dfhack/data/blueprints/library/dreamfort.csv

118 KiB

1#notes label(help) run me for the dreamfort walkthrough
2Welcome to the Dreamfort Walkthrough!
3It can be difficult applying a set of blueprints that you did not write yourself. This walkthrough will guide you through the high-level steps of building Dreamfort. Each level also has its own mini-walkthrough with specific steps for that level.
4
5The 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 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, and justice services, including a well system. This level is 4 z-levels deep.
10- The guildhall level has many empty rooms for building libraries, temples, and guildhalls.
11- The suites level has fancy rooms for your nobles.
12- The apartments level(s) has small but well-furnished bedrooms for your other dwarves.
13
14Run each level's "help" blueprint (e.g. /surface_help) for more details, or run /checklist for a list of all commands you need to run, in order.
15
16Dreamfort has a central staircase-based design. For all Dreamfort levels, place the cursor on the center staircase tile when you apply the blueprints. The first surface blueprint will designate a column of staircases that you can use as a guide.
17
18Dreamfort blueprints take care of everything to get the fort up and running. You don't need to clear any 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. Blueprints will also leave messages with hints when you might want to run "quickfort orders" to start manufacturing needed items.
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.
21
22Directly after embark, apply /surface1 on the surface (see /surface_help for how to select a good spot) and /industry1 on a level 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 parts of the surface with /surface3, you can start the farming sequence on the z-level below the surface with /farming1. You can start the services, guildhall, suites, and apartments sequences as your fort needs those levels.
23
24This .csv file is generated from source .xlsx files. If you want to look at how these blueprints are put together, it will be easier to look at the online spreadsheets than this giant .csv. You can view them at: https://drive.google.com/drive/folders/1iS90EEVqUkxTeZiiukVj1pLloZqabKuP
25You are welcome to copy those spreadsheets and make your own modifications!
26#dreamfort.csv is generated with the following command: for fname in dreamfort*.xlsx; do xlsx2csv -a -p '' $fname; done | sed 's/,*$//'
27#notes label(checklist)
28Here is the recommended order for Dreamfort commands. See walkthroughs for details.
29
30-- Find a good starting spot on the surface --
31quickfort run library/dreamfort.csv -n /surface4
32quickfort undo library/dreamfort.csv -n /surface4
33
34-- Surface, industry, and farming --
35quickfort run library/dreamfort.csv -n /surface1
36quickfort run library/dreamfort.csv -n /industry1
37quickfort run library/dreamfort.csv -n /surface2
38quickfort orders library/dreamfort.csv -n /industry2
39quickfort orders library/dreamfort.csv -n /farming2
40quickfort orders library/dreamfort.csv -n /surface4
41quickfort orders library/dreamfort.csv -n /surface5
42quickfort orders library/dreamfort.csv -n /surface6
43quickfort run library/dreamfort.csv -n /surface3
44quickfort run library/dreamfort.csv -n /industry2
45quickfort run library/dreamfort.csv -n /farming1
46quickfort run library/dreamfort.csv -n /surface4
47quickfort run library/dreamfort.csv -n /farming2
48quickfort run library/dreamfort.csv -n /farming3
49orders import automation
50quickfort run library/dreamfort.csv -n /surface5
51quickfort run library/dreamfort.csv -n /surface6
52
53-- Everything else --
54quickfort orders library/dreamfort.csv -n /services2
55quickfort orders library/dreamfort.csv -n /guildhall2
56quickfort orders library/dreamfort.csv -n /suites2
57quickfort run library/dreamfort.csv -n /services1
58quickfort run library/dreamfort.csv -n /services2
59quickfort run library/dreamfort.csv -n /services3
60quickfort run library/dreamfort.csv -n /guildhall1
61quickfort run library/dreamfort.csv -n /guildhall2
62quickfort run library/dreamfort.csv -n /suites1
63quickfort run library/dreamfort.csv -n /suites2
64quickfort run library/dreamfort.csv -n /apartments1_stack
65
66-- Repeat for each apartments level --
67quickfort orders library/dreamfort.csv -n /apartments2
68quickfort run library/dreamfort.csv -n /apartments2
69quickfort run library/dreamfort.csv -n /apartments3
70burial -pets
71#notes label(surface_help)
72Sets up a large, protected entrance to your fort in a flat area on the surface.
