometime after the walls are completed and any marked trees are chopped down, whenever you have enough dwarves to build the roof without starving other important construction tasks.) configure hives and barracks, build traps and remaining walls/floors
279query2/surface_query2
280walls/surface_walls
281floors/surface_floors
282traps/surface_traps
283clear_large/surface_clear_large
284
285#meta label(surface7) start(central stairs (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
286#<
287roof/surface_roof
288roof2/surface_roof2
289roof3/surface_roof3
290roof4/surface_roof4
291
292#meta label(surface8) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) build extended trap corridors
293corridor/surface_corridor
294corridor_traps/surface_corridor_traps
295query_corridor/surface_query_corridor
296#dig label(central_stairs) start(2;2) hidden() spiral stairs that go down 20 levels
297#>
298#>
299#>
300#>
301#>
302#>
303#>
304#>
305#>
306#>
307#>
308#>
309#>
310#>
311#>
312#>
313#>
314#>
315#>
316#dig label(surface_clear_small) start(19; 19) hidden() clear trees for starting workshops and stockpiles
317#zone label(surface_zones) start(19; 19) hidden() message(Remember to assign your dogs to the pasture surrounding the central stairs and your grazing animals to the large pasture. Feel free to assign an unimportant animal to the pasture in the main entranceway to use as bait during sieges.) pastures and training areas
318#query label(surface_name_zones) start(19; 19) hidden()
319#build label(surface_build_start) start(19; 19) hidden() message(There is room to the left of the carpenter's workshop to build one more workshop of any type if you need it.) starting workshops
320#place label(surface_place_start) start(19; 19) hidden() message(if you haven't already, now is a good time to deconstruct the wagon) starting stockpiles
321#query label(surface_query_start) start(19; 19) hidden() config stockpiles
322#dig label(surface_channel) start(19; 19) hidden() channel miasma vents
323#dig label(surface_clear) start(19; 19) hidden() clear trees so the farming level can be dug without fear of generating surface holes
324#build label(surface_cover_vents) start(19; 19) hidden() cover the miasma vents
325#build label(surface_cover_stairs) start(19; 19) hidden() protect the central stairs
326#<
327#build label(surface_stairs_doors) start(19; 19) hidden()
328#build label(surface_pre_building) start(19; 19) hidden() flooring and anchoring walls for future buildings/doors
329#<
330#>
331#place label(surface_place) start(19; 19) hidden() remaining surface stockpiles
332#build label(surface_build) start(19; 19) hidden() message(Use autofarm to manage farm crop selection. Remember to connect the levers to the gates once they are built.) gates, barracks, farm area, and trade area
333#query label(surface_query) start(19; 19) hidden() message(Remember to assign a minecart to the trade goods quantum stockpile. Feel free to adjust the configuration of the "trade goods" feeder stockpile so it accepts the item types you want to trade away. If those items types are also accepted by other stockpiles, configure those stockpiles to give to the "trade goods" stockpile. You might also want to set the "trade goods quantum" stockpile to Auto Trade if you have the autotrade DFHack plugin enabled.)
334#dig label(surface_clear_large) start(19; 19) hidden() clear wider area of trees
335#query label(surface_query2) start(19; 19) hidden()
336#build label(surface_walls) start(19; 19) hidden() build remaining walls
337#build label(surface_floors) start(19; 19) hidden() build remaining flooring
338#build label(surface_traps) start(19; 19) hidden()
339#build label(surface_roof) start(19; 19) hidden() roof hatch and adjacent tiles
340#build label(surface_roof2) start(19; 19) hidden() lower half of the roof
341#build label(surface_roof3) start(19; 19) hidden() upper half center of the roof
342#build label(surface_roof4) start(19; 19) hidden() upper half remainder of the roof
343#build label(surface_corridor) start(19; 19) hidden() trap hallway walls
344#<
345#build label(surface_corridor_traps) start(19; 19) hidden() barracks, longer trap hallways, and outer levers/gates
346#query label(surface_query_corridor) start(19; 19) hidden() (Remember to connect the levers to the new external trap gates.) configure barracks and name outer levers/gates
347#notes label(farming_help)
348Sets up farming, food storage, and related industries. Also provides post-embark necessities that can later be disassembled.
