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 apartment 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 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
14Dreamfort 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.
15
16Blueprints that require manual steps (like 'assign animals to pasture') 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.
17
18Directly 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.
19
20This .csv file is generated from source .xlsx files. If you want to look at how these blueprints are put together, including full lists of their features, it will be easier to look at the .xlsx files than this giant .csv. You can view them online at: https://drive.google.com/drive/folders/1iS90EEVqUkxTeZiiukVj1pLloZqabKuP
21You are welcome to copy those files and make your own modifications!
22#dreamfort.csv is generated with the following command: for fname in dreamfort*.xlsx; do xlsx2csv -a -p '' $fname; done | sed 's/,*$//'
23#notes label(surface_readme)
24Sets up a large, protected entrance to your fort in a flat area on the surface.
25
26Features:
27A starting set of workshops and stockpiles (which you can later remove once you establish your permanent workshops and storage)
28Walls and lever-controlled gates for security
29Trap-filled hallways for invaders
30Livestock grazing area with nestbox zones and beehives
31A grid of 1x1 farm plots (meant to be managed with DFHack autofarm)
32An extra room near the entrance for a barracks (once you get your military going)
33Miasma vents for the farming level that is intended to be built in the layer directly beneath the surface
34
35Manual steps you have to take:
36Assign grazing livestock to the large pasture and dogs to the pasture over the stairwell (DFHack's autonestbox will manage the nestbox zones)
37Connect levers to the gates
38
39All 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.
40
41Be sure to choose an embark site that has an area flat enough to use these blueprints!
42#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
43clear_small/surface_clear_small
44zones/surface_zones
45
46#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 for 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
47build_start/surface_build_start
48place_start/surface_place_start
49query_start/surface_query_start
50clear/surface_clear
51pick/surface_pick
52
53#meta label(surface3) start(staircase center) message(Once the channels are dug out and you have around 650 blocks, 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
54dig/surface_channel
55
56#meta label(surface4) start(staircase center) message(Once floors and walls are built and you have completed the manager orders for /surface5, continue with /surface5.) cover up the holes with flooring and build walls
57build_floors/surface_floors
58build_walls/surface_walls
59
60#meta label(surface5) start(staircase center) message(Once you have around 1,050 blocks, continue with /surface6) build gates, furniture, the trade depot, and traps
61build_bridges/surface_gates
62build_buildings/surface_buildings
63
64#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
65query_buildings/surface_query_buildings
66build_scaffolding/surface_scaffolding
67#<
68build_roof/surface_roof
69#dig label(surface_clear_small) start(23; 25) hidden() use the meta blueprints for normal application
70#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
71#build label(surface_build_start) start(23; 25) hidden() use the meta blueprints for normal application
72#place label(surface_place_start) start(23; 25) hidden() use the meta blueprints for normal application
73#query label(surface_query_start) start(23; 25) hidden() use the meta blueprints for normal application
74#dig label(surface_clear) start(23; 25) hidden() use the meta blueprints for normal application
75#dig label(surface_pick) start(23; 25) hidden() use the meta blueprints for normal application
76#dig label(surface_channel) start(23; 25) hidden() use the meta blueprints for normal application
77#build label(surface_floors) start(23; 25) hidden() use the meta blueprints for normal application
78#build label(surface_walls) start(23; 25) hidden() use the meta blueprints for normal application
79#build label(surface_gates) start(23; 25) hidden() use the meta blueprints for normal application
80#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
81#query label(surface_query_buildings) start(23; 25) hidden() use the meta blueprints for normal application
82#build label(surface_scaffolding) start(23; 25) hidden() use the meta blueprints for normal application
83#build label(surface_roof) start(23; 25) hidden() use the meta blueprints for normal application
84#notes label(farming_readme)
85Sets up farming, food storage, and related industries. Also provides post-embark necessities that can later be disassembed.
86
87Features:
88Pairs with the surface blueprints to provide miasma vents
89Farm plots (intended to be managed by DFHack autofarm)
90Plentiful food storage
91Refuse stockpile and quantum dump for useless body parts
92Small dormitory and dining room for post-embark needs
93Small office for your manager
94
95Workshops:
96Kitchen
97Brewery
98Butcher
99Fishery
100Tannery
101Farmer's Workshop
102Quern
103Screw Press
104
105Manual steps you have to take:
106Assign the office to your manager
107Assign a minecart to your quantum garbage stockpile hauling route
108if the industry level is already built, configure the jugs, pots, and bags stockpiles to take from the "Goods" quantum stockpile on the industry level
109#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.)
