dfhack/data/blueprints/library/dreamfort.csv

154 KiB

1#notes label(help) run me for the dreamfort walkthrough
2Welcome to Dreamfort! These blueprints will help you build a functional, secure, fully self-sustaining fortress that you can use as-is or extend to build the fortress of your dreams!
3
4It can be difficult to apply a set of blueprints that you did not write yourself. This walkthrough will guide you through the high-level steps of building Dreamfort. Run "quickfort run library/dreamfort.csv -n /checklist" (or, if you're looking at the online version, switch to the "checklist" sheet) for a compact list of the commands you'll be running. Each level also has its own mini-walkthrough with more details.
5
6The final fort will have a walled-in area on the surface for livestock, trading, aboveground farming, and military training. One z-level down is the farming level, with related workshops and vents up to the surface for miasma prevention. The farming level also has a miniature dining hall and dormitory for use until you get the services and housing levels set up.
7
8Beyond those two, the other layers can be built in any order, at any z-level, according to your preference and the layout peculiarities of your embark site:
9- The industry level has a compact, but complete set of workshops and stockpiles (minus what is already provided on the farming level).
10- The services level has dining, hospital, marksman barracks, and justice services, plus a well system. It is 4 z-levels deep.
11- The guildhall level has large, empty rooms for building libraries, temples, and guildhalls.
12- The suites level has fancy rooms for your nobles.
13- The apartments levels have small but well-furnished bedrooms for your other dwarves.
14
15Run each level's "help" blueprint (e.g. "quickfort run library/dreamfort.csv -n /surface_help") for more details.
16
17Dreamfort has a central stairs-based design. For all Dreamfort levels, place the cursor on the center (undug) tile of the 3x3 stairs area when you apply the blueprints for that level. The first surface blueprint will designate a column of stairs that you can use as a guide. If you need to extend the stairs down further to lower levels, run "quickfort run library/dreamfort.csv -n /central_stairs --repeat down,10" with the cursor on the z-level below the lowest current stairs.
18
19Dreamfort blueprints take care of everything to get the fort up and running. You don't need to clear any extra trees or create any extra buildings or stockpiles (though of course you are free to do so). Blueprints that do require manual steps, like 'assign minecart to hauling route', will leave a message telling you so when you run them. Note that blueprints will designate buildings to build even if you don't have the materials needed to build them. You can use "quickfort orders" to automatically create the manager orders for all the needed items. Make sure your manager is available to validate all the incoming work orders!
20
21There are some tasks common to all forts that Dreamfort doesn't specifically handle for you. For example, Dreamfort sets up a barracks, but managing squads is up to you. Here are some other common tasks that may need to be done manually (or with some other tool):
22- Exploratory mining for specific resources like iron
23- Filling the well system with water
24- Bringing magma up to the industry level to power magma forges/furnaces
25- Manufacturing trade goods
26- Assigning skilled labors to migrants (although the example professions included with DFHack will help with this)
27- Custom stockpile setups to assist with, for example, encrusting only high-quality items
28
29Dreamfort works best at an embark site that is flat and has at least one soil layer. New players should avoid embarks with aquifers if they are not prepared to deal with them. Bring picks for mining, an axe for woodcutting, and an anvil for a forge. Bring a few blocks to speed up initial workshop construction as well. That's all you really need, but see the example embark profile in the online spreadsheets for a more complete setup.
30
31Other DFHack commands also work very well with Dreamfort, such as autofarm, autonestbox, prioritize, seedwatch, tailor, and, of course, buildingplan. An init file that gets everything configured for you is distributed with DFHack as hack/examples/init/onMapLoad_dreamfort.init.
32Put that file in your dfhack-config/init/ directory -- the same directory that has dfhack.init.
33
34Also check out https://docs.dfhack.org/en/stable/docs/Plugins.html#professions for more information on the default labor professions that are distributed with DFHack, including suggestions on how many dwarves of each profession you are likely to need at each stage of fort maturity.
35
36Once you have your starting surface workshops up and running, you might want to configure buildingplan (in its global settings, accessible from any building placement screen, e.g.: b-a-G) to only use blocks for constructions so it won't use your precious wood, boulders, and bars to build floors and walls. If you bring at least 7 blocks with you on embark, you can even set this in your onMapLoad.init file like this:
37on-new-fortress buildingplan set boulders false; buildingplan set logs false
38
39Directly after embark, run "quickfort run library/dreamfort.csv -n /setup" with your cursor on your wagon to set settings, and get started building your fort with "quickfort run library/dreamfort.csv -n /surface1" on the surface (see /surface_help for how to select a good spot). Read the walkthroughs for each level to understand what's going on and follow the checklist to keep track of where you are in the building process. Good luck, and have fun building an awesome Dreamfort-based fort!
40
41The dreamfort.csv file distributed with DFHack is generated from online spreadsheet files. If you want to look at how these blueprints are put together, it is easier to look at the online spreadsheets than the giant .csv. You can view them at: https://drive.google.com/drive/folders/1iS90EEVqUkxTeZiiukVj1pLloZqabKuP
42You are welcome to copy the Dreamfort spreadsheets and make your own modifications!
