dfhack/data/blueprints/library/dreamfort.csv

137 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 stairs-based design. For all Dreamfort levels, place the cursor on the center tile of the 3x3 stairs area when you apply the blueprints. 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" with the cursor on the z-level below the lowest current stairs.
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 /farming2
47quickfort orders library/dreamfort.csv -n /farming3
48quickfort orders library/dreamfort.csv -n /industry2
49quickfort orders library/dreamfort.csv -n /services2
50-- Core fort (should finish at about the third migration wave) --
51quickfort orders library/dreamfort.csv -n /surface4
52quickfort orders library/dreamfort.csv -n /surface5
53quickfort orders library/dreamfort.csv -n /surface6
54quickfort orders library/dreamfort.csv -n /surface7
55-- Mature fort (third migration wave onward) --
56quickfort orders library/dreamfort.csv -n /services3
57quickfort orders library/dreamfort.csv -n /guildhall2
58quickfort orders library/dreamfort.csv -n /suites2
59quickfort orders library/dreamfort.csv -n /farming4
60quickfort orders library/dreamfort.csv -n /surface8
61quickfort orders library/dreamfort.csv -n /services4
62-- Repeat for each apartments level --
63quickfort orders library/dreamfort.csv -n /apartments2
64quickfort orders library/dreamfort.csv -n /apartments3
65See this checklist online at https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=1459509569
66#meta label(dig_all_underground) start(central stairs on industry level) hidden() dig industry, services, guildhall, suites, and apartments levels
67# 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).
68
69/industry1
70#>
71/services1
72#>
73#>
74#>
75#>
76/guildhall1
77#>
78/suites1
79#>
80/apartments1_stack
81#ignore
82Here 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 especially worth putting points into on the embark preparation screen.
83Judge of Intent (*)
84All other labors until you can assign them to a migrant
85The most time-comsuming 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 is essential to keeping the fort from stalling. Note you may have to turn off all other labors for your wood cutters to get them focused on wood cutting when there are trees to clear before you can run the next surface blueprint.
86Moreover, it is important to always 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.
87We suggest bringing at least:
88#notes label(surface_help)
89Sets up a protected entrance to your fort in a flat area on the surface.
90
91Features:
92- A starting set of workshops and stockpiles (which you can later remove once you establish your permanent workshops and storage)
93- Protected trade depot
94- Walls, roof, and lever-controlled gates for security
95- Trap-filled hallways for invaders
96- Optional barracks and extended trap hallways (for extra security)
97- Livestock grazing area with nestbox zones and beehives
98- A grid of 1x1 farm plots (meant to be managed with DFHack autofarm)
99- Miasma vent covers for the farming level that is intended to be built in the layer directly beneath the surface
100
101Manual steps you have to take:
102- Assign grazing livestock to the large pasture and dogs to the pasture over the central stairs (DFHack's autonestbox can manage the nestbox zones)
103- Connect levers to the gates that match the names of the levers
104
105Be sure to choose an embark site that has an area flat enough to use these blueprints!
106
107Surface Walkthrough:
1081) Choose a center 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.
109
1102) 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.
111
1123) 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".
113
1144) Once the channels are dug out and the trees are cleared, start 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.
115
1165) 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.
117
1186) 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.
119
1207) 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.
121
1228) 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.
123
1249) For extra security, you can run /surface8 any time after /surface7 to extend the trap corridors. Run "quickfort orders" for /surface8.
125
12610) 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.
127#meta label(perimeter) start(central stairs) message(Run quickfort undo on this blueprint to clean up.) show the eventual perimeter of the surface fort
128walls/surface_walls
129corridor/surface_corridor
130
131#meta label(surface1) start(central stairs) message(Once the central stairs 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
132central_stairs/central_stairs
133clear_small/surface_clear_small
134zones/surface_zones
135name_zones/surface_name_zones
136
137#meta label(surface2) start(central stairs) 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
138build_start/surface_build_start
139place_start/surface_place_start
140query_start/surface_query_start
141channel/surface_channel
142clear/surface_clear
143
144#meta label(surface3) start(central stairs) message(Once the walls and floors have been constructed, continue with /surface4.) Cover vents and protect the central stairs.
