dfhack/data/blueprints/dreamfort.csv

155 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 blueprints you'll be applying. 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. It has a well system and is 4 z-levels deep.
11- The guildhall level has large rooms for building libraries, temples, and guildhalls, with optional furniture layouts.
12- The suites level has fancy rooms for your nobles with the furniture that they require.
13- The apartments levels have small but well-furnished bedrooms for your other dwarves.
14- The crypt level houses your dead.
15
16Run each level's "help" blueprint (e.g. "quickfort run library/dreamfort.csv -n /surface_help") for more details.
17
18Dreamfort 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.
19
20Dreamfort 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!
21
22There 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):
23- Exploratory mining for specific resources like iron
24- Filling the well system with water (if you have a light aquifer, see library/aquifer_tap.csv for help with this)
25- Bringing magma up to the industry level to power magma forges/furnaces (see library/pump_stack.csv for help with this)
26- Manufacturing trade goods
27- Custom stockpile setups to assist with, for example, encrusting only high-quality items
28
29Dreamfort works best at an embark site that is relatively 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 tools also work very well with Dreamfort, such as autofarm and all of the other DFHack auto tools. Turn them on in the DFHack gui/control-panel.
32
33Once you have your starting surface workshops up and running, you might want to configure buildingplan 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 set this to be your default in the Autostart tab of gui/control-panel.
34
35Directly after embark, run "quickfort run library/dreamfort.csv -n /setup_help" to get some advice on initial 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!
36
37The 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/1dsmvnzbOKsyFS3DCj0F8ibSnMhVHEjdV
38You are welcome to copy the Dreamfort spreadsheets and make your own modifications!
39
40If you like, you can download a fully built Dreamfort-based fort from https://dffd.bay12games.com/file.php?id=15434 and explore it interactively.
41# The dreamfort.csv distributed with DFHack is generated with the following command: for fname in dreamfort*.xlsx; do xlsx2csv -a -p '' "$fname"; done | sed 's/,*$//'
42#notes label(checklist) command checklist
43Here is the recommended order for Dreamfort commands. Each line is a blueprint that you run with gui/quickfort (default keybinding: Ctrl-Shift-Q), except where we use other tools as noted. If you set "dreamfort" as the filter when you open gui/quickfort, you'll conveniently only see Dreamfort blueprints to choose from. See the walkthroughs (the "help" blueprints) for context and details.
44If the checklist indicates that you should generate orders, that means to hit the "o" hotkey when the blueprint is loaded in gui/quickfort. You'll get a popup saying which orders were generated. Also remember to read the messages the blueprints display after you run them so you don't miss any important manual steps!
45
46-- Preparation (before you embark!) --
47Optionally copy the premade Dreamfort embark profile from the online spreadsheets to the prefs/embark_profiles.txt file.
48Run gui/control-panel and enable settings on the Autostart tab. See the /setup_help notes for details.
49
50-- Set settings and preload initial orders --
51
52-- Find a good starting spot on the surface --
53
54-- Dig --
55
56-- Core fort (should finish at about the third migration wave) --
57
58-- Plumbing --
59If you haven't done it already, this 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).
60Also 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 this checklist!
61
62-- Mature fort (fourth migration wave onward) --
63The order of steps in this section is not important. Feel free to reorder as per the needs of your fort. Once you have about 100 dwarves, you can queue up as much as you want and your haulers will be able to keep your stonecutters supplied. You might need to dig a quarry on an unused level to get enough stone, though.
64
65See this checklist online at https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=1459509569
66#notes label(setup_help)
67These are Dreamfort's suggestions for adjustments to settings and initial setup.
68
69You can save some time by setting up your settings in gui/control-panel before you embark.
70Beyond the bugfix tools that are enabled by default, we recommend enabling the following DFHack tools in gui/control-panel (but they are not required if you prefer to do these things manually):
71
72On the gui/control-panel "Autostart" tab, additionally enable:
73- autobutcher
74- autobutcher target 50 50 14 2 BIRD_GOOSE
75- autochop
76- autofarm
77- autofish
78- autonestbox
79- autoslab
80- ban-cooking all
81- buildingplan set boulders false
82- buildingplan set logs false
83- nestboxes
84- prioritize
85- seedwatch
86- suspendmanager
87- tailor
88Note that if you've already started your fort and have missed the "new fort" trigger, you can enable these tools on the "Fort" tab instead. You can run the one-time commands (like ban-cooking all) manually from gui/launcher.
