dfhack/data/blueprints/library/dreamfort.csv

132 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 ramp-based design. For all Dreamfort levels, place the cursor on the center tile of the 3x3 ramp area when you apply the blueprints. The first surface blueprint will designate a column of ramps that you can use as a guide. If you need to extend the ramps down further to lower levels, run "quickfort run library/dreamfort.csv -n /central_ramp" with the cursor on the bottom z-level where there are only up ramps.
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 /industry2
47quickfort orders library/dreamfort.csv -n /services2
48-- Core fort (should finish at about the third migration wave) --
49quickfort orders library/dreamfort.csv -n /surface4
50quickfort orders library/dreamfort.csv -n /surface5
51quickfort orders library/dreamfort.csv -n /services3
52quickfort orders library/dreamfort.csv -n /surface6
53quickfort orders library/dreamfort.csv -n /surface7
54-- Mature fort (third migration wave onward) --
55quickfort orders library/dreamfort.csv -n /guildhall2
56quickfort orders library/dreamfort.csv -n /suites2
57quickfort orders library/dreamfort.csv -n /surface8
58quickfort orders library/dreamfort.csv -n /services4
59-- Repeat for each apartments level --
60quickfort orders library/dreamfort.csv -n /apartments2
61quickfort orders library/dreamfort.csv -n /apartments3
62See this checklist online at https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=1459509569
63#meta label(dig_all_underground) start(central ramp on industry level) hidden() dig industry, services, guildhall, suites, and apartments levels
64# 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).
65
66/industry1
67#>
68/services1
69#>
70#>
71#>
72#>
73/guildhall1
74#>
75/suites1
76#>
77/apartments1_stack
78#ignore
79Here 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 worth putting points into on the embark preparation screen.
80The most time-comsuming tasks in Dreamfort are: mining, chopping down trees, and making blocks. Assuming your embark has trees, having at least two miners, two woodcutters, and two masons is essential to keeping the fort from stalling.
81Moreover, it is important to 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.
82We suggest bringing at least:
83#notes label(surface_help)
84Sets up a protected entrance to your fort in a flat area on the surface.
85
86Features:
87- A starting set of workshops and stockpiles (which you can later remove once you establish your permanent workshops and storage)
88- Protected trade depot
89- Walls, roof, and lever-controlled gates for security
90- Trap-filled hallways for invaders
91- Optional barracks and extended trap hallways (for extra security)
92- Livestock grazing area with nestbox zones and beehives
93- A grid of 1x1 farm plots (meant to be managed with DFHack autofarm)
94- Miasma vent covers for the farming level that is intended to be built in the layer directly beneath the surface
95
96Manual steps you have to take:
97- Assign grazing livestock to the large pasture and dogs to the pasture over the central ramp (DFHack's autonestbox can manage the nestbox zones)
98- Connect levers to the gates that match the names of the levers
99
100Be sure to choose an embark site that has an area flat enough to use these blueprints!
101
102Surface Walkthrough:
1031) Choose a center tile for your central fortress ramp. 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.
104
1052) 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.
106
1073) 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".
108
1094) Once the channels are dug out and the trees are cleared, continue with /surface3 to cover the vents and build an enclosure around your central ramp. Although the vents will be covered with flooring, they will still work to prevent miasma on the farming level.
110
1115) Once all marked trees are chopped down and walls and floors have been constructed, run /surface4 to build floors and walls to support upcoming buildings and furniture. Run "quickfort orders" for /surface4. You can also start digging out the sub-surface farming level (/farming1) at this point.
112
1136) 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.
114
1157) 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.
116
1178) 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.
118
1199) For extra security, you can run /surface8 any time after /surface7 to extend the trap corridors. Run "quickfort orders" for /surface8.
120
12110) 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.
122#meta label(perimeter) start(central ramp) message(Run quickfort undo on this blueprint to clean up.) show the eventual perimeter of the surface fort
123walls/surface_walls
124corridor/surface_corridor
125
126#meta label(surface1) start(central ramp) message(Once the central ramp 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
127central_ramp/central_ramp
128clear_small/surface_clear_small
129zones/surface_zones
130name_zones/surface_name_zones
131
132#meta label(surface2) start(central ramp) 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
133build_start/surface_build_start
134place_start/surface_place_start
135query_start/surface_query_start
136channel/surface_channel
137clear_ramp/surface_clear_ramp
138
139#meta label(surface3) start(central ramp) message(Once the marked trees are cleared and walls and floors have been constructed, continue with /surface4.) Cover vents and protect the central ramp.