73
74Features:
75- A starting set of workshops and stockpiles (which you can later remove once you establish your permanent workshops and storage)
76- Trade depot area
77- Walls, roof, and lever-controlled gates for security
78- Trap-filled hallways for invaders
79- Livestock grazing area with nestbox zones and beehives
80- A grid of 1x1 farm plots (meant to be managed with DFHack autofarm)
81- An extra room near the entrance for a barracks (once you get your military going)
82- Miasma vents for the farming level that is intended to be built in the layer directly beneath the surface
83
84Manual steps you have to take:
85- Assign grazing livestock to the large pasture and dogs to the pasture over the stairwell (DFHack's autonestbox can manage the nestbox zones)
86- Connect levers to the gates
87
88Be sure to choose an embark site that has an area flat enough to use these blueprints!
89
90Surface Walkthrough:
911) Choose a tile for your central staircase. 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 /surface4". 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 /surface4" to clean up.
92
932) With the cursor on the chosen tile, run /surface1 to clear surrounding trees and set up your pastures. 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.
94
953) Once the trees have been cleared, run /surface2 to set up starting workshops/stockpiles and clear trees from a larger area. Run "quickfort orders" for /surface4, /surface5, and /surface6 to get a head start manufacturing items for those blueprints. If you want a consistent color for your walls and floors, remember to set the rock material in the buildingplan UI and in the manager orders for the blocks.
96
974) Once the trees have been cleared from the larger area, run /surface3 to channel out the miasma vents for the farming level.
98
995) When the channels have been dug, run /surface4 to build the protective walls and flooring. You can also start digging out the sub-surface farming level (/farming1) at this point. Although the vents will be covered with flooring, they will still work to prevent miasma.
100
1016) Once all the constructions are built, run /surface5 build gates, furniture, the trade depot, and traps.
102
1037) When at least the beehives are in place, run /surface6 to configure the hives and construct a roof.
104#meta label(surface1) start(staircase center) message(Once the stairwell is mined out, you should start digging the industry level in a non-aquifer rock layer. Once the area is clear of trees, continue with /surface2.) clear trees and set up pastures
105stair_guide/surface_stair_guide
106clear_small/surface_clear_small
107zones/surface_zones
108name_zones/surface_name_zones
109
110#meta label(surface2) start(staircase center) message(This would be a good time to queue manager orders for /surface4, /surface5, and /surface6. If you want a consistent color for your walls, remember to set the rock material in the buildingplan UI and in the manager orders for blocks. Once the whole area is clear of trees, continue with /surface3.) set up starting workshops/stockpiles and clear a larger area
111build_start/surface_build_start
112place_start/surface_place_start
113query_start/surface_query_start
114clear/surface_clear
115pick/surface_pick
116
117#meta label(surface3) start(staircase center) message(Once the channels are dug out, continue with /surface4. You can also start digging out the sub-surface farming level once the channels are done.) channel to prevent miasma in the sub-surface farming level
118dig/surface_channel
119
120#meta label(surface4) start(staircase center) message(Once floors and walls are built, continue with /surface5.) cover up the holes with flooring and build walls
121build_floors/surface_floors
122build_walls/surface_walls
123
124#meta label(surface5) start(staircase center) message(Once buildings have been constructed, continue with /surface6) build gates, furniture, the trade depot, and traps
125build_bridges/surface_gates
126build_buildings/surface_buildings
127
128#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
129query_buildings/surface_query_buildings