43
44If you like, you can download a fully built Dreamfort-based fort from https://dffd.bay12games.com/file.php?id=15434 and explore it interactively.
45# The dreamfort.csv distributed with DFHack is generated with the following command: for fname in dreamfort*.xlsx; do xlsx2csv -a -p '' "$fname"; done | sed 's/,*$//'
46#notes label(checklist) command checklist
47Here is the recommended order for Dreamfort commands. You can copy/paste the command lines directly into the DFHack terminal, or, if you prefer, you can run the blueprints in the UI with gui/quickfort. See the walkthroughs (the "help" blueprints) 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.
48
49-- Preparation (before you embark!) --
50Copy hack/examples/init/onMapLoad_dreamfort.init to your dfhack-config/init directory inside your DF installation
51
52-- Set settings and preload initial orders --
53
54-- Find a good starting spot on the surface --
55
56-- Dig --
57
58-- Core fort (should finish at about the third migration wave) --
59
60-- Plumbing --
61This is a good time to fill your well cisterns, either with a bucket brigade or by routing water from a freshwater stream or an aquifer (see the library/aquifer_tap.csv blueprint for help with this).
62Also consider bringing magma up to your services level so you can replace the forge and furnaces on your industry level with more powerful magma versions. This is especially important if your embark has insufficient trees to convert into charcoal. Keep in mind that moving magma is a tricky process and can take a long time. Don't forget to continue making progress through the checklist! If you choose to use magma, I suggest getting it in place before importing the military and smelting automation orders since they make heavy use of furnaces and forges.
63
64-- Mature fort (third migration wave onward) --
65
66-- Repeat for each remaining apartments level as needed --
67See this checklist online at https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=1459509569
68#notes label(setup_help)
69Makes common initial adjustments to in-game settings.
70
71The /setup blueprint is intended to be run once at the start of the game, before anything else is changed. Players are welcome to make any further customizations after this blueprint is run. Please be sure to run the /setup blueprint before making any other changes, though, so your settings are not overwritten!
72
73The following settings are changed:
74- The manager, chief medical dwarf, broker, and bookkeeper noble roles are assigned to the first suggested dwarf. This is likely to be the expedition leader, but the game could suggest others if they have relevant skills. Bookkeeping is set to the highest precision.
75
76- Standing orders are set to:
77- only farmers harvest
78- gather refuse from outside (incl. vermin)
79- no autoloom (so the hospital always has thread -- we'll be managing cloth production with automated orders)
80
81- A burrow named "Inside" is created, but it's up to the player to define the area as the fort expands. It is intended for use in getting your civilians to safety during sieges. A military alert named "Siege" is also created and associated with the "Inside" burrow.
82
83- Military uniforms get the following modifications:
84- all default uniforms set to replace clothing
85 - in the "Metal armor" uniform, the "metal armor" item is removed and replaced by "metal breastplate" and "metal mail shirt"
86 - in the "Metal armor" uniform, the "metal legwear" item is removed and replaced by "metal greaves"
87
88All default uniforms should also have a leather cloak added, but the position of the cloak in the equipment list changes for every embark. We suggest manually adding a leather cloak to your uniforms after running the /setup blueprint.
89
90- Hotkeys are created for the 8 most interesting levels. Only the names are set -- it's up to the player to adjust them to actual locations in the (H) menu since the blueprint can't know where the levels will eventually be built. Feel free to replace any hotkeys with locations that *you* think are interesting : )
91
92These are all set for your convenience. Nothing in Dreamfort depends on these settings staying as they are. Feel free to change any setting to your personal preference.
93
94#aliases
95startnobles: n{Down 4}{togglesequence 8}{Up}s{Up}&^^
96startorders: ohrov^Wl^^
97startburrows: wa&nInside&^^
98metalarmorsetup: A{Right 2}{Down 2}&{Down}&{Left}&M{Right}{Down}&{Left}{Down}{Right}{Down}&{Left}{Down 2}L{Right}{Down 2}&{Left}{Down 3}&M{Right}{Down}&{Left 2}
99startmilitary: mnr{Down}r{metalarmorsetup}{Down}racNSiege&{Right}&^
100sethotkey: {fkey}n{name}&
101starthotkeys: H{sethotkey fkey={F2} name=Farming}{sethotkey fkey={F3} name=Industry}{sethotkey fkey={F4} name=Services}{sethotkey fkey={F5} name=Guildhall}{sethotkey fkey={F6} name=Quarry}{sethotkey fkey={F7} name=Cavern}{sethotkey fkey={F8} name=Magma}^
102
103#config label(setup) message(Please set the zoom targets of the hotkeys (the 'H' menu) according to where you actually end up digging the levels. As you build your fort, expand the "Inside" burrow to include new civilian-safe areas. Optionally, add a leather cloak to your military uniforms to enhance their protection rating. Nothing in Dreamfort depends on these settings staying as they are. Feel free to change any setting to your personal preference.) assign nobles, set standing orders, create burrows, make adjustments to military uniforms, and set hotkey names
104{startnobles}{startorders}{startburrows}{startmilitary}{starthotkeys}
105#meta label(dig_all) start(central stairs on industry level) dig industry, services, guildhall, suites, and apartments levels. does not include farming.