140cover_vents/surface_cover_vents
141cover_ramp/surface_cover_ramp
142clear/surface_clear
143
144#meta label(surface4) start(central ramp) 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
145ramp_doors/surface_ramp_doors
146pre_building/surface_pre_building
147
148#meta label(surface5) start(central ramp) 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 the weapon rack have been constructed, continue with /surface6.) build gates, furniture, and trade stockpile/depot
149place/surface_place
150build/surface_build
151query/surface_query
152clear_large/surface_clear_large
153
154#meta label(surface6) start(central ramp) message(Remember to enqueue manager orders for this blueprint. Continue with /surface7 whenever you have enough dwarves to build the roof without starving other important construction tasks.) configure hives and barracks, build remaining walls and floors
155query2/surface_query2
156walls/surface_walls
157floors/surface_floors
158clear_large/surface_clear_large
159
160#meta label(surface7) start(central ramp (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
161#<
162roof/surface_roof
163roof2/surface_roof2
164
165#meta label(surface8) start(central ramp) message(Remember to enqueue manager orders for this blueprint.) build extended trap corridors
166corridor/surface_corridor
167corridor_traps/surface_corridor_traps
168query_corridor/surface_query_corridor
169#dig label(central_ramp) start(2;2) hidden() ramp that goes down 20 levels
170#>
171#>
172#>
173#>
174#>
175#>
176#>
177#>
178#>
179#>
180#>
181#>
182#>
183#>
184#>
185#>
186#>
187#>
188#>
189#dig label(surface_clear_small) start(23; 25) hidden() clear trees for starting workshops and stockpiles
190#zone label(surface_zones) start(23; 25) hidden() message(Remember to assign your dogs to the pasture surrounding the central ramp 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
191#query label(surface_name_zones) start(23; 25) hidden()
192#build label(surface_build_start) start(23; 25) 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
193#place label(surface_place_start) start(23; 25) hidden() message(if you haven't already, now is a good time to deconstruct the wagon) starting stockpiles
194#query label(surface_query_start) start(23; 25) hidden() config stockpiles
195#dig label(surface_channel) start(23; 25) hidden() channel miasma vents
196#dig label(surface_clear_ramp) start(23; 25) hidden() clear trees for starting workshops and stockpiles
197#build label(surface_cover_vents) start(23; 25) hidden() cover the miasma vents
198#build label(surface_cover_ramp) start(23; 25) hidden() protect the central ramp
199#<
200#dig label(surface_clear) start(23; 25) hidden() clear trees so the farming level can be dug without fear of generating surface holes
201#build label(surface_ramp_doors) start(23; 25) hidden()
202#build label(surface_pre_building) start(23; 25) hidden() flooring and anchoring walls for future buildings/doors
203#<
204#place label(surface_place) start(23; 25) hidden() remaining surface stockpiles
205#build label(surface_build) start(23; 25) hidden() message(Use autofarm to manage farm crop selection. Remember to connect the levers to the gates once they are built.) gates, traps, barracks, farm area, and trade area
206#query label(surface_query) start(23; 25) 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.)
207#dig label(surface_clear_large) start(23; 25) hidden() clear wider area of trees
208#query label(surface_query2) start(23; 25) hidden()
209#build label(surface_walls) start(23; 25) hidden() build remaining walls
210#build label(surface_floors) start(23; 25) hidden() build remaining flooring
211#build label(surface_roof) start(23; 25) hidden() lower half of the roof
212#build label(surface_roof2) start(23; 25) hidden() upper half of the roof
213#build label(surface_corridor) start(23; 25) hidden() trap hallway walls
214#<
215#build label(surface_corridor_traps) start(23; 25) hidden() barracks, longer trap hallways, and outer levers/gates
216#query label(surface_query_corridor) start(23; 25) hidden() (Remember to connect the levers to the new external trap gates.) configure barracks and name outer levers/gates
217#notes label(farming_help)
218Sets up farming, food storage, and related industries. Also provides post-embark necessities that can later be disassembed.
219
220Features:
221- Pairs with the surface blueprints to provide miasma vents
222- Farm plots (intended to be managed by DFHack autofarm)
223- Plentiful food storage
224- Refuse/corpse quantum stockpile
225- Small dormitory and dining room for post-embark needs
226- Small offices for your manager and bookkeeper
227
228Workshops:
229- Kitchen
230- Brewery
231- Butcher
232- Fishery
233- Tannery
234- Farmer's Workshop
235- Quern
236- Screw Press
237
238Manual steps you have to take:
239- Assign the lower office to your manager and the upper office to your bookkeeper (if different from your manager)
240- Assign a minecart to your refuse quantum stockpile hauling route
241- 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
242
243Farming Walkthough:
2441) 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.