130build_scaffolding/surface_scaffolding
131#<
132build_roof/surface_roof
133build_roof2/surface_roof2
134#dig label(surface_stair_guide) hidden() use the meta blueprints for normal application
135j
136#>
137i
138#>
139i
140#>
141i7
142#>
143i7
144#>
145i7
146#>
147i7
148#>
149i7
150#>
151i7
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153i7
154#>
155i7
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157i7
158#>
159i7
160#>
161i7
162#>
163i7
164#dig label(surface_clear_small) start(23; 25) hidden() use the meta blueprints for normal application
165#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
166#query label(surface_name_zones) start(23; 25) hidden() use the meta blueprints for normal application
167#build label(surface_build_start) start(23; 25) hidden() message(use autofarm to manage farm crop selection) use the meta blueprints for normal application
168#place label(surface_place_start) start(23; 25) hidden() use the meta blueprints for normal application
169#query label(surface_query_start) start(23; 25) hidden() use the meta blueprints for normal application
170#dig label(surface_clear) start(23; 25) hidden() use the meta blueprints for normal application
171#dig label(surface_pick) start(23; 25) hidden() use the meta blueprints for normal application
172#dig label(surface_channel) start(23; 25) hidden() use the meta blueprints for normal application
173#build label(surface_floors) start(23; 25) hidden() use the meta blueprints for normal application
174#build label(surface_walls) start(23; 25) hidden() use the meta blueprints for normal application
175#build label(surface_gates) start(23; 25) hidden() use the meta blueprints for normal application
176#build label(surface_buildings) start(23; 25) hidden() message(Remember to connect the levers to the gates once they are built. Also, you can deconstruct the temporary trade depot in the pasture now.) use the meta blueprints for normal application
177#query label(surface_query_buildings) start(23; 25) hidden() use the meta blueprints for normal application
178#build label(surface_scaffolding) start(23; 25) hidden() use the meta blueprints for normal application
179#build label(surface_roof) start(23; 25) hidden() use the meta blueprints for normal application
180#build label(surface_roof2) start(23; 25) hidden() use the meta blueprints for normal application
181# this is split up into two blueprints to guarantee that buildingplan matches items to the lower tiles first
182#notes label(farming_help)
183Sets up farming, food storage, and related industries. Also provides post-embark necessities that can later be disassembed.
184
185Features:
186- Pairs with the surface blueprints to provide miasma vents
187- Farm plots (intended to be managed by DFHack autofarm)
188- Plentiful food storage
189- Refuse stockpile and quantum dump for useless body parts
190- Small dormitory and dining room for post-embark needs
191- Small office for your manager
192
193Workshops:
194- Kitchen
195- Brewery
196- Butcher
197- Fishery
198- Tannery
199- Farmer's Workshop
200- Quern
201- Screw Press
202
203Manual steps you have to take:
204- Assign the office to your manager
205- Assign a minecart to your quantum garbage stockpile hauling route
206- 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
207
208Farming Walkthough:
2091) Wait until you have completed /surface3 before digging out the farming level on the z-level below the surface, otherwise you will likely get caveins as your miners channel out the miasma vents over empty space.
210
2112) Start digging with /farming1 and get started on manufacturing furniture by running "quickfort orders" on /farming2.
212
2133) 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 garbage 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.
214
2154) When the furniture is in place, run /farming3 to designate your temporary dining room and dormitory. The blueprint also attempts to assign the office to your manager, but double-check this assignment in case your dwarves are in an unexpected order.
216#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.)