106# Note that this blueprint will only work for the unified dreamfort.csv. It won't work for the individual .xlsx files (since #meta blueprints can't cross file boundaries).
107
108/industry1
109#>
110/services1
111#>4
112/guildhall1
113#>
114/suites1
115#>
116/apartments1 repeat(down 5)
117#ignore
118Here are the minimal labors needed for essential tasks in getting Dreamfort up and running, along with suggestions for which dwarves to assign them to. You can enable additional labors as you wish. Skills with an asterisk (*) are especially worth putting points into on the embark preparation screen.
119
120Architect
121Misc. labors needed for constructing workshops
122
123The most time-consuming tasks in early Dreamfort are: mining, chopping down trees, and making blocks. Starting with at least two miners, two woodcutters (assuming your embark has trees), and two masons helps in keeping the fort from stalling.
124
125We suggest bringing at least:
126
127Also bring logs for beds if embarking in an area without many trees.
128
129See ldog's Dreamfort embark profile for a more advanced (and more thoroughly explained!) approach:
130https://drive.google.com/file/d/1Et42JTzeYK23iI5wrPMsFJ7lUXwVBQob/view?usp=sharing
131#ignore Add these lines to the bottom of your "data/init/embark_profiles.txt" file to make the "Dreamfort" profile available in-game. Also see ldog's dreamfort embark profile for a more advanced, dwarfy approach.
132[TITLE:Dreamfort]
133[SKILL:1:STONECRAFT:1]
134[SKILL:1:MECHANICS:5]
135[SKILL:1:JUDGING_INTENT:1]
136[SKILL:1:APPRAISAL:1]
137[SKILL:1:ORGANIZATION:1]
138[SKILL:1:RECORD_KEEPING:1]
139[SKILL:2:MINING:5]
140[SKILL:2:DETAILSTONE:2]
141[SKILL:2:SWIMMING:1]
142[SKILL:3:MINING:5]
143[SKILL:3:DETAILSTONE:2]
144[SKILL:3:SWIMMING:1]
145[SKILL:4:MASONRY:5]
146[SKILL:5:MASONRY:5]
147[SKILL:6:WOODCUTTING:5]
148[SKILL:6:CARPENTRY:5]
149[SKILL:7:PLANT:3]
150[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]
151[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]
152[ITEM:1:ANVIL:NONE:INORGANIC:IRON]
153[ITEM:7:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]
154[ITEM:26:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]
155[ITEM:26:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]
156[ITEM:26:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]
157[ITEM:10:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]
158[ITEM:10:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]
159[ITEM:10:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]
160[ITEM:10:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]
161[ITEM:10:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]
162[ITEM:10:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED]
163[ITEM:25:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]
164[ITEM:4:CHAIN:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]
165[ITEM:5:CLOTH:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]
166[ITEM:5:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]
167[ITEM:50:WOOD:NONE:PLANT_MAT:WILLOW:WOOD]
168[ITEM:40:BOULDER:NONE:INORGANIC:QUARTZITE]
169[ITEM:10:BLOCKS:NONE:INORGANIC:QUARTZITE]
170[PET:2:DOG:FEMALE:STANDARD]
171[PET:1:DOG:MALE:STANDARD]
172[PET:2:CAT:FEMALE:STANDARD]
173[PET:1:CAT:MALE:STANDARD]
174[PET:2:BIRD_GOOSE:FEMALE:STANDARD]
175[PET:2:BIRD_GOOSE:MALE:STANDARD]
176#meta label(all_orders) hidden() references all blueprints that generate orders; for testing only
177/surface1
178/surface2
179/surface3
180/surface4
181/surface5
182/surface6
183/surface7
184/surface8
185/farming1
186/farming2
187/farming3
188/farming4
189/industry1
190/industry2
191/services1
192/services2
193/services3
194/services4
195/guildhall1
196/guildhall2
197/guildhall3
198/guildhall4
199/suites1
200/suites2
201/apartments1 repeat(>5)
202/apartments2 repeat(>5)
203/apartments3 repeat(>5)
204#notes label(surface_help)
205Sets up a protected entrance to your fort in a flat area on the surface.
206Screenshot: https://drive.google.com/file/d/1YL_vQJLB2YnUEFrAg9y3HEdFq3Wpw9WP
207
208Features:
209- A starting set of workshops and stockpiles (which you can later remove once you establish your permanent workshops and storage)
210- Livestock grazing area with nestbox zones and beehives
211- Walls, roof, and lever-controlled gates for security
212- Barracks (with prisoner processing quantum dump)
213- Trap-filled hallways for invaders
214- Optional extended trap hallways (to handle larger sieges)
215- Protected trade depot
216- A grid of 1x1 farm plots (intended to be managed by DFHack autofarm)
217
218Manual steps you have to take:
219- Assign grazing livestock to the large pasture and dogs to the pasture over the central stairs (DFHack's autonestbox can manage the nestbox zones)
220- Connect levers to the gates that match the names of the levers
221- Assign minecarts to the trade goods and prisoner processing quantum stockpile hauling routes
222
223Be sure to choose an embark site that has a flat area on the surface large enough to use these blueprints!