89
90On the gui/control-panel "Maintenance" tab, enable:
91- everything
92
93On the gui/control-panel "System" tab, additionally enable:
94- work-now
95
96Now, after you've arrived at your embark site, open the nobles screen and:
97- Assign dwarves to at least manager, chief medical dwarf, broker, and bookkeeper noble roles (they can all be the same dwarf)
98
99On the work details screen (Labor -> Work details)
100- Specialize your miners (click the hammer-lock button so it turns red) and make your miners also engravers (they'll need something to do once the mining is done)
101- Deselect fishing from all dwarves -- you have enough food to get started and you'll need their time for hauling
102
103In standing orders (Labor -> Standing orders):
104 - Change "Automatically weave all thread" to "No automatic weaving" so the hospital always has thread -- we'll be managing cloth production with automated orders
105
106Finally, in the burrows screen:
107- Create a burrow named "Inside" and register it as a civilian alert burrow in gui/civ-alert so you can use it to get your civilians to safety during sieges. You will have to periodically expand the burrow area as the fort expands.
108#meta label(dig_all) start(central stairs on industry level) dig industry, services, guildhall, suites, and apartments levels. does not include farming.
109# 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).
110
111/industry1
112#>
113/services1
114#>4
115/guildhall1
116#>
117/suites1
118#>
119/apartments1 repeat(down 3)
120#>3
121/crypt1
122#ignore
123Here are the most important skills for getting Dreamfort up and running, along with suggestions for how to distribute them.
124
125
126The 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 stonecutters helps keep the fort from stalling. If you have to smooth walls to prevent a light aquifer from flooding your fort, starting with a few engravers saves a ton of time.
127
128We suggest bringing at least:
129
130Also bring logs for beds if embarking in an area without many trees.
131
132See ldog's Dreamfort embark profile for a more advanced (and more thoroughly explained!) approach:
133https://drive.google.com/file/d/1Et42JTzeYK23iI5wrPMsFJ7lUXwVBQob/view?usp=sharing
134#ignore Add these lines to the bottom of your "prefs/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.
135[PROFILE]
136[TITLE:Dreamfort]
137[SKILL:1:STONECRAFT:1]
138[SKILL:1:MECHANICS:5]
139[SKILL:1:JUDGING_INTENT:1]
140[SKILL:1:APPRAISAL:1]
141[SKILL:1:ORGANIZATION:1]
142[SKILL:1:RECORD_KEEPING:1]
143[SKILL:2:MINING:5]
144[SKILL:2:ENGRAVE_STONE:4]
145[SKILL:2:SWIMMING:1]
146[SKILL:3:MINING:5]
147[SKILL:3:ENGRAVE_STONE:4]
148[SKILL:3:SWIMMING:1]
149[SKILL:4:MASONRY:2]
150[SKILL:4:MILITARY_TACTICS:5]
151[SKILL:4:CUT_STONE:3]
152[SKILL:5:FORGE_WEAPON:5]
153[SKILL:5:FORGE_ARMOR:5]
154[SKILL:6:WOODCUTTING:5]
155[SKILL:6:CARPENTRY:5]
156[SKILL:7:PLANT:5]
157[SKILL:7:CUT_STONE:5]
158[ITEM:10:CLOTH:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]
159[ITEM:100:WOOD:NONE:PLANT_MAT:WILLOW:WOOD]
160[ITEM:30:BLOCKS:NONE:INORGANIC:QUARTZITE]
161[ITEM:21:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]
162[ITEM:21:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]
163[ITEM:21:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]
164[ITEM:21:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]
165[ITEM:20:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]
166[ITEM:20:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED]
167[ITEM:1:ANVIL:NONE:INORGANIC:IRON]
168[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]
169[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]
170[ITEM:20:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]
171[ITEM:20:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]
172[ITEM:20:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]
173[ITEM:20:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]
174[ITEM:30:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]
175[ITEM:45:BOULDER:NONE:INORGANIC:QUARTZITE]
176[ITEM:20:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]
177[ITEM:4:CHAIN:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]
178[PET:2:DOG:FEMALE:STANDARD]
179[PET:1:DOG:MALE:STANDARD]
180[PET:2:CAT:FEMALE:STANDARD]
181[PET:1:CAT:MALE:STANDARD]
182[PET:2:BIRD_GOOSE:FEMALE:STANDARD]
183[PET:2:BIRD_GOOSE:MALE:STANDARD]
184#notes label(surface_help)
185Sets up a protected entrance to your fort in a flat area on the surface.
