dfhack/data/blueprints/library/dreamfort.csv

128 KiB

1#notes label(help) run me for the dreamfort walkthrough
2Welcome to the Dreamfort Walkthrough!
3It 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 the /checklist blueprint for a compact list of all commands you need to run, in order. Each level has its own mini-walkthrough with details on *when* to run each command.
4
5The 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.
6
7Beyond 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, barracks, and justice services, plus a well system. Services 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 levels have small but well-furnished bedrooms for your other dwarves.
13
14Run each level's "help" blueprint (e.g. /surface_help) for more details.
15
16Dreamfort has a central stairs-based design. For all Dreamfort levels, place the cursor on the center tile of the 3x3 stairs area when you apply the blueprints. 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.
17
18Dreamfort 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/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 you appoint a manager to handle all the incoming work orders!
19
20Dreamfort 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. Bring a few blocks to speed up initial workshop construction as well.
21
22Other DFHack scripts and plugins also work very well with Dreamfort, in particular autofarm, automelt, autonestbox, burial, seedwatch, tailor, and, of course, buildingplan. You can download an onMapLoad.init file that configures all these plugins here: https://drive.google.com/file/d/16JX21nSe0_t84BgoL7DJX1OVD2E6pJgH
23Put that file in your Dwarf Fortress directory -- the same directory that has dfhack.init.
24
25Once you have your starting 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 4 blocks with you on embark, you can even set this in your onMapLoad.init file like this:
26on-new-fortress buildingplan set boulders false; buildingplan set logs false
27
28Directly after embark, apply /surface1 on the surface (see /surface_help for how to select a good spot) and /industry1 in a rock layer at 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 the miasma vents and clear the trees on the surface, you can start the farming sequence on the z-level below the surface with /farming1. You should wait to start farming unitl after you clear the trees because if you clear trees later over a hollow underground, you'll be left with holes in the surface where the trunks were. You can start the services, guildhall, suites, and apartments sequences as your fort needs those levels.
29
30This .csv file is generated from source .xlsx files. If you want to look at how these blueprints are put together, it is easier to look at the online spreadsheets than this giant .csv. You can view them at: https://drive.google.com/drive/folders/1iS90EEVqUkxTeZiiukVj1pLloZqabKuP
31You are welcome to copy those spreadsheets and make your own modifications!
32# dreamfort.csv is generated with the following command: for fname in dreamfort*.xlsx; do xlsx2csv -a -p '' $fname; done | sed 's/,*$//'
33#notes label(checklist) command checklist
34Here is the recommended order for Dreamfort commands. You can copy/paste the quickfort commands directly into the DFHack terminal. 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.
35-- Preparation --
36download onMapLoad.init and put in your DF directory: https://drive.google.com/file/d/16JX21nSe0_t84BgoL7DJX1OVD2E6pJgH
37download automation.json and put in dfhack-config/orders: https://drive.google.com/file/d/17WcN5mK-rnADOm2B_JFpPnByYgkYjxhb
38-- Find a good starting spot on the surface --
39quickfort undo library/dreamfort.csv -n /perimeter
40-- Dig and preload important orders --
41quickfort run library/dreamfort.csv -n /services1
42quickfort run library/dreamfort.csv -n /guildhall1
43quickfort run library/dreamfort.csv -n /suites1
44quickfort run library/dreamfort.csv -n /apartments1_stack
45quickfort orders library/dreamfort.csv -n /surface3
46quickfort orders library/dreamfort.csv -n /farming2
47quickfort orders library/dreamfort.csv -n /farming3
48quickfort orders library/dreamfort.csv -n /industry2
49quickfort orders library/dreamfort.csv -n /services2
50-- Core fort (should finish at about the third migration wave) --
51quickfort orders library/dreamfort.csv -n /surface4
52quickfort run library/dreamfort.csv -n /surface5
53quickfort orders library/dreamfort.csv -n /surface5
54quickfort orders library/dreamfort.csv -n /surface6
55quickfort orders library/dreamfort.csv -n /surface7
56-- Mature fort (third migration wave onward) --
57quickfort orders library/dreamfort.csv -n /services3
58quickfort orders library/dreamfort.csv -n /guildhall2
59quickfort orders library/dreamfort.csv -n /suites2
60quickfort orders library/dreamfort.csv -n /farming4
61quickfort orders library/dreamfort.csv -n /surface8
62quickfort orders library/dreamfort.csv -n /services4
63-- Repeat for each apartments level --
64quickfort orders library/dreamfort.csv -n /apartments2
65quickfort orders library/dreamfort.csv -n /apartments3
66See this checklist online at https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=1459509569
67#meta label(dig_all_underground) start(central stairs on industry level) hidden() dig industry, services, guildhall, suites, and apartments levels
68# 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).