224
225Surface Walkthrough:
2261) Choose a tile for your central fortress stairs. The terrain around that tile should be perfectly flat. Trees are ok, but no slopes, rivers, or lakes. To be sure that the tile you've chosen is in a good spot, set the cursor over that tile and run "quickfort run library/dreamfort.csv -n /perimeter". This will show you the eventual boundaries of the fort. Some wall segments might be missing due to existing trees, but that's ok. Make sure the area within the exterior wall is flat. Run "quickfort undo library/dreamfort.csv -n /perimeter" to clean up.
227
2282) 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. Your egg-layers will automatically get assigned to nestbox zones once the nestboxes are built, so you don't need to worry about them. You can let your cats roam free to chase vermin.
229
2303) Once the marked trees have been cleared, run /surface2 to setup starting workshops/stockpiles, channel out the miasma vents for the farming level, and start clearing trees from a larger area. If you haven't done it already, now is a good time to configure buildingplan to only build buildings with blocks, not logs or raw boulders. Do this by entering buildingplan's global configuration ("baG") and ensuring the only generic building material allowed is "blocks". Run "quickfort orders" for /surface2.
231
2324) Once the channels are dug out and the trees are cleared, start digging the farming level one z-level down. Once you have run /farming2, come back to the surface and run /surface3 to cover the vents and build an enclosure around your central stairs. Although the vents will be covered with flooring, they will still work to prevent miasma on the farming level. Run "quickfort orders" for /surface3.
233
2345) 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.
235
2366) 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.
237
2387) 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.
239
2408) 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.
241
2429) For extra security, you can run /surface8 any time after /surface7 to extend the trap corridors. Run "quickfort orders" for /surface8.
243
24410) 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.
245
246Sieges and Prisoner Processing:
247Here are some tips and procedures for handling seiges -- including how to clean up afterwards!
248
249- Ensure your "Inside" burrow includes only below-ground areas and safe surface areas of your fort. In particular, don't include the "atrium" area (where the "siege bait" zone is) or the trapped hallways.
250
251- When a siege begins, set the civilian alert to "Siege" to ensure all your civilians stay out of danger. Immediately pull the lever to close the outer main gate. It is also wise to close the trade depot and inner main gate as well. That way, if enemies get past the traps, they'll have to go through the soldiers in your barracks.
252
253- During a siege, use the levers to control how attackers path through the trapped corridors. If there are more enemies than cage traps, time your lever pulling so that the inner gates snap closed before your last cage trap is sprung. Then the remaining attackers will have to backtrack and go through the other trap-filled hallway.
254
255- If your cage traps fill up, ensure your hallways are free of uncaged attackers, then close the trap hallway outer gates and open the inner gates. Unset the civilian alert and allow your dwarves to reset all the traps -- make some extra cages in preparation for this! Then re-set the civilian alert to "Siege" and open the trap hallway outer gates.
256
257- Once the last attacker is caged, open all the gates and unset the civilian alert. Life is normal again!
258
259After a siege, you can use the caged prisoners to safely train your military. Here's how:
260
261- Once the prisoners are hauled to the "prisoner quantum" stockpile, run "stripcaged all" in the DFHack console.
262
263- After all the prisoners' items have been confiscated, bring your military dwarves to the barracks (if they aren't already there).
264
265- Use the zone (i) menu to assign a group prisoners to the pasture that overlaps the prisoner quantum stockpile
266
267- Hauler dwarves will come and release prisoners one by one. Your military dwarves will immediately pounce on the released prisoner and chop them to bits, saving the hauler dwarves from being attacked. Repeat until all prisoners have been "processed".
268
269Only common hostile creatures are accepted by the prisoner hauling route by default. You can add additional creature types by configuring the hauling route stop in the 'h' menu. Note that generated creature types, like necromancer experiments, can't be explicitly added. You have to (at least temporarily) accept all animals to include them.
270#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
271walls/surface_walls
272corridor/surface_corridor
273
274#meta label(surface1) start(central stairs) message(Once the central stairs are 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. Once the marked trees are all chopped down (if any), continue with /surface2.) clear trees and set up pastures
275clear_small/surface_clear_small
276zones/surface_zones
277name_zones/surface_name_zones
278#>
279central_stairs/central_stairs repeat(down 10)
280
281#meta label(surface2) start(central stairs) message(Remember to enqueue manager orders for this blueprint. 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
282build_start/surface_build_start
283place_start/surface_place_start
284query_start/surface_query_start
285channel/surface_channel
286clear/surface_clear
287
288#meta label(surface3) start(central stairs) message(Remember to enqueue manager orders for this blueprint. Once the walls and floors have been constructed, continue with /surface4.) Cover vents and protect the central stairs.
