dfhack/data/blueprints/library/dreamfort.csv

101 KiB

1#notes label(help) run me for the dreamfort walkthrough
2Welcome to the Dreamfort Walkthrough!
3It 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.
4
5The final fort will have a walled-in area on the surface for livestock, trading, and military. Be sure to bring some blocks with you for the initial set of workshops! 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 beds 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, 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
14Run the "help" blueprints for each level for more details.
15
16Dreamfort has a central staircase-based design. Choose a tile for your staircase on the surface in a nice, flat area. For all blueprints, the cursor will start on this tile on the z-level where you want to apply the blueprint.
17
18Blueprints that require manual steps (like 'assign minecart to hauling route') will leave a message telling you so after you apply them. Blueprints will also leave messages with hints when you might want to run "quickfort orders" on specific blueprints to start manufacturing needed items.
19
20Directly after embark, apply /surface1 on a flat area on the surface and /industry1 somewhere underground (but not immediately below the surface -- that will be for the farming level). Work your way through the steps for those levels: apply /surface2 when /surface1 is done, /industry2 when /industry1 is done, etc. Once you channel out parts of the surface with /surface3, you can start the farming sequence with /farming1. You can start the services, guildhall, suites, and apartments sequences as your fort needs those levels.
21
22This .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
23You are welcome to copy those files and make your own modifications!
24#dreamfort.csv is generated with the following command: for fname in dreamfort*.xlsx; do xlsx2csv -a -p '' $fname; done | sed 's/,*$//'
25#notes label(surface_help)
26Sets up a large, protected entrance to your fort in a flat area on the surface.
27
28Features:
29A starting set of workshops and stockpiles (which you can later remove once you establish your permanent workshops and storage)
30Walls and lever-controlled gates for security
31Trap-filled hallways for invaders
32Livestock grazing area with nestbox zones and beehives
33A grid of 1x1 farm plots (meant to be managed with DFHack autofarm)
34An extra room near the entrance for a barracks (once you get your military going)
35Miasma vents for the farming level that is intended to be built in the layer directly beneath the surface
36
37Manual steps you have to take:
38Assign grazing livestock to the large pasture and dogs to the pasture over the stairwell (DFHack's autonestbox will manage the nestbox zones)
39Connect levers to the gates
40
41All blueprints are managed by the meta blueprints in the "meta" sheet. Each stage is meant to be applied after the previous stage is completely finished. For example, you can't build furniture until all the flooring has been constructed.
42
43Be sure to choose an embark site that has an area flat enough to use these blueprints!
44#meta label(surface1) start(staircase center) message(This would be a good time to start digging the industry level. Once the area is clear, continue with /surface2.) clear an area and set up pastures
45clear_small/surface_clear_small
46zones/surface_zones
47
48#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, continue with /surface3.) set up starting workshops/stockpiles and clear a larger area. if you didn't bring blocks, temporarily turn off the buildings_use_blocks setting so you can use wood or boulders
49build_start/surface_build_start
50place_start/surface_place_start
51query_start/surface_query_start
52clear/surface_clear
53pick/surface_pick
54
55#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
56dig/surface_channel
57
58#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
59build_floors/surface_floors
60build_walls/surface_walls
61
62#meta label(surface5) start(staircase center) message(Once buildings have been constructed, continue with /surface6) build gates, furniture, the trade depot, and traps
63build_bridges/surface_gates
64build_buildings/surface_buildings
65
66#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
67query_buildings/surface_query_buildings
68build_scaffolding/surface_scaffolding
69#<
70build_roof/surface_roof
71#dig label(surface_clear_small) start(23; 25) hidden() use the meta blueprints for normal application
72#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
73#build label(surface_build_start) start(23; 25) hidden() use the meta blueprints for normal application
74#place label(surface_place_start) start(23; 25) hidden() use the meta blueprints for normal application
75#query label(surface_query_start) start(23; 25) hidden() use the meta blueprints for normal application
76#dig label(surface_clear) start(23; 25) hidden() use the meta blueprints for normal application
77#dig label(surface_pick) start(23; 25) hidden() use the meta blueprints for normal application
78#dig label(surface_channel) start(23; 25) hidden() use the meta blueprints for normal application
79#build label(surface_floors) start(23; 25) hidden() use the meta blueprints for normal application
80#build label(surface_walls) start(23; 25) hidden() use the meta blueprints for normal application
81#build label(surface_gates) start(23; 25) hidden() use the meta blueprints for normal application
82#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
83#query label(surface_query_buildings) start(23; 25) hidden() use the meta blueprints for normal application
84#build label(surface_scaffolding) start(23; 25) hidden() use the meta blueprints for normal application
85#build label(surface_roof) start(23; 25) hidden() use the meta blueprints for normal application
86#notes label(farming_help)
87Sets up farming, food storage, and related industries. Also provides post-embark necessities that can later be disassembed.
