dfhack/data/blueprints/library/dreamfort.csv

98 KiB

1#meta label(dreamfort_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. 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 (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?usp=sharing You are welcome to copy those files and make your own modifications! ) run me for help with dreamfort
2#dreamfort.csv is generated with the following command: for fname in dreamfort*.xlsx; do xlsx2csv -a -E Notes -p '' $fname; done | sed 's/,*$//'
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33#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
34clear_small/surface_clear_small
35zones/surface_zones
36
37#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
38build_start/surface_build_start
39place_start/surface_place_start
40query_start/surface_query_start
41clear/surface_clear
42pick/surface_pick
43
44#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
45dig/surface_channel
46
47#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
48build_floors/surface_floors
49build_walls/surface_walls
50
51#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
52build_bridges/surface_gates
53build_buildings/surface_buildings
54
55#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
56query_buildings/surface_query_buildings
57build_scaffolding/surface_scaffolding
58#<
59build_roof/surface_roof
60#dig label(surface_clear_small) start(23; 25) hidden() use the meta blueprints for normal application
61#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
62#build label(surface_build_start) start(23; 25) hidden() use the meta blueprints for normal application
63#place label(surface_place_start) start(23; 25) hidden() use the meta blueprints for normal application
64#query label(surface_query_start) start(23; 25) hidden() use the meta blueprints for normal application
65#dig label(surface_clear) start(23; 25) hidden() use the meta blueprints for normal application
66#dig label(surface_pick) start(23; 25) hidden() use the meta blueprints for normal application
67#dig label(surface_channel) start(23; 25) hidden() use the meta blueprints for normal application
68#build label(surface_floors) start(23; 25) hidden() use the meta blueprints for normal application
69#build label(surface_walls) start(23; 25) hidden() use the meta blueprints for normal application
70#build label(surface_gates) start(23; 25) hidden() use the meta blueprints for normal application
71#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
72#query label(surface_query_buildings) start(23; 25) hidden() use the meta blueprints for normal application
73#build label(surface_scaffolding) start(23; 25) hidden() use the meta blueprints for normal application
74#build label(surface_roof) start(23; 25) hidden() use the meta blueprints for normal application
75#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.)
76#meta label(farming2) start(staircase center) message(Once furniture has been placed, continue with /farming3.) build workshops and stockpiles, configure stockpiles
77build_workshops/farming_workshops
78build_furniture/farming_furniture
79place/farming_place
80query_stockpiles/farming_query_stockpiles
81#build label(farming_workshops) start(23; 25) hidden() use the meta blueprints for normal application
82#build label(farming_furniture) start(23; 25) hidden() use the meta blueprints for normal application
83#place label(farming_place) start(23; 25) hidden() use the meta blueprints for normal application
84#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
85#query label(farming3) start(23; 25 staircase center) message(Check to ensure the office got assigned to your manager.) configure rooms
86#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.)
87#meta label(industry2) start(staircase center) build workshops and stockpiles, configure stockpiles
88build/industry_build
89place/industry_place
90query/industry_query
91#build label(industry_build) start(18; 18) hidden() use the meta blueprints for normal application
92#place label(industry_place) start(18; 18) hidden() use the meta blueprints for normal application
93#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
94#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.)
95#>
96#>
97#>
98#meta label(services2) start(staircase center) message(Once furniture has been placed, continue with /services3.) furniture, stockpiles, hospital, garbage dump
99build/services_build
100place/services_place
101zone/services_zone
102query_stockpiles/services_query_stockpiles
103#build label(services_build) start(23; 22) hidden() use the meta blueprints for normal application
104#>
105#place label(services_place) start(23; 22) hidden() use the meta blueprints for normal application
106#zone label(services_zone) start(23; 22) hidden() use the meta blueprints for normal application
107#query label(services_query_stockpiles) start(23; 22) hidden() use the meta blueprints for normal application
108#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
109#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.)
110#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
111#build label(guildhall3) start(25; 25; staircase center) message(Smooth the remaining tiles and furnish/declare locations as required.) build basic furniture
112#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
113#build label(suites2) start(18; 18; staircase center) message(bedrooms are left unconfigured so you can assign them to specific nobles)
114#meta label(apartments_stack) start(staircase center) digs 6 layers of apartments - enough for 200 dwarves
115/apartments1
116#>
117/apartments1
118#>
119/apartments1
120#>
121/apartments1
122#>
123/apartments1
124#>
125/apartments1
126#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.)
127#build label(apartments2) start(18; 18; staircase center) message(Once beds have been placed, continue with /apartments3.)
128#query label(apartments3) start(18; 18; staircase center) message(Coffins should be configured with DFHack burial script)