289cover_vents/surface_cover_vents
290cover_stairs/surface_cover_stairs
291
292#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
293stairs_doors/surface_stairs_doors
294pre_building/surface_pre_building
295
296#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
297place/surface_place
298build/surface_build
299query/surface_query
300clear_large/surface_clear_large
301
302#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
303query2/surface_query2
304walls/surface_walls
305floors/surface_floors
306traps/surface_traps
307clear_large/surface_clear_large
308
309#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
310#<
311roof/surface_roof
312roof2/surface_roof2
313roof3/surface_roof3
314roof4/surface_roof4
315
316#meta label(surface8) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) build extended trap corridors
317corridor_gates/surface_corridor_gates
318corridor/surface_corridor
319corridor_traps/surface_corridor_traps
320query_corridor/surface_query_corridor
321#dig label(central_stairs_odd) start(2;2) hidden() spiral stairs odd levels
322#meta label(central_stairs_even) hidden() spiral stairs even levels
323/central_stairs_odd transform(cw)
324#meta label(central_stairs) two levels of spiral stairs (use --repeat down)
325/central_stairs_odd
326#>
327/central_stairs_even
328#dig label(surface_clear_small) start(19; 19) hidden() clear trees for starting workshops and stockpiles
329#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
330#query label(surface_name_zones) start(19; 19) hidden()
331#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
332#place label(surface_place_start) start(19; 19) hidden() starting stockpiles
333#query label(surface_query_start) start(19; 19) hidden() config stockpiles
334#dig label(surface_channel) start(19; 19) hidden() channel miasma vents
335#dig label(surface_clear) start(19; 19) hidden() clear trees so the farming level can be dug without fear of generating surface holes
336#build label(surface_cover_vents) start(19; 19) hidden() cover the miasma vents
337#build label(surface_cover_stairs) start(19; 19) hidden() protect the central stairs
338#<
339#build label(surface_stairs_doors) start(19; 19) hidden()
340#build label(surface_pre_building) start(19; 19) hidden() flooring and anchoring walls for future buildings/doors
341#<
342#>
343#place label(surface_place) start(19; 19) hidden() remaining surface stockpiles
344#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
345#aliases
346prisoner_route_enable: {enableanimals}{cages}{permittraps}{animalsprefix}{Right}{permitsearch search=" men"}{permitsearch search=dwarves}{permitsearch search=elves}{permitsearch search=humans}{permitsearch search=kobolds}{permitsearch search=gremlins}{permitsearch search=giants}{permitsearch search=goblins}{permitsearch search=ettins}{permitsearch search=cyclopes}{permitsearch search=ogres}{permitsearch search=eyes}{permitsearch search=reachers}{permitsearch search=gorlaks}{permitsearch search=trolls}{permitsearch search=minotaurs}^
347#query label(surface_query) start(19; 19) hidden() message(Remember to assign minecarts to the trade goods and prisoner processing quantum stockpiles (run "assign-minecarts all"). 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.)
348#dig label(surface_clear_large) start(19; 19) hidden() clear wider area of trees
349t1(37x33)
350#query label(surface_query2) start(19; 19) hidden()
351#build label(surface_walls) start(19; 19) hidden() build remaining walls
352#build label(surface_floors) start(19; 19) hidden() build remaining flooring
353#build label(surface_traps) start(19; 19) hidden()
354#build label(surface_roof) start(19; 19) hidden() roof hatch and adjacent tiles
355#build label(surface_roof2) start(19; 19) hidden() lower half of the roof
356#build label(surface_roof3) start(19; 19) hidden() upper half center of the roof
357#build label(surface_roof4) start(19; 19) hidden() upper half remainder of the roof
358#build label(surface_corridor_gates) start(19; 19) hidden() gates for the longer trap hallways
359#build label(surface_corridor) start(19; 19) hidden() longer trap hallway walls
360#<
361#build label(surface_corridor_traps) start(19; 19) hidden() traps for the longer trap hallways
362#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
363#notes label(farming_help)
364Sets up farming, food storage, and related industries. Also provides post-embark necessities that can later be disassembled.
365Screenshot: https://drive.google.com/file/d/1fBC3G5Y888l4tVe5REAyAd_zeojADVme
366
367Features:
368- Pairs with the surface blueprints for vents that prevent miasma
369- Farm plots (intended to be managed by DFHack autofarm)
370- Plentiful food storage
371- Refuse/corpse quantum stockpile
372- Small dormitory and dining room for post-embark needs
373- Small offices for your manager and bookkeeper
374
375Workshops:
376- Kitchen
377- Brewery
378- Butcher
379- Fishery
380- Tannery
381- Farmer's Workshop
382- Quern
383- Screw Press
384
385Manual steps you have to take:
386- Check to make sure the lower office is assigned to your manager and assign the upper office to your bookkeeper (if different from your manager)
387- Assign a minecart to your refuse quantum stockpile hauling route (you can run "assign-minecarts all" at the DFHack prompt to do this)
388- If the industry level is already built, configure the jugs, pots, and bags stockpiles to take from the "Goods" quantum stockpile (the one on the left) on the industry level
389
390Farming Walkthrough:
3911) 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.
392
3932) Start digging with /farming1 and get started on manufacturing furniture by running "quickfort orders" on /farming2 and /farming3.
394
3953) Once the level is dug out, run /farming2 to build workshops, stockpiles, and the furniture we need to anchor the rooms. Remember to assign a minecart to the newly-designated quantum refuse dump. There are also jugs, pots, and bags stockpiles on this level that should be configured to "take" from the industry level stockpile once we get the industry level built.
396
3974) 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.
398
3995) 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.
400
4016) You can disassemble the dining room and dormitory once the services and apartments levels are up and running, if you like.
402#dig label(farming1) start(16; 18; central stairs) message(Once the area is dug out, continue with /farming2.)