145cover_vents/surface_cover_vents
146cover_stairs/surface_cover_stairs
147
148#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
149stairs_doors/surface_stairs_doors
150pre_building/surface_pre_building
151
152#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
153place/surface_place
154build/surface_build
155query/surface_query
156clear_large/surface_clear_large
157
158#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
159query2/surface_query2
160walls/surface_walls
161floors/surface_floors
162traps/surface_traps
163clear_large/surface_clear_large
164
165#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
166#<
167roof/surface_roof
168roof2/surface_roof2
169
170#meta label(surface8) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) build extended trap corridors
171corridor/surface_corridor
172corridor_traps/surface_corridor_traps
173query_corridor/surface_query_corridor
174#dig label(central_stairs) start(2;2) hidden() stairs that goes down 20 levels
175#>
176#>
177#>
178#>
179#>
180#>
181#>
182#>
183#>
184#>
185#>
186#>
187#>
188#>
189#>
190#>
191#>
192#>
193#>
194#dig label(surface_clear_small) start(23; 25) hidden() clear trees for starting workshops and stockpiles
195#zone label(surface_zones) start(23; 25) 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
196#query label(surface_name_zones) start(23; 25) hidden()
197#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
198#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
199#query label(surface_query_start) start(23; 25) hidden() config stockpiles
200#dig label(surface_channel) start(23; 25) hidden() channel miasma vents
201#dig label(surface_clear) start(23; 25) hidden() clear trees so the farming level can be dug without fear of generating surface holes
202#build label(surface_cover_vents) start(23; 25) hidden() cover the miasma vents
203#build label(surface_cover_stairs) start(23; 25) hidden() protect the central stairs
204#<
205#build label(surface_stairs_doors) start(23; 25) hidden()
206#build label(surface_pre_building) start(23; 25) hidden() flooring and anchoring walls for future buildings/doors
207#<
208#place label(surface_place) start(23; 25) hidden() remaining surface stockpiles
209#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, barracks, farm area, and trade area
210#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.)
211#dig label(surface_clear_large) start(23; 25) hidden() clear wider area of trees
212#query label(surface_query2) start(23; 25) hidden()
213#build label(surface_walls) start(23; 25) hidden() build remaining walls
214#build label(surface_floors) start(23; 25) hidden() build remaining flooring
215#build label(surface_traps) start(23; 25) hidden()
216#build label(surface_roof) start(23; 25) hidden() lower half of the roof
217#build label(surface_roof2) start(23; 25) hidden() upper half of the roof
218#build label(surface_corridor) start(23; 25) hidden() trap hallway walls
219#<
220#build label(surface_corridor_traps) start(23; 25) hidden() barracks, longer trap hallways, and outer levers/gates
221#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
222#notes label(farming_help)
223Sets up farming, food storage, and related industries. Also provides post-embark necessities that can later be disassembed.
224
225Features:
226- Pairs with the surface blueprints to provide miasma vents
227- Farm plots (intended to be managed by DFHack autofarm)
228- Plentiful food storage
229- Refuse/corpse quantum stockpile
230- Small dormitory and dining room for post-embark needs
231- Small offices for your manager and bookkeeper
232
233Workshops:
234- Kitchen
235- Brewery
236- Butcher
237- Fishery
238- Tannery
239- Farmer's Workshop
240- Quern
241- Screw Press
242
243Manual steps you have to take:
244- Assign the lower office to your manager and the upper office to your bookkeeper (if different from your manager)
245- Assign a minecart to your refuse quantum stockpile hauling route
246- 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
247
248Farming Walkthough:
2491) 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.
250
2512) Start digging with /farming1 and get started on manufacturing furniture by running "quickfort orders" on /farming2 and /farming3.
252
2533) Once the level is dug out, run /farming2 to build workshops, stockpiles, and the furniture we need to declare 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 stockpiles once we get the industry level built.
254
2554) 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.
256
2575) 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.