69
70/industry1
71#>
72/services1
73#>
74#>
75#>
76#>
77/guildhall1
78#>
79/suites1
80#>
81/apartments1_stack
82#ignore
83Here 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.
84Judge of Intent (*)
85All other labors until you can assign them to a migrant
86The most time-comsuming 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 is essential to keeping the fort from stalling. Note you may have to turn off all other labors for your wood cutters to get them focused on wood cutting when there are trees to clear before you can run the next surface blueprint.
87Moreover, it is important to always 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.
88We suggest bringing at least:
89#notes label(surface_help)
90Sets up a protected entrance to your fort in a flat area on the surface.
91
92Features:
93- A starting set of workshops and stockpiles (which you can later remove once you establish your permanent workshops and storage)
94- Protected trade depot
95- Walls, roof, and lever-controlled gates for security
96- Trap-filled hallways for invaders
97- Optional barracks and extended trap hallways (for extra security)
98- Livestock grazing area with nestbox zones and beehives
99- A grid of 1x1 farm plots (meant to be managed with DFHack autofarm)
100- Miasma vent covers for the farming level that is intended to be built in the layer directly beneath the surface
101
102Manual steps you have to take:
103- Assign grazing livestock to the large pasture and dogs to the pasture over the central stairs (DFHack's autonestbox can manage the nestbox zones)
104- Connect levers to the gates that match the names of the levers
105
106Be sure to choose an embark site that has an area flat enough to use these blueprints!
107
108Surface Walkthrough:
1091) Choose a center 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.
110
1112) 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.
112
1133) 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".
114
1154) Once the channels are dug out and the trees are cleared, start 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.
116
1175) 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.
118
1196) 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.
120
1217) 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.
122
1238) 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.
124
1259) For extra security, you can run /surface8 any time after /surface7 to extend the trap corridors. Run "quickfort orders" for /surface8.
126
12710) 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.
128#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
129walls/surface_walls
130corridor/surface_corridor
131
132#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
133central_stairs/central_stairs
134clear_small/surface_clear_small
135zones/surface_zones
136name_zones/surface_name_zones
137
138#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
139build_start/surface_build_start
140place_start/surface_place_start
141query_start/surface_query_start
142channel/surface_channel
143clear/surface_clear
144
145#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.
146cover_vents/surface_cover_vents
147cover_stairs/surface_cover_stairs
148
149#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
150stairs_doors/surface_stairs_doors
151pre_building/surface_pre_building
152
153#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
154place/surface_place
155build/surface_build
156query/surface_query
157clear_large/surface_clear_large
158
159#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
160query2/surface_query2
161walls/surface_walls
162floors/surface_floors
163traps/surface_traps
164clear_large/surface_clear_large
165
166#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
167#<
168roof/surface_roof
169roof2/surface_roof2
170
171#meta label(surface8) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) build extended trap corridors
172corridor/surface_corridor
173corridor_traps/surface_corridor_traps
174query_corridor/surface_query_corridor
175#dig label(central_stairs) start(2;2) hidden() spiral stairs that go down 20 levels
176#>
177#>
178#>
179#>
180#>
181#>
182#>
183#>
184#>
185#>
186#>
187#>
188#>
189#>
190#>
191#>
192#>
193#>
194#>
195#dig label(surface_clear_small) start(19; 19) hidden() clear trees for starting workshops and stockpiles
196#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
197#query label(surface_name_zones) start(19; 19) hidden()
198#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
199#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
200#query label(surface_query_start) start(19; 19) hidden() config stockpiles
201#dig label(surface_channel) start(19; 19) hidden() channel miasma vents
202#dig label(surface_clear) start(19; 19) hidden() clear trees so the farming level can be dug without fear of generating surface holes
203#build label(surface_cover_vents) start(19; 19) hidden() cover the miasma vents
204#build label(surface_cover_stairs) start(19; 19) hidden() protect the central stairs
205#<
206#build label(surface_stairs_doors) start(19; 19) hidden()
207#build label(surface_pre_building) start(19; 19) hidden() flooring and anchoring walls for future buildings/doors
208#<
209#place label(surface_place) start(19; 19) hidden() remaining surface stockpiles
210#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
211#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.)
212#dig label(surface_clear_large) start(19; 19) hidden() clear wider area of trees
213#query label(surface_query2) start(19; 19) hidden()
214#build label(surface_walls) start(19; 19) hidden() build remaining walls
215#build label(surface_floors) start(19; 19) hidden() build remaining flooring
216#build label(surface_traps) start(19; 19) hidden()
217#build label(surface_roof) start(19; 19) hidden() lower half of the roof
218#build label(surface_roof2) start(19; 19) hidden() upper half of the roof
219#build label(surface_corridor) start(19; 19) hidden() trap hallway walls
220#<
221#build label(surface_corridor_traps) start(19; 19) hidden() barracks, longer trap hallways, and outer levers/gates
222#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
223#notes label(farming_help)
224Sets up farming, food storage, and related industries. Also provides post-embark necessities that can later be disassembed.