349Screenshot: https://drive.google.com/file/d/1fBC3G5Y888l4tVe5REAyAd_zeojADVme
350
351Features:
352- Pairs with the surface blueprints for vents that prevent miasma
353- Farm plots (intended to be managed by DFHack autofarm)
354- Plentiful food storage
355- Refuse/corpse quantum stockpile
356- Small dormitory and dining room for post-embark needs
357- Small offices for your manager and bookkeeper
358
359Workshops:
360- Kitchen
361- Brewery
362- Butcher
363- Fishery
364- Tannery
365- Farmer's Workshop
366- Quern
367- Screw Press
368
369Manual steps you have to take:
370- Check to make sure the lower office is assigned to your manager and assign the upper office to your bookkeeper (if different from your manager)
371- Assign a minecart to your refuse quantum stockpile hauling route
372- If the industry level is already built, configure the jugs, pots, and bags stockpiles to take from the "Goods" quantum stockpile (the one on the left) on the industry level
373
374Farming Walkthrough:
3751) Wait until you have channeled the miasma vents and cleared trees on the surface before digging out the farming level on the z-level below the surface, otherwise you will end up with extra ramps on the farming level and unprotected holes through the surface when you later chop down trees growing above empty space.
376
3772) Start digging with /farming1 and get started on manufacturing furniture by running "quickfort orders" on /farming2 and /farming3.
378
3793) Once the level is dug out, run /farming2 to build workshops, stockpiles, and the furniture we need to anchor the rooms. 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 stockpile once we get the industry level built.
380
3814) When the furniture is in place, run /farming3 to designate your starter dining room and dormitory and build the farm plots and remaining furniture. 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.
382
3835) Once your fort has enough free time to build the remaining doors, run /farming4. This will also enable seasonal fertilization for your farm plots. Run "quickfort orders" for /farming4.
384
3856) You can disassemble the dining room and dormitory once the services and apartments levels are up and running, if you like.
386#dig label(farming1) start(16; 18; central stairs) message(This would be a good time to queue up manager orders for /farming2. Once the area is dug out, continue with /farming2.)
387# this level is dug at priority 2 since it is dug in soil. it's worth the miner's time to stop digging the industry level and
388# quickly dig out this one.
389#meta label(farming2) start(central stairs) message(Once furniture has been placed, continue with /farming3.) workshops, stockpiles, and important furniture
390build/farming_build
391place/farming_place
392query_stockpiles/farming_query_stockpiles
393link_stockpiles/farming_link
394
395#meta label(farming3) start(central stairs) configure rooms and build farm plots and more furniture
396query_rooms/farming_rooms
397build2/farming_build2
398
399#meta label(farming4) start(central stairs) configure farm plots and build remaining furniture
400query_plots/farming_query_plots
401build3/farming_build3
402#build label(farming_build) start(16; 18) hidden() workshops and important furniture
403#place label(farming_place) start(16; 18) hidden() stockpiles
404#query label(farming_query_stockpiles) start(16; 18) hidden() message(remember to: - assign a minecart to the refuse 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) config stockpiles
405#query label(farming_link) start(16; 18) hidden() set farming stockpiles to take from starting surface stockpiles
406#query label(farming_rooms) start(16; 18) hidden() message(Check to ensure the lower office got assigned to your manager and assign the upper office to your bookkeeper (if different from your manager).) configure rooms
407#build label(farming_build2) start(16; 18) hidden() farm plots, remaining furniture, and important doors
408#query label(farming_query_plots) start(16; 18) hidden() configure farm plots for seasonal fertilization
409#build label(farming_build3) start(16; 18) hidden() remaining doors
410#notes label(industry_help)
411Sets up workshops for all non-farming industries
412Screenshot: https://drive.google.com/file/d/1emMaHHCaUPcdRbkLQqvr-0ZCs2tdM5X7
413
414Features:
415- Space-efficient layout for all workshops
416- Manager orders that automate basic fortress maintenance
417- Space available underneath the forge and smelters for magma, allowing the starting forge and smelters to be eventually replaced by magma versions.