217#meta label(farming2) start(staircase center) message(Once furniture has been placed, continue with /farming3.) build workshops and stockpiles, configure stockpiles
218build_workshops/farming_workshops
219build_furniture/farming_furniture
220place/farming_place
221query_stockpiles/farming_query_stockpiles
222#build label(farming_workshops) start(23; 25) hidden() use the meta blueprints for normal application
223#build label(farming_furniture) start(23; 25) hidden() use the meta blueprints for normal application
224#place label(farming_place) start(23; 25) hidden() use the meta blueprints for normal application
225#query label(farming_query_stockpiles) start(23; 25) hidden() message(remember to: - assign a minecart to the garbage quantum stockpile - if the industry level is already built, configure the jugs, pots, and bags stockpiles to take from the "Goods" quantum stockpile on the industry level) use the meta blueprints for normal application
226#query label(farming3) start(23; 25 staircase center) message(Check to ensure the office got assigned to your manager.) configure rooms
227#notes label(industry_help)
228Sets up workshops for all non-farming industries
229
230Features:
231- Quantum stockpiles
232- Space-efficient layout for all workshops
233with separate stockpiles for:
234- A reserve of uncut gems for strange moods that the jeweler's workshop cannot take from
235- Steel bars and coal so you can see at a glance if you're low on either
236- Liquids that cannot be quantum stockpiled (e.g. lye)
237- Meltable weapons and armor
238
239Workshops:
240- 3x Mason
241- 4x Craftsdwarf
242- 1x Jeweler
243- 1x Mechanic
244- 4x Smelter
245- 1x Forge
246- 1x Glassmaker
247- 1x Kiln
248- 4x Wood furnace
249- 1x Ashery
250- 1x Soap maker
251- 1x Carpenter
252- 1x Siege workshop
253- 1x Bowyer
254- 1x Dyer
255- 1x Loom
256- 1x Clothier
257
258
259Manual steps you have to take:
260- Assign minecarts to your quantum stockpile hauling routes
261- Give from the "Goods" quantum stockpile to the jugs, pots, and bags stockpiles on the farming level
262- 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 your military, but it takes a *lot* of fuel. If you enable this, be sure you're in a heavily forested area, enable auto-chop, and set up manager orders to keep your coal stocks high.
263- Download automation.json from https://drive.google.com/file/d/17WcN5mK-rnADOm2B_JFpPnByYgkYjxhb/view and put it in your dfhack-config/orders/ directory.
264
265Industry Walkthrough:
2661) 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 to manufacture needed items.
267
2682) Queue up manufacturing by running "quickfort orders" on /industry2.
269
2703) 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.
271
2724) If you want to automatically melt goblinite and other low-quality weapons and armor, mark the south-east stockpiles for auto-melt.
273
2745) 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.
275#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.)
276#meta label(industry2) start(staircase center) build workshops and stockpiles, configure stockpiles
277build/industry_build
278place/industry_place
279query/industry_query
280#build label(industry_build) start(18; 18) hidden() use the meta blueprints for normal application
281#place label(industry_place) start(18; 18) hidden() use the meta blueprints for normal application
282#query label(industry_query) start(18; 18) hidden() message(remember to: - assign minecarts to to your quantum stockpile hauling routes - if the farming level is already built, give from the "Goods" quantum stockpile to the jugs, pots, and bags stockpiles on the farming level - if you want to automatically melt goblinite and other low-quality weapons and armor, mark the south-east stockpiles for auto-melt) use the meta blueprints for normal application - 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)
283#notes label(services_help)
284Sets up public services (dining, hospital, etc.)
285
286Features:
287- Spacious dining room (also usable as a tavern)
288- Prepared food and drink stockpiles
289- Well system (bring your own water)
290- Public baths with soap stockpiles
291- Three well-appointed jail cells
292- Hospital with beds and storage
293- Garbage dump
294
295Manual steps you have to take:
296- 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.
297- Configure the soap stockpiles to take from the industry level "Metalworker" quantum stockpile (which holds all the bars)
298- Activate the bath pond zones when you are ready to fill them with 3-depth water. This is the only really fiddly bit, since you have to carefully disable the pond zone again when the final bucket to bring the water to an even 3-depth is on the way.
299- 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).
300
301Services Walkthough:
3021) Start this level before your fort grows beyond around 50 dwarves so everyone has a place to eat.
303
3042) 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.
305
3063) Once the area is dug out, set up the furniture, stockpiles, and hospital and garbage dump zones with /services2. Fill your soap stockpiles around the bath channels by configuring them to take from the bar quantum stockpile (the one on the right near the forge) on the industry level.