403# 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
404# quickly dig out this one.
405#meta label(farming2) start(central stairs) message(Remember to enqueue manager orders for this blueprint. Once furniture has been placed, continue with /farming3.) workshops, stockpiles, and important furniture
406build/farming_build
407place/farming_place
408query_stockpiles/farming_query_stockpiles
409link_stockpiles/farming_link
410
411#meta label(farming3) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) configure rooms and build farm plots and more furniture
412query_rooms/farming_rooms
413build2/farming_build2
414
415#meta label(farming4) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) configure farm plots and build remaining furniture
416query_plots/farming_query_plots
417build3/farming_build3
418#build label(farming_build) start(16; 18) hidden() workshops and important furniture
419#place label(farming_place) start(16; 18) hidden() stockpiles
420#query label(farming_query_stockpiles) start(16; 18) hidden() message(remember to: - assign a minecart to the refuse quantum stockpile (run "assign-minecarts all") - 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
421#query label(farming_link) start(16; 18) hidden() set farming stockpiles to take from starting surface stockpiles
422#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
423#build label(farming_build2) start(16; 18) hidden() farm plots, remaining furniture, and important doors
424#query label(farming_query_plots) start(16; 18) hidden() configure farm plots for seasonal fertilization
425#build label(farming_build3) start(16; 18) hidden() remaining doors
426#notes label(industry_help)
427Sets up workshops for all non-farming industries
428Screenshot: https://drive.google.com/file/d/1emMaHHCaUPcdRbkLQqvr-0ZCs2tdM5X7
429
430Features:
431- Space-efficient layout for all workshops
432- Manager orders that automate basic fortress maintenance
433- Space available underneath the forge and smelters for magma, allowing the starting forge and smelters to be eventually replaced by magma versions.
434- Quantum stockpiles for compact storage
435with separate stockpiles for:
436- A reserve of uncut gems for strange moods that the jeweler's workshop cannot take from
437- Wood, steel bars, and coal so you can see at a glance if you're low on stock
438- Items that cannot be quantum stockpiled (e.g. lye and sand bags)
439- Meltable weapons and armor
440
441Workshops:
442- 2x Mason
443- 4x Craftsdwarf
444- 1x Jeweler
445- 1x Mechanic
446- 4x Smelter
447- 1x Forge
448- 1x Glassmaker
449- 1x Kiln
450- 4x Wood furnace
451- 1x Ashery
452- 1x Soap maker
453- 1x Carpenter
454- 1x Siege workshop
455- 1x Bowyer
456- 1x Dyer
457- 1x Loom
458- 1x Clothier
459
460
461Manual steps you have to take:
462- Assign minecarts to your quantum stockpile hauling routes
463- Give from the "Goods" quantum stockpile to the jugs, pots, and bags stockpiles on the farming level
464
465Optional manual steps you can take:
466- Restrict the Mechanic's workshop to only allow skilled workers so unskilled trap-resetters won't be tasked to build mechanisms.
467- Restrict the Craftsdwarf's workshops to only allow labors that take from the adjacent stockpiles. That is, only allow Woodcrafting for the Craftsdwarf's workshop on the left near the wood stockpile, Stonecrafting and Strand Extraction for the Craftsdwarf's workshop near the Mason's workshops, and Bonecrafting for one of the Craftsdwarf's workshop near the Clothier's workshop. The last Craftdwarf's workshop can hold all the remaining labors, or it can be a secondary workshop for a labor that you want more dwarves working on.
468- To encourage your masons to concentrate on building blocks and other high-volume orders, it helps to set one of your Mason's workshops to service a maximum of 2 manager orders at a time.
469- Once you have enough haulers, you can increase the rate of stone and ore hauling jobs by building more wheelbarrows and adding them to the stone and ore feeder stockpiles.
470- If desired, set one or both stockpiles in the bottom left to auto-melt. This results in melting all weapons and armor that are inferior to masterwork. This is great for upgrading your military, but it takes a *lot* of fuel unless you have first replaced the forge and smelters with magma versions. If you enable automelt and you don't have magma forges and magma smelters, be sure to be in a heavily forested area, enable auto-chop, and keep your coal stocks high.
471
472Industry Walkthrough:
4731) Start digging out /industry1 as soon as you find a stone layer at least two layers beneath the surface so the boulders can be used by your starting workshops. The services level is intended to be dug beneath this one, and there is space on that level to route magma underneath your furnaces so you can replace the furnaces on this level with magma-powered equivalents.
474
4752) Queue up manufacturing by running "quickfort orders" on /industry2. You brought an anvil with you (right??), so you can remove the unneeded anvil work order from the manager orders screen (j-m). Note that stockpiles that accept containers may claim the barrels you need to build the Dyer's Workshop and Ashery. If you see those two buildings not being constructed, build a few extra barrels or run combine-plants and combine-drinks to free up some existing ones.
476
4773) Once the area is dug out, run /industry2. Remember to assign minecarts to to your quantum stockpile hauling routes, and if the farming level is already built, give from the "Goods" quantum stockpile (the one on the left) to the jugs, pots, and bags stockpiles on the farming level.