225
226Features:
227- Pairs with the surface blueprints to provide miasma vents
228- Farm plots (intended to be managed by DFHack autofarm)
229- Plentiful food storage
230- Refuse/corpse quantum stockpile
231- Small dormitory and dining room for post-embark needs
232- Small offices for your manager and bookkeeper
233
234Workshops:
235- Kitchen
236- Brewery
237- Butcher
238- Fishery
239- Tannery
240- Farmer's Workshop
241- Quern
242- Screw Press
243
244Manual steps you have to take:
245- Assign the lower office to your manager and the upper office to your bookkeeper (if different from your manager)
246- Assign a minecart to your refuse quantum stockpile hauling route
247- 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
248
249Farming Walkthough:
2501) 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.
251
2522) Start digging with /farming1 and get started on manufacturing furniture by running "quickfort orders" on /farming2 and /farming3.
253
2543) Once the level is dug out, run /farming2 to build workshops, stockpiles, and the furniture we need to declare 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 stockpiles once we get the industry level built.
255
2564) 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.
257
2585) 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.
259
2606) You can disassemble the dining room and dormitory once the services and apartments levels are up and running, if you like.
261#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.)
262# 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
263# quickly dig out this one.
264#meta label(farming2) start(central stairs) message(Once furniture has been placed, continue with /farming3.) workshops, stockpiles, and important furniture
265build/farming_build
266place/farming_place
267query_stockpiles/farming_query_stockpiles
268
269#meta label(farming3) start(central stairs) configure rooms and build farm plots and more furniture
270query_rooms/farming_rooms
271build2/farming_build2
272
273#meta label(farming4) start(central stairs) configure farm plots and build remaining furniture
274query_plots/farming_query_plots
275build3/farming_build3
276#build label(farming_build) start(16; 18) hidden() workshops and important furniture
277#place label(farming_place) start(16; 18) hidden() stockpiles
278#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
279#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
280#build label(farming_build2) start(16; 18) hidden() farm plots, remaining furniture, and important doors
281#query label(farming_query_plots) start(16; 18) hidden() configure farm plots for seasonal fertilization
282#build label(farming_build3) start(16; 18) hidden() remaining doors
283#notes label(industry_help)
284Sets up workshops for all non-farming industries
285
286Features:
287- Quantum stockpiles for infinite storage
288- Space-efficient layout for all workshops
289with separate stockpiles for:
290- A reserve of uncut gems for strange moods that the jeweler's workshop cannot take from
291- Steel bars and coal so you can see at a glance if you're low on either
292- Items that cannot be quantum stockpiled (e.g. lye and sand bags)
293- Meltable weapons and armor
294
295Workshops:
296- 3x Mason
297- 1x Craftsdwarf
298- 1x Jeweler
299- 1x Mechanic
300- 4x Smelter
301- 1x Forge
302- 1x Glassmaker
303- 1x Kiln
304- 4x Wood furnace
305- 1x Ashery
306- 1x Soap maker
307- 1x Carpenter
308- 1x Siege workshop
309- 1x Bowyer
310- 1x Dyer
311- 1x Loom
312- 1x Clothier
313
314
315Manual steps you have to take:
316- Assign minecarts to your quantum stockpile hauling routes
317- Give from the "Goods" quantum stockpile to the jugs, pots, and bags stockpiles on the farming level
318- 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 upgrading 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 keep your coal stocks high.
319- Download automation.json from https://drive.google.com/file/d/17WcN5mK-rnADOm2B_JFpPnByYgkYjxhb/view and put it in your dfhack-config/orders/ directory.
320
321Industry Walkthrough:
3221) 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. Note that even if you dig the services level immediately below this one, there is space to route magma underneath your furnaces so you can replace the furnaces on this level with magma-powered equivalents.
323
3242) Queue up manufacturing by running "quickfort orders" on /industry2. If you brought an anvil, feel free to remove the anvil work order from the manager orders screen.
325
3263) 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.
327
3284) If you want to automatically melt goblinite and other low-quality weapons and armor, mark the south-east stockpiles for auto-melt.
329
3305) Run "orders import automation" to use the provided automation.json to take care of your fort's basic needs, such as food, booze, military supplies, and raw material processing. If you get job cancelation spam about not being able to make soap, manually queue up a few "Make lye" jobs at your ashery. That should get the soap-making jobs back on track.
331
3326) You'll need more than 2 Mason's Workshops to keep up with the orders. When you have more masons, make more Mason's Workshops as needed.
333#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.)