418- Quantum stockpiles for compact storage
419with separate stockpiles for:
420- A reserve of uncut gems for strange moods that the jeweler's workshop cannot take from
421- Wood, steel bars, and coal so you can see at a glance if you're low on stock
422- Items that cannot be quantum stockpiled (e.g. lye and sand bags)
423- Meltable weapons and armor
424
425Workshops:
426- 2x Mason
427- 4x Craftsdwarf
428- 1x Jeweler
429- 1x Mechanic
430- 4x Smelter
431- 1x Forge
432- 1x Glassmaker
433- 1x Kiln
434- 4x Wood furnace
435- 1x Ashery
436- 1x Soap maker
437- 1x Carpenter
438- 1x Siege workshop
439- 1x Bowyer
440- 1x Dyer
441- 1x Loom
442- 1x Clothier
443
444
445Manual steps you have to take:
446- Assign minecarts to your quantum stockpile hauling routes
447- Give from the "Goods" quantum stockpile to the jugs, pots, and bags stockpiles on the farming level
448- Copy the fort automation manager orders (the .json files) from hack/examples/orders/ and put them in your dfhack-config/orders/ directory.
449
450Optional manual steps you can take:
451- Restrict the Mechanic's workshop to only allow skilled workers so unskilled trap-resetters won't be tasked to build mechanisms.
452- Restrict the Craftsdwarf's workshops to only allow labors that take from the adjacent stockpiles. That is, only allow Woodcrafting for the Craftsdwarf's workshop on the left near the wood stockpile, Stonecrafting for the Craftsdwarf's workshop near the Mason's workshops, and Bonecrafting for one of the Craftsdwarf's workshop near the Clothier's workshop. The last Craftdwarf's workshop can hold all the remaining labors, or it can be a secondary workshop for a labor that you want more dwarves working on.
453- To encourage your masons to concentrate on building blocks and other high-volume orders, it helps to set one of your Mason's workshops to service a maximum of 2 manager orders at a time.
454- Once you have enough haulers, you can increase the rate of stone and ore hauling jobs by building more wheelbarrows and adding them to the stone and ore feeder stockpiles.
455- If desired, set one or both stockpiles in the bottom left to auto-melt. This results in melting all weapons and armor that are inferior to masterwork. This is great for upgrading your military, but it takes a *lot* of fuel unless you have first replaced the forge and smelters with magma versions. If you enable automelt and you don't have magma forges and magma smelters, be sure to be in a heavily forested area, enable auto-chop, and keep your coal stocks high.
456
457Industry Walkthrough:
4581) Start digging out /industry1 as soon as you find a stone layer at least two layers beneath the surface so the boulders can be used by your starting workshops. The services level is intended to be dug beneath this one, and there is space on that level to route magma underneath your furnaces so you can replace the furnaces on this level with magma-powered equivalents.
459
4602) Queue up manufacturing by running "quickfort orders" on /industry2. You brought an anvil with you (right??), so you can remove the unneeded anvil work order from the manager orders screen (j-m). Note that stockpiles that accept containers may claim the barrels you need to build the Dyer's Workshop and Ashery. If you see those two buildings not being constructed, build a few extra barrels or run combine-plants and combine-drinks to free up some existing ones.
461
4623) Once the area is dug out, run /industry2. Remember to assign minecarts to to your quantum stockpile hauling routes, and if the farming level is already built, give from the "Goods" quantum stockpile (the one on the left) to the jugs, pots, and bags stockpiles on the farming level.
463
4644) Once you have enough dwarves to do maintenance tasks (that is, after the first or second migration wave), run "orders import basic" to use the provided basic.json to take care of your fort's basic needs, such as food, booze, and raw material processing.
465
4665) If you want to automatically melt goblinite and other low-quality weapons and armor, mark the south-east stockpiles for auto-melt. If you don't have a high density of trees to make into charcoal, though, be sure to route magma to the level beneath this one and replace the forge and furnaces with magma equivalents.