478
4794) Once you have enough dwarves to do maintenance tasks (that is, after the first or second migration wave), run "orders import library/basic" to use the provided basic.json to take care of your fort's basic needs, such as food, booze, and raw material processing.
480
4815) If you want to automatically melt goblinite and other low-quality weapons and armor, mark the south-east stockpiles for auto-melt. If you don't have a high density of trees to make into charcoal, though, be sure to route magma to the level beneath this one and replace the forge and furnaces with magma equivalents.
482
4836) Once you have magma furnaces (or abundant fuel) and more dwarves, run "orders import library/furnace", "orders import library/military", and "orders import library/smelting" to import the remaining fort automation orders. The military orders are optional if you are not planning to have a military, of course.
484
4857) At any time, feel free to build extra workshops or designate custom stockpiles in the unused space in the top and bottom right. The space is there for you to use!
486#dig label(industry1) start(18; 18; central stairs) message(Once the area is dug out, continue with /industry2.)
487#meta label(industry2) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) build workshops and stockpiles, configure stockpiles
488build/industry_build
489place/industry_place
490query/industry_query
491#build label(industry_build) start(18; 18) hidden()
492#place label(industry_place) start(18; 18) hidden()
493#query label(industry_query) start(18; 18) hidden() message(remember to: - assign minecarts to to your quantum stockpile hauling routes (use "assign-minecarts all") - if the farming level is already built, give from the "Goods" quantum stockpile to the jugs, pots, and bags stockpiles on the farming level - if you want to automatically melt goblinite and other low-quality weapons and armor, mark the south-east stockpiles for auto-melt - once you have enough dwarves, run "orders import library/basic" to automate your fort's basic needs (see /industry_help for more info on this file) - optionally, restrict the labors for your Craftsdwarf's and Mechanic's workshops as per the guidance in /industry_help)
494#notes label(services_help)
495Sets up public services (dining, hospital, etc.)
496Screenshot: https://drive.google.com/file/d/13vDIkTVOZGkM84tYf4O5nmRs4VZdE1gh
497
498Features:
499- Spacious dining room/tavern (tavern is restricted to residents-only by default)
500- Prepared food and drink stockpiles
501- Well cistern system (bring your own water)
502- Hospital with a well for washing
503- Garbage dump
504- Empty space for magma to power forges and smelters in the industry level above
505
506Note the hospital also has animal training enabled so it can be used with the dwarfvet plugin if it's enabled.
507
508Manual steps you have to take:
509- If you want to tavern to attract visitors, change the restriction in the (l)ocation menu.
510- 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).
511- If you are filling the wells with a bucket brigade and at least one well is already constructed, you'll run into issues with the dwarves stealing water from one well to fill another. Temporarily deconstruct the wells or temporarily build grates beneath the wells to block the buckets to avoid this issue. Remember to rebuild the wells or remove the grates afterwards, though!
512- Assign the office to the right of the barracks to your Sheriff/Captain of the Guard to use it as an interrogation room.
513
514Services Walkthrough:
5151) Start this level when your fort grows to about 50 dwarves so everyone has a place to eat.
516
5172) Start digging with /services1. Note that this digs out the main level and three levels below for the wells.
518
5193) Once the area is dug out, set up important furniture, stockpiles, hospital zone and garbage dump zone with /services2. Run "quickfort orders" for /services2.
520
5214) When the table and chair have been placed in the dining room, the beds are placed in the rented rooms, and the weapon rack and archery targets are constructed in the barracks, run /services3 to build the rest of the furniture and configure your dining room/tavern and barracks. Run "quickfort orders" for /services3.
522
5235) Fill the wells with either bucket brigades or by carefully routing flowing water.
524
5256) When your fort is mature enough to need jail cells, run /services4 to set those up, anytime after the restraints are built in the jail cell block. You also get some decorative statues to increase the value of your dining hall. Assign the office to the right of the barracks to your Sheriff/Captain of the Guard to use it as an interrogation room. Run "quickfort orders" for /services4.
526#dig label(services1) start(18; 18; central stairs) message(Once the area is dug out, continue with /services2.)
527#>
528#>
529#>
530#meta label(services2) start(central stairs) message(Remember to enqueue manager orders for this blueprint. Once furniture has been placed, continue with /services3.) dining hall anchors, stockpiles, hospital, garbage dump
531build/services_build
532place/services_place
533zones/services_zones
534name_zones/services_name_zones
535query_stockpiles/services_query_stockpiles
536
537#meta label(services3) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) configure dining room/tavern, build dining hall and hospital furniture
538query_dining/services_query_dining
539query_rented_rooms/services_query_rented_rooms
540build2/services_build2
541
542#meta label(services4) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) declare and furnish jail and build decorative furniture
543build3/services_build3
544place_jail/services_place_jail
545query_jail/services_query_jail
546#build label(services_build) start(18; 18) hidden() build basic hospital and dining room anchor
547#place label(services_place) start(18; 18) hidden()
548#zone label(services_zones) start(18; 18) hidden() message(If you'd like to fill your wells via bucket brigade, activate the inactive pond zones one level down from where the wells will be built.) hospital, garbage dump, and pond zones
549#>
550#query label(services_name_zones) start(18; 18) hidden()
551#>
552#query label(services_query_stockpiles) start(18; 18) hidden() message(Configure the training ammo stockpile to take from the metalworker quantum on the industry level.) configure stockpiles
553#query label(services_query_dining) start(18; 18) hidden() message(The tavern is restricted to residents only by default. If you'd like your tavern to attract vistors, please go to the (l)ocation menu and change the restriction.) set up dining room/tavern and barracks
554#query label(services_query_rented_rooms) start(18; 18) hidden() attach rented rooms to tavern
555#build label(services_build2) start(18; 18) hidden() build rest of hospital and dining room, doors, prep for jail
556#>
557#build label(services_build3) start(18; 18) hidden() jail, statues
558#place label(services_place_jail) start(18; 18) hidden()
559#query label(services_query_jail) start(18; 18) hidden() message(Assign the office to the right of the barracks to your Sheriff/Captain of the Guard to use it as your interrogation room) set up barracks and jail
560#notes label(guildhall_help)
561Eight 7x7 rooms for guildhalls, temples, libraries, etc.