334#meta label(industry2) start(central stairs) build workshops and stockpiles, configure stockpiles
335build/industry_build
336place/industry_place
337query/industry_query
338#build label(industry_build) start(18; 18) hidden()
339#place label(industry_place) start(18; 18) hidden()
340#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 - 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))
341#notes label(services_help)
342Sets up public services (dining, hospital, etc.)
343
344Features:
345- Spacious dining room (also usable as a tavern)
346- Prepared food and drink stockpiles
347- Well cistern system (bring your own water)
348- Four well-appointed jail cells
349- Hospital with a well for washing
350- Garbage dump
351
352Manual steps you have to take:
353- 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.
354- 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).
355
356Services Walkthough:
3571) Start this level before your fort grows beyond around 50 dwarves so everyone has a place to eat.
358
3592) 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.
360
3613) Once the area is dug out, set up important furniture, stockpiles, hospital zone and garbage dump zone with /services2.
362
3634) 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.
364
3655) Fill the wells with either bucket brigades or by carefully routing flowing water.
366
3676) When your fort is mature enough to need jail cells, run /services4 to set those up. You also get some decorative statues to increase the value of your dining hall. Run "quickfort orders" for /services4.
368#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.)
369#>
370#>
371#>
372#meta label(services2) start(central stairs) message(Once furniture has been placed, continue with /services3.) dining hall anchors, stockpiles, hospital, garbage dump
373build/services_build
374place/services_place
375zones/services_zones
376name_zones/services_name_zones
377query_stockpiles/services_query_stockpiles
378
379#meta label(services3) start(central stairs) configure dining room, build dining hall and hospital furniture
380query_dining/services_query_dining
381build2/services_build2
382
383#meta label(services4) start(central stairs) complete jail and build decorative furniture
384build3/services_build3
385place_jail/services_place_jail
386query_jail/services_query_jail
387#build label(services_build) start(23; 22) hidden() build basic hospital and dining room anchor
388#place label(services_place) start(23; 22) hidden()
389#zone label(services_zones) start(23; 22) hidden() hospital and garbage dump
390#query label(services_name_zones) start(23; 22) hidden()
391#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
392#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
393#build label(services_build2) start(23; 22) hidden() build rest of hospital and dining room, doors, prep for jail
394#>
395#build label(services_build3) start(23; 22) hidden() jail, statues
396#place label(services_place_jail) start(23; 22) hidden()
397#query label(services_query_jail) start(23; 22) hidden() set up barracks and jail
398#notes label(guildhall_help)
399Eight 7x7 rooms for guildhalls, temples, libraries, etc.
400
401Features:
402- Big empty rooms. Double-thick walls to ensure engravings add value to the "correct" side. Fill with furniture and assign as needed.
403
404Guildhall Walkthrough:
4051) Dig out the rooms with /guildhall1.
406
4072) Once the area is dug out, add in generic furniture with /guildhall2. Run "quickfort orders" for /guildhall2.
408
4093) Furnish individual rooms manually as you need specific guildhalls, libraries, and temples.
410#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.)
411#build label(guildhall2) start(15; 15; central stairs) message(Smooth tiles and furnish/declare locations as required.) build basic furniture
412#notes label(beds_help)
413Suites for nobles and apartments for the teeming masses
414
415Features:
416- Well-appointed suites to satisfy most nobles
417- Apartments with beds and storage to keep dwarves happy
418- Apartments also serve as burial chambers since dwarves like looking at coffins
419- Meta blueprint included for designating 6 levels of apartments for a full 200+ dwarves
420
421Suites Walkthrough:
4221) Dig out the suites layer with /suites1.
423
4242) 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.
425
426Apartments Walkthrough:
4271) Dig out one layer of apartments with /apartments1, or 6 layers at once (enough for 200 dwarves) with /apartments1_stack.
428
4292) Once a layer is dug out, build beds with /apartments2. Run "quickfort orders" for /apartments2.
430
4313) 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.
432#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
433#build label(suites2) start(18; 18; central ramp) message(bedrooms are left unconfigured so you can assign them to specific nobles)
434#meta label(apartments1_stack) start(central ramp) digs 6 layers of apartments - enough for 200 dwarves
435/apartments1
436#>
437/apartments1
438#>
439/apartments1
440#>
441/apartments1
442#>
443/apartments1
444#>
445/apartments1
446#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
447#build label(apartments2) start(18; 18; central ramp) message(Once beds have been placed, continue with /apartments3.) build beds
448#meta label(apartments3) start(central ramp) configure rooms and build remaining furniture
449query_apartments/apartments_rooms
450build2_apartments/apartments_build2
451#query label(apartments_rooms) start(18; 18) hidden() configure rooms
452#build label(apartments_build2) start(18; 18) hidden() message(Coffins should be configured with DFHack burial script) build remaining furniture