186Screenshot: https://drive.google.com/file/d/1YL_vQJLB2YnUEFrAg9y3HEdFq3Wpw9WP
187
188Features:
189- A starting set of workshops and stockpiles (which you can later remove once you establish your permanent workshops and storage)
190- Livestock grazing area with nestbox zones and beehives
191- Walls, roof, and lever-controlled gates for security
192- Barracks (with prisoner processing quantum dump)
193- Trap-filled hallways for invaders
194- Optional extended trap hallways (to handle larger sieges)
195- Protected trade depot, with separate trade goods stockpiles for organics and inorganics (for easy elven trading)
196- A grid of 1x1 farm plots (intended to be managed by DFHack autofarm)
197
198Manual steps you have to take:
199- Assign grazing livestock to the large pasture and dogs to the pasture over the central stairs (DFHack's autonestbox can manage the nestbox zones)
200- Connect levers to the gates that match the names of the levers
201- Assign minecarts to the trade goods and prisoner processing quantum stockpile hauling routes
202
203Be sure to choose an embark site that has a flat area on the surface large enough to use these blueprints!
204
205Surface Walkthrough:
2061) 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, run "gui/quickfort 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. Cancel out of the preview. You don't actually need to apply this blueprint.
207
2082) 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.
209
2103) 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. Run "quickfort orders" for /surface2.
211
2124) 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.
213
2145) 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.
215
2166) 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.
217
2187) Once all marked trees are cleared, run /surface6 to build the remaining walls and floors. Run "quickfort orders" for /surface6.
219
2208) 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.
221
2229) For extra security, you can run /surface8 any time after /surface7 to extend the trap corridors. Run "quickfort orders" for /surface8.
223
22410) 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. Then check to see if any items in a workshop are marked as being part of an active job. Once no items in the workshop have that marker, you are free to disassemble that workshop.
225
226Sieges and Prisoner Processing:
227Here are some tips and procedures for handling seiges -- including how to clean up afterwards!
228
229- 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.
230
231- When a siege begins, set your civilian alert (attach the alert to your "Inside" burrow if it isn't already) 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.
232
233- 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.
234
235- 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. Clear the civilian alert and allow your dwarves to reset all the traps -- make some extra cages in preparation for this! Then re-enable the civilian alert and open the trap hallway outer gates.
236
237- Once the last attacker is caged, open all the gates and unset the civilian alert. Life is normal again!
238
239After a siege, you can use the caged prisoners to safely train your military. Here's how:
240
241- Once the prisoners are hauled to the "prisoner quantum" stockpile, run "stripcaged all" in the DFHack gui/launcher.
242
243- After all the prisoners' items have been confiscated, bring your military dwarves to the barracks (if they aren't already there).
244
245- Assign a group prisoners to the pasture that overlaps the prisoner quantum stockpile
246
247- 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".
248
249Only common hostile creatures are accepted by the prisoner hauling route by default. You can add additional creature types by configuring the hauling route stop. 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.