110#meta label(farming2) start(staircase center) message(Once furniture has been placed, continue with /farming3.) build workshops and stockpiles, configure stockpiles
111build_workshops/farming_workshops
112build_furniture/farming_furniture
113place/farming_place
114query_stockpiles/farming_query_stockpiles
115#build label(farming_workshops) start(23; 25) hidden() use the meta blueprints for normal application
116#build label(farming_furniture) start(23; 25) hidden() use the meta blueprints for normal application
117#place label(farming_place) start(23; 25) hidden() use the meta blueprints for normal application
118#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
119#query label(farming3) start(23; 25 staircase center) message(Check to ensure the office got assigned to your manager.) configure rooms
120#notes label(industry_readme)
121Sets up workshops for all non-farming industries
122
123Features:
124Quantum stockpiles
125Space-efficient layout for all workshops
126with separate stockpiles for:
127A reserve of uncut gems for strange moods that the jeweler's workshop cannot take from
128Steel bars and coal so you can see at a glance if you're low on either
129Liquids that cannot be quantum stockpiled (e.g. lye)
130Meltable weapons and armor
131
132Workshops:
1333x Mason
1344x Craftsdwarf
1351x Jeweler
1361x Mechanic
1374x Smelter
1381x Forge
1391x Glassmaker
1401x Kiln
1414x Wood furnace
1421x Ashery
1431x Soap maker
1441x Carpenter
1451x Siege workshop
1461x Bowyer
1471x Dyer
1481x Loom
1491x Clothier
150
151
152Manual steps you have to take:
153Assign minecarts to your quantum stockpile hauling routes
154Give from the "Goods" quantum stockpile to the jugs, pots, and bags stockpiles on the farming level
155If 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.
156#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.)
157#meta label(industry2) start(staircase center) build workshops and stockpiles, configure stockpiles
158build/industry_build
159place/industry_place
160query/industry_query
161#build label(industry_build) start(18; 18) hidden() use the meta blueprints for normal application
162#place label(industry_place) start(18; 18) hidden() use the meta blueprints for normal application
163#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
164#notes label(services_readme)
165Sets up public services (dining, hospital, etc.)
166
167Features:
168Spacious dining room (can be declared a tavern)
169Food and drink stockpiles
170Well system (bring your own water)
171Public baths with soap stockpiles
172Three well-appointed jail cells
173Hospital with beds and storage
174Garbage dump
175
176Manual steps you have to take:
177If you want to declare the dining room as a tavern, the bedrooms at the top can be assigned to the tavern as rented rooms.
178Configure the soap stockpiles to take from the industry level "Metalworker" quantum stockpile (which holds all the bars)
179Convert 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.
180Fill 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 experience with water pressure, you can instead route (depressurized!) water to the second-to-bottom level (the one above the up staircases).
181#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.)
182#>
183#>
184#>
185#meta label(services2) start(staircase center) message(Once furniture has been placed, continue with /services3.) furniture, stockpiles, hospital, garbage dump
186build/services_build
187place/services_place
188zone/services_zone
189query_stockpiles/services_query_stockpiles
190#build label(services_build) start(23; 22) hidden() use the meta blueprints for normal application
191#>
192#place label(services_place) start(23; 22) hidden() use the meta blueprints for normal application
193#zone label(services_zone) start(23; 22) hidden() use the meta blueprints for normal application
194#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
195#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
196#notes label(guildhall_readme)
197Multiple 7x7 rooms for guildhalls, temples, libraries, etc.
198
199Features:
200Big empty rooms. Double-thick walls to ensure engravings are on the "correct" side. Fill with furniture and assign as needed.
201#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.)
202#build label(guildhall2) start(25; 25; staircase center) message(Smooth tiles and furnish/declare locations as required.) build basic furniture
203#notes label(beds_readme)
204Suites for nobles and apartments for the teeming masses
205
206Features:
207Well-appointed suites to satisfy most nobles
208Apartments with beds and storage to keep dwarves happy
209Meta blueprint included for designating 6 levels of apartments for a full 200+ dwarves
210#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
211#build label(suites2) start(18; 18; staircase center) message(bedrooms are left unconfigured so you can assign them to specific nobles)
212#meta label(apartments1_stack) start(staircase center) digs 6 layers of apartments - enough for 200 dwarves
213/apartments1
214#>
215/apartments1
216#>
217/apartments1
218#>
219/apartments1
220#>
221/apartments1
222#>
223/apartments1
224#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
225#build label(apartments2) start(18; 18; staircase center) message(Once beds have been placed, continue with /apartments3.)
226#query label(apartments3) start(18; 18; staircase center) message(Coffins should be configured with DFHack burial script)