467
4686) Once you have magma furnaces (or abundant fuel) and more dwarves, run "orders import furnace", "orders import military", and "orders import smelting" to import the remaining fort automation orders. The military orders are optional if you are not planning to have a military, of course.
469
4707) At any time, feel free to build extra workshops or designate custom stockpiles in the unused space in the top and bottom right. The space is there for you to use!
471#dig label(industry1) start(18; 18; central stairs) message(This would be a good time to queue manager orders for /industry2. Once the area is dug out, continue with /industry2.)
472#meta label(industry2) start(central stairs) build workshops and stockpiles, configure stockpiles
473build/industry_build
474place/industry_place
475query/industry_query
476#build label(industry_build) start(18; 18) hidden()
477#place label(industry_place) start(18; 18) hidden()
478#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 - once you have enough dwarves, run "orders import basic" to automate your fort's basic needs (see /industry_help for more info on this file) - optionally, restrict the labors for your Craftsdwarf's and Mechanic's workshops as per the guidance in /industry_help)
479#notes label(services_help)
480Sets up public services (dining, hospital, etc.)
481Screenshot: https://drive.google.com/file/d/13vDIkTVOZGkM84tYf4O5nmRs4VZdE1gh
482
483Features:
484- Spacious dining room (also usable as a tavern)
485- Prepared food and drink stockpiles
486- Well cistern system (bring your own water)
487- Hospital with a well for washing
488- Garbage dump
489- Empty space for magma to power forges and smelters in the industry level above
490
491Note the hospital also has animal training enabled so it can be used with the dwarfvet plugin if it's enabled.
492
493Manual steps you have to take:
494- 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.
495- 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).
496- If you are filling the wells with a bucket brigade and at least one well is already constructed, you'll run into issues with the dwarves stealing water from the wells to fill the wells. Temporarily deconstruct the wells or temporarily build grates beneath the wells to block the buckets to avoid this issue. Remember to rebuild the wells or remove the grates afterwards, though!
497
498Services Walkthrough:
4991) Start this level when your fort grows to about 50 dwarves so everyone has a place to eat.
500
5012) Start digging with /services1. Note that this digs out the main level and three levels below for the wells. Start manufacturing with "quickfort orders" on /services2.
502
5033) Once the area is dug out, set up important furniture, stockpiles, hospital zone and garbage dump zone with /services2.
504
5054) When the table and chair have been placed in the dining room and the weapon rack and archery targets have been constructed in the barracks, run /services3 to build the rest of the furniture and configure your dining room and barracks. Run "quickfort orders" for /services3.
506
5075) Fill the wells with either bucket brigades or by carefully routing flowing water.
508
5096) When your fort is mature enough to need jail cells, run /services4 to set those up -- anytime after the restraints are built in the jail cell block. You also get some decorative statues to increase the value of your dining hall. Run "quickfort orders" for /services4.
510#dig label(services1) start(23; 22; central stairs) message(This would be a good time to queue manager orders for /services2 and /services3. Once the area is dug out, continue with /services2.)
511#>
512#>
513#>
514#meta label(services2) start(central stairs) message(Once furniture has been placed, continue with /services3.) dining hall anchors, stockpiles, hospital, garbage dump
515build/services_build
516place/services_place
517zones/services_zones
518name_zones/services_name_zones
519query_stockpiles/services_query_stockpiles
520
521#meta label(services3) start(central stairs) configure dining room, build dining hall and hospital furniture
522query_dining/services_query_dining
523build2/services_build2
524
525#meta label(services4) start(central stairs) complete jail and build decorative furniture
526build3/services_build3
527place_jail/services_place_jail
528query_jail/services_query_jail
529#build label(services_build) start(23; 22) hidden() build basic hospital and dining room anchor
530#place label(services_place) start(23; 22) hidden()
531#zone label(services_zones) start(23; 22) hidden() message(If you'd like to fill your wells via bucket brigade, activate the inactive pond zones one level down from where the wells will be built.) hospital, garbage dump, and pond zones
532#>
533#query label(services_name_zones) start(23; 22) hidden()
534#>
535#query label(services_query_stockpiles) start(23; 22) hidden() message(Configure the training ammo stockpile to take from the metalworker quantum on the industry level.) configure stockpiles
536#query label(services_query_dining) start(23; 22) message(the bedrooms above the tavern are left unconfigured so you can add them as rented rooms) set up dining room and barracks
537#build label(services_build2) start(23; 22) hidden() build rest of hospital and dining room, doors, prep for jail
538#>
539#build label(services_build3) start(23; 22) hidden() jail, statues
540#place label(services_place_jail) start(23; 22) hidden()
541#query label(services_query_jail) start(23; 22) hidden() set up barracks and jail
542#notes label(guildhall_help)
543Eight 7x7 rooms for guildhalls, temples, libraries, etc.