258
2596) You can disassemble the dining room and dormitory once the services and apartments levels are up and running, if you like.
260#dig label(farming1) start(23; 25; central stairs) message(This would be a good time to queue up manager orders for /farming2. Once the area is dug out, continue with /farming2.)
261# 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
262# quickly dig out this one.
263#meta label(farming2) start(central stairs) message(Once furniture has been placed, continue with /farming3.) workshops, stockpiles, and important furniture
264build/farming_build
265place/farming_place
266query_stockpiles/farming_query_stockpiles
267
268#meta label(farming3) start(central stairs) configure rooms and build farm plots and more furniture
269query_rooms/farming_rooms
270build2/farming_build2
271
272#meta label(farming4) start(central stairs) configure farm plots and build remaining furniture
273query_plots/farming_query_plots
274build3/farming_build3
275#build label(farming_build) start(23; 25) hidden() workshops and important furniture
276#place label(farming_place) start(23; 25) hidden() stockpiles
277#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
278#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
279#build label(farming_build2) start(23; 25) hidden() farm plots, remaining furniture, and important doors
280#query label(farming_query_plots) start(23; 25) hidden() configure farm plots for seasonal fertilization
281#build label(farming_build3) start(23; 25) hidden() remaining doors
282#notes label(industry_help)
283Sets up workshops for all non-farming industries
284
285Features:
286- Quantum stockpiles for infinite storage
287- Space-efficient layout for all workshops
288with separate stockpiles for:
289- A reserve of uncut gems for strange moods that the jeweler's workshop cannot take from
290- Steel bars and coal so you can see at a glance if you're low on either
291- Liquids that cannot be quantum stockpiled (e.g. lye)
292- Meltable weapons and armor
293
294Workshops:
295- 3x Mason
296- 1x Craftsdwarf
297- 1x Jeweler
298- 1x Mechanic
299- 4x Smelter
300- 1x Forge
301- 1x Glassmaker
302- 1x Kiln
303- 4x Wood furnace
304- 1x Ashery
305- 1x Soap maker
306- 1x Carpenter
307- 1x Siege workshop
308- 1x Bowyer
309- 1x Dyer
310- 1x Loom
311- 1x Clothier
312
313
314Manual steps you have to take:
315- Assign minecarts to your quantum stockpile hauling routes
316- Give from the "Goods" quantum stockpile to the jugs, pots, and bags stockpiles on the farming level
317- 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.
318- Download automation.json from https://drive.google.com/file/d/17WcN5mK-rnADOm2B_JFpPnByYgkYjxhb/view and put it in your dfhack-config/orders/ directory.
319
320Industry Walkthrough:
3211) 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.
322
3232) 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.
324
3253) 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.
326
3274) If you want to automatically melt goblinite and other low-quality weapons and armor, mark the south-east stockpiles for auto-melt.
328
3295) 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.
330
3316) You'll need more than 2 Mason's Workshops to keep up with the orders. When you have more masons, make more Mason's Workshops as needed.
332#dig label(industry1) start(18; 18; central stairs) message(This would be a good time to queue manager orders for /industry2. Once the area is dug out, continue with /industry2.)
333#meta label(industry2) start(central stairs) build workshops and stockpiles, configure stockpiles
334build/industry_build
335place/industry_place
336query/industry_query
337#build label(industry_build) start(18; 18) hidden()
338#place label(industry_place) start(18; 18) hidden()
339#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))
340#notes label(services_help)
341Sets up public services (dining, hospital, etc.)
342
343Features:
344- Spacious dining room (also usable as a tavern)
345- Prepared food and drink stockpiles
346- Well cistern system (bring your own water)
347- Four well-appointed jail cells
348- Hospital with a well for washing
349- Garbage dump
350
351Manual steps you have to take:
352- 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.
353- 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).
354
355Services Walkthough:
3561) Start this level before your fort grows beyond around 50 dwarves so everyone has a place to eat.
357
3582) 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.
359
3603) Once the area is dug out, set up important furniture, stockpiles, hospital zone and garbage dump zone with /services2.
361
3624) 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.