245
2462) Start digging with /farming1 and get started on manufacturing furniture by running "quickfort orders" on /farming2.
247
2483) Once the level is dug out, run /farming2 to build workshops and build and configure stockpiles. Remember to assign a minecart to the newly-designated quantum 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.
249
2504) When the furniture is in place and the farm plots have been constructed, run /farming3 to enable seasonal plot fertilization and designate your starter dining room and dormitory. 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. Run "quickfort orders" for /farming3.
251
2525) You can disassemble the dining room and dormitory once the services and apartments levels are up and running, if you like.
253#dig label(farming1) start(23; 25; central ramp) message(This would be a good time to queue up manager orders for /farming2. Once the area is dug out, continue with /farming2.)
254# this level is dug at priority 3 since it is dug in soil. it's worth the miner's time to stop digging the industry level and
255# quickly dig out this one.
256#meta label(farming2) start(central ramp) message(Once furniture has been placed and the farm plots have been constructed, continue with /farming3.) workshops, stockpiles, and important furniture
257build/farming_build
258place/farming_place
259query_stockpiles/farming_query_stockpiles
260
261#meta label(farming3) start(central ramp) configure rooms and build remaining furniture
262build2/farming_build2
263query_rooms/farming_rooms
264#build label(farming_build) start(23; 25) hidden() workshops and important furniture
265#place label(farming_place) start(23; 25) hidden() stockpiles
266#query label(farming_query_stockpiles) start(23; 25) 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
267#build label(farming_build2) start(23; 25) hidden() remaining furniture
268#query label(farming_rooms) start(23; 25) 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
269#notes label(industry_help)
270Sets up workshops for all non-farming industries
271
272Features:
273- Quantum stockpiles for infinite storage
274- Space-efficient layout for all workshops
275with separate stockpiles for:
276- A reserve of uncut gems for strange moods that the jeweler's workshop cannot take from
277- Steel bars and coal so you can see at a glance if you're low on either
278- Liquids that cannot be quantum stockpiled (e.g. lye)
279- Meltable weapons and armor
280
281Workshops:
282- 3x Mason
283- 4x Craftsdwarf
284- 1x Jeweler
285- 1x Mechanic
286- 4x Smelter
287- 1x Forge
288- 1x Glassmaker
289- 1x Kiln
290- 4x Wood furnace
291- 1x Ashery
292- 1x Soap maker
293- 1x Carpenter
294- 1x Siege workshop
295- 1x Bowyer
296- 1x Dyer
297- 1x Loom
298- 1x Clothier
299
300
301Manual steps you have to take:
302- Assign minecarts to your quantum stockpile hauling routes
303- Give from the "Goods" quantum stockpile to the jugs, pots, and bags stockpiles on the farming level
304- 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.
305- Download automation.json from https://drive.google.com/file/d/17WcN5mK-rnADOm2B_JFpPnByYgkYjxhb/view and put it in your dfhack-config/orders/ directory.
306
307Industry Walkthrough:
3081) 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.
309
3102) 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.
311
3123) 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.
313
3144) If you want to automatically melt goblinite and other low-quality weapons and armor, mark the south-east stockpiles for auto-melt.
315
3165) 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.
317#dig label(industry1) start(18; 18; central ramp) message(This would be a good time to queue manager orders for /industry2. Once the area is dug out, continue with /industry2.)
318#meta label(industry2) start(central ramp) build workshops and stockpiles, configure stockpiles
319build/industry_build
320place/industry_place
321query/industry_query
322#build label(industry_build) start(18; 18) hidden()
323#place label(industry_place) start(18; 18) hidden()
324#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))
325#notes label(services_help)
326Sets up public services (dining, hospital, etc.)
327
328Features:
329- Spacious dining room (also usable as a tavern)
330- Prepared food and drink stockpiles
331- Well cistern system (bring your own water)
332- Four well-appointed jail cells
333- Hospital with a well for washing
334- Garbage dump
335
336Manual steps you have to take:
337- 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.
338- 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).
339
340Services Walkthough:
3411) Start this level before your fort grows beyond around 50 dwarves so everyone has a place to eat.
342
3432) 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.