544Screenshot: https://drive.google.com/file/d/17jHiCKeZm6FSS-CI4V0r0GJZh09nzcO_
545
546Features:
547- Big empty rooms. Double-thick walls to ensure engravings add value to the "correct" side. Fill with furniture and assign as needed.
548
549Guildhall Walkthrough:
5501) Dig out the rooms with /guildhall1.
551
5522) Once the area is dug out, add in generic furniture with /guildhall2. Run "quickfort orders" for /guildhall2.
553
5543) Furnish individual rooms manually as you need guildhalls, libraries, and temples.
555#dig label(guildhall1) start(15; 15; central stairs) message(This would be a good time to queue manager orders for /guildhall2. Once the area is dug out, continue with /guildhall2.)
556#build label(guildhall2) start(15; 15; central stairs) message(Smooth tiles and furnish/declare locations as required.) build basic furniture
557#notes label(beds_help)
558Suites for nobles and apartments for the teeming masses
559Suites screenshot: https://drive.google.com/file/d/1IBqCf6fF3lw7sHiBE_15Euubysl5AAiS
560Apt. screenshot: https://drive.google.com/file/d/1mDQQXG8BnXqasRGFC9R5N6xNALiswEyr
561
562Features:
563- Well-appointed suites to satisfy nobles
564- Apartments with beds and storage to keep dwarves happy and the fortress clean
565- Apartments also serve as burial chambers since dwarves like looking at coffins
566- Meta blueprint included for designating 5 levels of apartments for a full 200+ dwarves
567
568Suites Walkthrough:
5691) Dig out the suites layer with /suites1.
570
5712) 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.
572
573Apartments Walkthrough:
5741) Dig out one layer of apartments with /apartments1, or 5 layers at once (enough for 200 dwarves) with /apartments1_stack.
575
5762) Once a layer is dug out, build beds with /apartments2. Run "quickfort orders" for /apartments2.
577
5783) Once the beds are built, configure the rooms and build the remaining furniture with /apartments3. Run "quickfort orders" for /apartments3.
579
5804) Once the coffins are all in place, run "burial -pets" to set them all to accept burials. This is handled for you if you're using the onMapLoad_dreamfort.init file included with DFHack.
581#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
582#build label(suites2) start(18; 18; central ramp) message(bedrooms are left unconfigured so you can assign them to specific nobles)
583#meta label(apartments1_stack) start(central ramp) digs 5 layers of apartments - enough for 200 dwarves
584/apartments1
585#>
586/apartments1
587#>
588/apartments1
589#>
590/apartments1
591#>
592/apartments1
593#dig label(apartments1) start(18; 18; central ramp) message(This would be a good time to enqueue manager orders for /apartments2 and /apartments3. Once the area is dug out, continue with /apartments2.) apartment complex
594#build label(apartments2) start(18; 18; central ramp) message(Once beds have been placed, continue with /apartments3.) build beds
595#meta label(apartments3) start(central ramp) configure rooms and build remaining furniture
596query_apartments/apartments_rooms
597build2_apartments/apartments_build2
598#query label(apartments_rooms) start(18; 18) hidden() configure rooms
599#build label(apartments_build2) start(18; 18) hidden() message(Coffins should be configured with DFHack burial script) build remaining furniture