88
89Features:
90Pairs with the surface blueprints to provide miasma vents
91Farm plots (intended to be managed by DFHack autofarm)
92Plentiful food storage
93Refuse stockpile and quantum dump for useless body parts
94Small dormitory and dining room for post-embark needs
95Small office for your manager
96
97Workshops:
98Kitchen
99Brewery
100Butcher
101Fishery
102Tannery
103Farmer's Workshop
104Quern
105Screw Press
106
107Manual steps you have to take:
108Assign the office to your manager
109Assign a minecart to your quantum garbage stockpile hauling route
110If the industry level is already built, configure the jugs, pots, and bags stockpiles to take from the "Goods" quantum stockpile on the industry level
111#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.)
112#meta label(farming2) start(staircase center) message(Once furniture has been placed, continue with /farming3.) build workshops and stockpiles, configure stockpiles
113build_workshops/farming_workshops
114build_furniture/farming_furniture
115place/farming_place
116query_stockpiles/farming_query_stockpiles
117#build label(farming_workshops) start(23; 25) hidden() use the meta blueprints for normal application
118#build label(farming_furniture) start(23; 25) hidden() use the meta blueprints for normal application
119#place label(farming_place) start(23; 25) hidden() use the meta blueprints for normal application
120#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
121#query label(farming3) start(23; 25 staircase center) message(Check to ensure the office got assigned to your manager.) configure rooms
122#notes label(industry_help)
123Sets up workshops for all non-farming industries
124
125Features:
126Quantum stockpiles
127Space-efficient layout for all workshops
128with separate stockpiles for:
129A reserve of uncut gems for strange moods that the jeweler's workshop cannot take from
130Steel bars and coal so you can see at a glance if you're low on either
131Liquids that cannot be quantum stockpiled (e.g. lye)
132Meltable weapons and armor
133
134Workshops:
1353x Mason
1364x Craftsdwarf
1371x Jeweler
1381x Mechanic
1394x Smelter
1401x Forge
1411x Glassmaker
1421x Kiln
1434x Wood furnace
1441x Ashery
1451x Soap maker
1461x Carpenter
1471x Siege workshop
1481x Bowyer
1491x Dyer
1501x Loom
1511x Clothier
152
153
154Manual steps you have to take:
155Assign minecarts to your quantum stockpile hauling routes
156Give from the "Goods" quantum stockpile to the jugs, pots, and bags stockpiles on the farming level
157If 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.
158#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.)
159#meta label(industry2) start(staircase center) build workshops and stockpiles, configure stockpiles
160build/industry_build
161place/industry_place
162query/industry_query
163#build label(industry_build) start(18; 18) hidden() use the meta blueprints for normal application
164#place label(industry_place) start(18; 18) hidden() use the meta blueprints for normal application
165#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
166#notes label(services_help)
167Sets up public services (dining, hospital, etc.)
168
169Features:
170Spacious dining room (can be declared a tavern)
171Food and drink stockpiles
172Well system (bring your own water)
173Public baths with soap stockpiles
174Three well-appointed jail cells
175Hospital with beds and storage
176Garbage dump
177
178Manual steps you have to take:
179If you want to declare the dining room as a tavern, the bedrooms at the top can be assigned to the tavern as rented rooms.
180Configure the soap stockpiles to take from the industry level "Metalworker" quantum stockpile (which holds all the bars)
181Convert the bath pit zones to 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.
182Fill 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. 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).
183#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.)
184#>
185#>
186#>
187#meta label(services2) start(staircase center) message(Once furniture has been placed, continue with /services3.) furniture, stockpiles, hospital, garbage dump
188build/services_build
189place/services_place
190zone/services_zone
191query_stockpiles/services_query_stockpiles
192#build label(services_build) start(23; 22) hidden() use the meta blueprints for normal application
193#>
194#place label(services_place) start(23; 22) hidden() use the meta blueprints for normal application
195#zone label(services_zone) start(23; 22) hidden() use the meta blueprints for normal application
196#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
197#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
198#notes label(guildhall_help)
199Multiple 7x7 rooms for guildhalls, temples, libraries, etc.
200
201Features:
202Big empty rooms. Double-thick walls to ensure engravings are on the "correct" side. Fill with furniture and assign as needed.
203#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.)
204#build label(guildhall2) start(25; 25; staircase center) message(Smooth tiles and furnish/declare locations as required.) build basic furniture
205#notes label(beds_help)
206Suites for nobles and apartments for the teeming masses
207
208Features:
209Well-appointed suites to satisfy most nobles
210Apartments with beds and storage to keep dwarves happy
211Meta blueprint included for designating 6 levels of apartments for a full 200+ dwarves
212#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
213#build label(suites2) start(18; 18; staircase center) message(bedrooms are left unconfigured so you can assign them to specific nobles)
214#meta label(apartments1_stack) start(staircase center) digs 6 layers of apartments - enough for 200 dwarves
215/apartments1
216#>
217/apartments1
218#>
219/apartments1
220#>
221/apartments1
222#>
223/apartments1
224#>
225/apartments1
226#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
227#build label(apartments2) start(18; 18; staircase center) message(Once beds have been placed, continue with /apartments3.)
228#query label(apartments3) start(18; 18; staircase center) message(Coffins should be configured with DFHack burial script)