562Screenshot: https://drive.google.com/file/d/17jHiCKeZm6FSS-CI4V0r0GJZh09nzcO_
563
564Features:
565- Big rooms, optionally pre-furnished. Double-thick walls to ensure engravings add value to the "correct" side. Declare locations from the pre-created meeting zones as needed.
566
567Guildhall Walkthrough:
5681) Dig out the rooms with /guildhall1.
569
5702) Once the area is dug out, pre-create the zones and add doors and a few statues with /guildhall2. Run "quickfort orders" for /guildhall2.
571
5723) Furnish individual rooms manually, or get default furnishings for a variety of room types by running /guildhall3. If you use the default furnishings, also run "quickfort orders" for /guildhall3. Declare appropriate locations from the pre-created zones as you need guildhalls, libraries, and temples. If you'd like a "no specific diety" temple declared for the top room and a library declared for the bottom room, run /guildhall4. Both locations will be "Residents only" by default, but you can change this in the (l)ocation menu if you want them to attract visitors. If you need more rooms, you can dig another /guildhall1 in an unused z-level.
573#dig label(guildhall1) start(15; 15; central stairs) message(Once the area is dug out, continue with /guildhall2.)
574#meta label(guildhall2)
575doors/guildhall_doors
576zones/guildhall_zones
577#build label(guildhall_doors) start(15; 15; central stairs) hidden() message(Remember to enqueue manager orders for this blueprint. Smooth/engrave tiles, furnish rooms, and declare locations as required.) build doors
578#zone label(guildhall_zones) start(15; 15; central stairs) hidden() designate zones
579#build label(guildhall3) start(15; 15; central stairs) message(Remember to enqueue manager orders for this blueprint.) furnish 4 guildhalls, 3 temples, and a library
580#query label(guildhall4) start(15; 15; central stairs) message(The library and temple are restricted to residents only by default. If you'd like them to attract vistors, please go to the (l)ocation menu and change the restriction.) declare a library and temple
581#notes label(beds_help)
582Suites for nobles and apartments for the teeming masses
583Suites screenshot: https://drive.google.com/file/d/1IBqCf6fF3lw7sHiBE_15Euubysl5AAiS
584Apt. screenshot: https://drive.google.com/file/d/1mDQQXG8BnXqasRGFC9R5N6xNALiswEyr
585
586Features:
587- Well-appointed suites to satisfy nobles
588- Apartments with beds and storage to keep dwarves happy and the fortress clean
589- Apartments also serve as burial chambers since dwarves like looking at coffins
590- Meta blueprint included for designating 5 levels of apartments for a full 200+ dwarves
591
592Suites Walkthrough:
5931) Dig out the suites layer with /suites1.
594
5952) 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.
596
597Apartments Walkthrough:
5981) Dig out one layer of apartments with /apartments1, or 5 layers at once (enough for 200 dwarves) with by adding "--repeat down,5" to the quickfort command.
599
6002) Once a layer is dug out, build beds with /apartments2. Run "quickfort orders" for /apartments2.
601
6023) Once the beds are built, configure the rooms and build the remaining furniture with /apartments3. Run "quickfort orders" for /apartments3.
603
6044) Once the coffins are all in place, run "burial -pets" to set them all to accept burials.
605#dig label(suites1) start(18; 18; central ramp) message(Once the area is dug out, run /suites2) noble suites
606#build label(suites2) start(18; 18; central ramp) message(Remember to enqueue manager orders for this blueprint. bedrooms are left unconfigured so you can assign them to specific nobles)
607#dig label(apartments1) start(18; 18; central ramp) message(Once the area is dug out, continue with /apartments2.) apartment complex
608#build label(apartments2) start(18; 18; central ramp) message(Remember to enqueue manager orders for this blueprint. Once beds have been placed, continue with /apartments3.) build beds
609#meta label(apartments3) start(central ramp) message(Remember to enqueue manager orders for this blueprint.) configure rooms and build remaining furniture
610query_apartments/apartments_rooms
611build2_apartments/apartments_build2
612#query label(apartments_rooms) start(18; 18) hidden() configure rooms
613#build label(apartments_build2) start(18; 18) hidden() message(Coffins should be configured with DFHack "burial" script) build remaining furniture