363
3645) Fill the wells with either bucket brigades or by carefully routing flowing water.
365
3666) 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.
367#dig label(services1) start(23; 22; central stairs) message(This would be a good time to queue manager orders for /services2 and /services3. Once the area is dug out, continue with /services2.)
368#>
369#>
370#>
371#meta label(services2) start(central stairs) message(Once furniture has been placed, continue with /services3.) dining hall anchors, stockpiles, hospital, garbage dump
372build/services_build
373place/services_place
374zones/services_zones
375name_zones/services_name_zones
376query_stockpiles/services_query_stockpiles
377
378#meta label(services3) start(central stairs) configure dining room, build dining hall and hospital furniture
379query_dining/services_query_dining
380build2/services_build2
381
382#meta label(services4) start(central stairs) complete jail and build decorative furniture
383build3/services_build3
384place_jail/services_place_jail
385query_jail/services_query_jail
386#build label(services_build) start(23; 22) hidden() build dining room anchor
387#place label(services_place) start(23; 22) hidden()
388#zone label(services_zones) start(23; 22) hidden() hospital and garbage dump
389#query label(services_name_zones) start(23; 22) hidden()
390#query label(services_query_stockpiles) start(23; 22) hidden() configure stockpiles
391#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
392#build label(services_build2) start(23; 22) hidden() build dining room and hospital furniture, doors, prep for jail
393#>
394#build label(services_build3) start(23; 22) hidden() barracks, jail, statues
395#place label(services_place_jail) start(23; 22) hidden()
396#query label(services_query_jail) start(23; 22) hidden() set up barracks and jail
397#notes label(guildhall_help)
398Sixteen 7x7 rooms for guildhalls, temples, libraries, etc.
399
400Features:
401- Big empty rooms. Double-thick walls to ensure engravings add value to the "correct" side. Fill with furniture and assign as needed.
402
403Guildhall Walkthrough:
4041) Dig out the rooms with /guildhall1.
405
4062) Once the area is dug out, add in generic furniture with /guildhall2. Run "quickfort orders" for /guildhall2.
407
4083) Furnish individual rooms manually as you need specific guildhalls, libraries, and temples.
409#dig label(guildhall1) start(25; 25; central stairs) message(This would be a good time to queue manager orders for /guildhall2. Once the area is dug out, continue with /guildhall2.)
410#build label(guildhall2) start(25; 25; central stairs) message(Smooth tiles and furnish/declare locations as required.) build basic furniture
411#notes label(beds_help)
412Suites for nobles and apartments for the teeming masses
413
414Features:
415- Well-appointed suites to satisfy most nobles
416- Apartments with beds and storage to keep dwarves happy
417- Apartments also serve as burial chambers since dwarves like looking at coffins
418- Meta blueprint included for designating 6 levels of apartments for a full 200+ dwarves
419
420Suites Walkthrough:
4211) Dig out the suites layer with /suites1.
422
4232) 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.
424
425Apartments Walkthrough:
4261) Dig out one layer of apartments with /apartments1, or 6 layers at once (enough for 200 dwarves) with /apartments1_stack.
427
4282) Once a layer is dug out, build beds with /apartments2. Run "quickfort orders" for /apartments2.
429
4303) 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.
431#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
432#build label(suites2) start(18; 18; central ramp) message(bedrooms are left unconfigured so you can assign them to specific nobles)
433#meta label(apartments1_stack) start(central ramp) digs 6 layers of apartments - enough for 200 dwarves
434/apartments1
435#>
436/apartments1
437#>
438/apartments1
439#>
440/apartments1
441#>
442/apartments1
443#>
444/apartments1
445#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
446#build label(apartments2) start(18; 18; central ramp) message(Once beds have been placed, continue with /apartments3.) build beds
447#meta label(apartments3) start(central ramp) configure rooms and build remaining furniture
448query_apartments/apartments_rooms
449build2_apartments/apartments_build2
450#query label(apartments_rooms) start(18; 18) hidden() configure rooms
451#build label(apartments_build2) start(18; 18) hidden() message(Coffins should be configured with DFHack burial script) build remaining furniture