99 KiB
99 KiB
1 | #meta label(help) message(Welcome to the Dreamfort Walkthrough! It 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. The final fort will have a walled-in area on the surface for livestock, trading, 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 for use until you get the services level set up. Beyond 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: - The industry level has a compact, but complete set of workshops and stockpiles - The services level has dining, hospital, and justice services, including a well system. This level is 4 z-levels deep. - The guildhall level has many rooms for buildling libraries, temples, and guildhalls - The suites level has fancy rooms for your nobles - The apartments level(s) has small but well-furnished bedrooms for your other dwarves Dreamfort 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. Blueprints 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. Directly after embark, apply /surface1 on a flat area on the surface and /industry1 somewhere below, 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. This .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 You are welcome to copy those files and make your own modifications! ) run me for help with dreamfort |
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2 | #dreamfort.csv is generated with the following command: for fname in dreamfort*.xlsx; do xlsx2csv -a -E Notes -p '' $fname; done | sed 's/,*$//' |
3 | #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 |
4 | clear_small/surface_clear_small |
5 | zones/surface_zones |
6 | |
7 | #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 |
8 | build_start/surface_build_start |
9 | place_start/surface_place_start |
10 | query_start/surface_query_start |
11 | clear/surface_clear |
12 | pick/surface_pick |
13 | |
14 | #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 level |
15 | dig/surface_channel |
16 | |
17 | #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 |
18 | build_floors/surface_floors |
19 | build_walls/surface_walls |
20 | |
21 | #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 |
22 | build_bridges/surface_gates |
23 | build_buildings/surface_buildings |
24 | |
25 | #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 |
26 | query_buildings/surface_query_buildings |
27 | build_scaffolding/surface_scaffolding |
28 | #< |
29 | build_roof/surface_roof |
30 | #dig label(surface_clear_small) start(23; 25) hidden() use the meta blueprints for normal application |
31 | #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 |
32 | #build label(surface_build_start) start(23; 25) hidden() use the meta blueprints for normal application |
33 | #place label(surface_place_start) start(23; 25) hidden() use the meta blueprints for normal application |
34 | #query label(surface_query_start) start(23; 25) hidden() use the meta blueprints for normal application |
35 | #dig label(surface_clear) start(23; 25) hidden() use the meta blueprints for normal application |
36 | #dig label(surface_pick) start(23; 25) hidden() use the meta blueprints for normal application |
37 | #dig label(surface_channel) start(23; 25) hidden() use the meta blueprints for normal application |
38 | #build label(surface_floors) start(23; 25) hidden() use the meta blueprints for normal application |
39 | #build label(surface_walls) start(23; 25) hidden() use the meta blueprints for normal application |
40 | #build label(surface_gates) start(23; 25) hidden() use the meta blueprints for normal application |
41 | #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 |
42 | #query label(surface_query_buildings) start(23; 25) hidden() use the meta blueprints for normal application |
43 | #build label(surface_scaffolding) start(23; 25) hidden() use the meta blueprints for normal application |
44 | #build label(surface_roof) start(23; 25) hidden() use the meta blueprints for normal application |
45 | #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.) |
46 | #meta label(farming2) start(staircase center) message(Once furniture has been placed, continue with /farming3.) build workshops and stockpiles, configure stockpiles |
47 | build_workshops/farming_workshops |
48 | build_furniture/farming_furniture |
49 | place/farming_place |
50 | query_stockpiles/farming_query_stockpiles |
51 | #build label(farming_workshops) start(23; 25) hidden() use the meta blueprints for normal application |
52 | #build label(farming_furniture) start(23; 25) hidden() use the meta blueprints for normal application |
53 | #place label(farming_place) start(23; 25) hidden() use the meta blueprints for normal application |
54 | #query label(farming_query_stockpiles) start(23; 25) hidden() message(remember to assign a minecart to the garbage quantum stockpile) use the meta blueprints for normal application |
55 | #query label(farming3) start(23; 25 staircase center) message(Check to ensure the office got assigned to your manager.) configure rooms |
56 | #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.) |
57 | #meta label(industry2) start(staircase center) build workshops and stockpiles, configure stockpiles |
58 | build/industry_build |
59 | place/industry_place |
60 | query/industry_query |
61 | #build label(industry_build) start(18; 18) hidden() use the meta blueprints for normal application |
62 | #place label(industry_place) start(18; 18) hidden() use the meta blueprints for normal application |
63 | #query label(industry_query) start(18; 18) hidden() message(remember to assign minecarts to to your quantum stockpile hauling routes) use the meta blueprints for normal application |
64 | #dig label(services1) start(23; 22; staircase center) message(This would be a good time to queue manager orders for /services2. Reapply this dig blueprint after digging to clear cistern ramps. Once the area is dug out, continue with /services2.) |
65 | #> |
66 | #> |
67 | #> |
68 | #meta label(services2) start(staircase center) message(Once furniture has been placed, continue with /services3.) furniture, stockpiles, hospital, garbage dump |
69 | build/services_build |
70 | place/services_place |
71 | zone/services_zone |
72 | query_stockpiles/services_query_stockpiles |
73 | #build label(services_build) start(23; 22) hidden() use the meta blueprints for normal application |
74 | #> |
75 | #place label(services_place) start(23; 22) hidden() use the meta blueprints for normal application |
76 | #zone label(services_zone) start(23; 22) hidden() use the meta blueprints for normal application |
77 | #query label(services_query_stockpiles) start(23; 22) hidden() use the meta blueprints for normal application |
78 | #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 |
79 | #dig label(guildhall1) start(25; 25; staircase center) message(This would be a good time to queue manager orders for /guildhall3. Once the area is dug out, continue with /guildhall2.) |
80 | #dig label(guildhall2) start(25; 25; staircase center) message(Once tiles are smoothed, continue with /guildhall3.) smooth tiles that will be made inaccessible by furniture |
81 | #build label(guildhall3) start(25; 25; staircase center) message(Smooth the remaining tiles and furnish/declare locations as required.) build basic furniture |
82 | #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 |
83 | #build label(suites2) start(18; 18; staircase center) message(bedrooms are left unconfigured so you can assign them to specific nobles) |
84 | #meta label(apartments1_stack) start(staircase center) digs 6 layers of apartments - enough for 200 dwarves |
85 | /apartments1 |
86 | #> |
87 | /apartments1 |
88 | #> |
89 | /apartments1 |
90 | #> |
91 | /apartments1 |
92 | #> |
93 | /apartments1 |
94 | #> |
95 | /apartments1 |
96 | #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 |
97 | #build label(apartments2) start(18; 18; staircase center) message(Once beds have been placed, continue with /apartments3.) |
98 | #query label(apartments3) start(18; 18; staircase center) message(Coffins should be configured with DFHack burial script) |