344
3453) Once the area is dug out, set up important furniture, stockpiles, hospital zone and garbage dump zone with /services2.
346
3474) When the table and chair have been placed in the dining room, run /services3 to build the rest of the furniture and configure your dining room. Run "quickfort orders" for /services3.
348
3495) Fill the wells with either bucket brigades or by carefully routing flowing water.
350
3516) When your fort is mature enough to need a jail and/or an extra barracks, run /services4 to set those rooms up. You also get some decorative statues to increase the value of your dining hall. Run "quickfort orders" for /services4.
352#dig label(services1) start(23; 22; central ramp) message(This would be a good time to queue manager orders for /services2 and /services3. Once the area is dug out, continue with /services2.)
353#>
354#>
355#>
356#meta label(services2) start(central ramp) message(Once furniture has been placed, continue with /services3.) dining hall anchors, stockpiles, hospital, garbage dump
357build/services_build
358place/services_place
359zones/services_zones
360name_zones/services_name_zones
361query_stockpiles/services_query_stockpiles
362
363#meta label(services3) start(central ramp) configure dining room, build dining hall and hospital furniture
364query_dining/services_query_dining
365build2/services_build2
366
367#meta label(services4) start(central ramp) complete jail and build decorative furniture
368build3/services_build3
369place_jail/services_place_jail
370query_jail/services_query_jail
371#build label(services_build) start(23; 22) hidden() build dining room anchor
372#place label(services_place) start(23; 22) hidden()
373#zone label(services_zones) start(23; 22) hidden() hospital and garbage dump
374#query label(services_name_zones) start(23; 22) hidden()
375#query label(services_query_stockpiles) start(23; 22) hidden() configure stockpiles
376#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 jail
377#build label(services_build2) start(23; 22) hidden() build dining room and hospital furniture, doors, prep for jail
378#>
379#build label(services_build3) start(23; 22) hidden() barracks, jail, statues
380#place label(services_place_jail) start(23; 22) hidden()
381#query label(services_query_jail) start(23; 22) set up barracks and jail
382#notes label(guildhall_help)
383Sixteen 7x7 rooms for guildhalls, temples, libraries, etc.
384
385Features:
386- Big empty rooms. Double-thick walls to ensure engravings add value to the "correct" side. Fill with furniture and assign as needed.
387
388Guildhall Walkthrough:
3891) Dig out the rooms with /guildhall1.
390
3912) Once the area is dug out, add in generic furniture with /guildhall2. Run "quickfort orders" for /guildhall2.
392
3933) Furnish individual rooms manually as you need specific guildhalls, libraries, and temples.
394#dig label(guildhall1) start(25; 25; central ramp) message(This would be a good time to queue manager orders for /guildhall2. Once the area is dug out, continue with /guildhall2.)
395#build label(guildhall2) start(25; 25; central ramp) message(Smooth tiles and furnish/declare locations as required.) build basic furniture
396#notes label(beds_help)
397Suites for nobles and apartments for the teeming masses
398
399Features:
400- Well-appointed suites to satisfy most nobles
401- Apartments with beds and storage to keep dwarves happy
402- Apartments also serve as burial chambers since dwarves like looking at coffins
403- Meta blueprint included for designating 6 levels of apartments for a full 200+ dwarves
404
405Suites Walkthrough:
4061) Dig out the suites layer with /suites1.
407
4082) 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.
409
410Apartments Walkthrough:
4111) Dig out one layer of apartments with /apartments1, or 6 layers at once (enough for 200 dwarves) with /apartments1_stack.
412
4132) Once a layer is dug out, build beds with /apartments2. Run "quickfort orders" for /apartments2.
414
4153) 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.
416#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
417#build label(suites2) start(18; 18; central ramp) message(bedrooms are left unconfigured so you can assign them to specific nobles)
418#meta label(apartments1_stack) start(central ramp) digs 6 layers of apartments - enough for 200 dwarves
419/apartments1
420#>
421/apartments1
422#>
423/apartments1
424#>
425/apartments1
426#>
427/apartments1
428#>
429/apartments1
430#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
431#build label(apartments2) start(18; 18; central ramp) message(Once beds have been placed, continue with /apartments3.) build beds
432#meta label(apartments3) start(central ramp) configure rooms and build remaining furniture
433query_apartments/apartments_rooms
434build2_apartments/apartments_build2
435#query label(apartments_rooms) start(18; 18) hidden() configure rooms
436#build label(apartments_build2) start(18; 18) hidden() message(Coffins should be configured with DFHack burial script) build remaining furniture