307
3084) When all furniture is placed, run /services3 to configure your dining room and jail.
309
3105) Fill the bath and wells with either a bucket brigade or by carefully routing flowing water to them.
311#dig label(services1) start(23; 22; staircase center) message(This would be a good time to queue manager orders for /services2. Once the area is dug out, continue with /services2.)
312#>
313#>
314#>
315#meta label(services2) start(staircase center) message(Once furniture has been placed, continue with /services3.) furniture, stockpiles, hospital, garbage dump
316build/services_build
317place/services_place
318zone/services_zone
319name_zones/services_name_zones
320query_stockpiles/services_query_stockpiles
321#build label(services_build) start(23; 22) hidden() use the meta blueprints for normal application
322#>
323#place label(services_place) start(23; 22) hidden() use the meta blueprints for normal application
324#zone label(services_zone) start(23; 22) hidden() message(activate the bath pond zones when you are ready to fill them with 3-depth water) use the meta blueprints for normal application
325#query label(services_name_zones) start(23; 22) hidden() use the meta blueprints for normal application
326#query label(services_query_stockpiles) start(23; 22) hidden() message(remember to configure the soap stockpiles to take from the "Metalworker" quantum stockpile on the industry level (where all bars are stored)) use the meta blueprints for normal application
327#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
328#notes label(guildhall_help)
329Multiple 7x7 rooms for guildhalls, temples, libraries, etc.
330
331Features:
332- Big empty rooms. Double-thick walls to ensure engravings add value to the "correct" side. Fill with furniture and assign as needed.
333
334Guildhall Walkthrough:
3351) Dig out the rooms with /guildhall1 and queue up manufacturing by running "quickfort orders" on /guildhall2.
336
3372) Once the area is dug out, add in generic furniture with /guildhall2.
338
3393) Furnish individual rooms as you need specific guildhalls, libraries, and temples.
340#dig label(guildhall1) start(25; 25; staircase center) message(This would be a good time to queue manager orders for /guildhall2. Once the area is dug out, continue with /guildhall2.)
341#build label(guildhall2) start(25; 25; staircase center) message(Smooth tiles and furnish/declare locations as required.) build basic furniture
342#notes label(beds_help)
343Suites for nobles and apartments for the teeming masses
344
345Features:
346- Well-appointed suites to satisfy most nobles
347- Apartments with beds and storage to keep dwarves happy
348- Apartments also serve as burial chambers since dwarves like looking at urns
349- Meta blueprint included for designating 6 levels of apartments for a full 200+ dwarves
350
351Suites Walkthrough:
3521) Dig out the suites layer with /suites1 and queue up manufacturing by running "quickfort orders" on /suites2.
353
3542) Once the area is dug out, furnish the suites with /suites2. The rooms are left unconfigured so you can set them up as needed room types and assign them to specific nobles. Each room can serve as a bedroom, a dining hall, an office, or a tomb.
355
356Apartments Walkthrough:
3571) Dig out one layer of apartments with /apartments1, or 6 layers at once (enough for 200 dwarves) with /apartments1_stack. Run "quickfort orders" for /apartments2 once for every apartments layer that you are digging.
358
3592) Once a layer is dug out, furnish it with /apartments2.
360
3613) Once the beds are in place (the other furniture can still be unbuilt), configure the rooms with /apartments3. Once the urns are all in place, run "burial -pets" to set them all to accept burials.
362#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
363#build label(suites2) start(18; 18; staircase center) message(bedrooms are left unconfigured so you can assign them to specific nobles)
364#meta label(apartments1_stack) start(staircase center) digs 6 layers of apartments - enough for 200 dwarves
365/apartments1
366#>
367/apartments1
368#>
369/apartments1
370#>
371/apartments1
372#>
373/apartments1
374#>
375/apartments1
376#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
377#build label(apartments2) start(18; 18; staircase center) message(Once beds have been placed, continue with /apartments3.)
378#query label(apartments3) start(18; 18; staircase center) message(Coffins should be configured with DFHack burial script)