250#dig label(central_stairs_odd) start(2;2) hidden() carved spiral stairs odd levels
251#meta label(central_stairs_even) hidden() carved spiral stairs even levels
252/central_stairs_odd transform(cw)
253#meta label(central_stairs) two levels of carved spiral stairs (repeat down as needed)
254/central_stairs_odd
255#>
256/central_stairs_even
257#build label(central_stairs_odd_constructed) start(2;2) hidden() constructed spiral stairs odd levels
258#meta label(central_stairs_even_constructed) hidden() constructed spiral stairs even levels
259/central_stairs_odd_constructed transform(cw)
260#meta label(central_stairs_constructed) two levels of constructed spiral stairs (repeat down as needed)
261/central_stairs_odd_constructed
262#>
263/central_stairs_even_constructed
264#meta label(perimeter) start(central stairs) message(If you accidentally applied this blueprint to the map, run quickfort undo on this blueprint to clean up.) show the eventual perimeter of the surface fort; useful for location scouting
265walls/surface_walls
266corridor_gates/surface_corridor_gates
267corridor/surface_corridor
268corridor_traps/surface_corridor_traps
269
270#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
271clear_small/surface_clear_small
272zones/surface_zones
273#>
274central_stairs/central_stairs repeat(down 10)
275
276#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
277place_start/surface_place_start
278build_start/surface_build_start
279channel/surface_channel
280clear/surface_clear
281
282#meta label(surface3) start(central stairs) message(Remember to enqueue manager orders for this blueprint. Once the walls and floors around the staircase have been constructed, continue with /surface4.) Cover vents and protect the central stairs.
283cover_vents/surface_cover_vents
284cover_stairs/surface_cover_stairs
285
286#meta label(surface4) start(central stairs) message(Remember to enqueue manager orders for this blueprint. Once the bits of flooring 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
287stairs_doors/surface_stairs_doors
288pre_building/surface_pre_building
289
290#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, continue with /surface6.) build gates, furniture, and trade stockpile/depot
291traffic/surface_traffic
292place/surface_place
293build/surface_build
294clear_large/surface_clear_large
295
296#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.) build traps and remaining walls/floors
297walls/surface_walls
298floors/surface_floors
299traps/surface_traps
300clear_large/surface_clear_large
301
302#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
303#<
304roof/surface_roof
305roof2/surface_roof2
306roof3/surface_roof3
307roof4/surface_roof4
308
309#meta label(surface8) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) build extended trap corridors
310corridor_gates/surface_corridor_gates
311corridor/surface_corridor
312corridor_traps/surface_corridor_traps
313#dig label(surface_clear_small) start(19; 19) hidden() clear trees for starting workshops and stockpiles
314#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.) pastures and training areas
315#place label(surface_place_start) start(19; 19) hidden() starting stockpiles
316#build label(surface_build_start) start(19; 19) hidden() starting workshops
317#dig label(surface_channel) start(19; 19) hidden() channel miasma vents
318#dig label(surface_clear) start(19; 19) hidden() clear trees so the farming level can be dug without fear of generating surface holes
319p7(37x33)
320#build label(surface_cover_vents) start(19; 19) hidden() cover the miasma vents
321#build label(surface_cover_stairs) start(19; 19) hidden() protect the central stairs
322#build label(surface_stairs_doors) start(19; 19) hidden()
323#<
324#build label(surface_pre_building) start(19; 19) hidden() flooring and anchoring walls for future buildings/doors
325#<
326#>
327#dig label(surface_traffic) start(19; 19) hidden() set traffic designations
328#place label(surface_place) 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 autotrade.) remaining surface stockpiles
329#aliases
330#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
331#dig label(surface_clear_large) start(19; 19) hidden() clear wider area of trees
332t1(37x33)
333#build label(surface_walls) start(19; 19) hidden() build remaining walls
334#build label(surface_floors) start(19; 19) hidden() build remaining flooring
335#build label(surface_traps) start(19; 19) hidden()
336#build label(surface_roof) start(19; 19) hidden() roof hatch and adjacent tiles
337#build label(surface_roof2) start(19; 19) hidden() lower half of the roof
338#build label(surface_roof3) start(19; 19) hidden() upper half center of the roof
339#build label(surface_roof4) start(19; 19) hidden() upper half remainder of the roof
340#build label(surface_corridor_gates) start(19; 19) hidden() message(Remember to connect the levers to the new external trap gates.) gates for the longer trap hallways
341#build label(surface_corridor) start(19; 19) hidden() longer trap hallway walls
342#<
343#build label(surface_corridor_traps) start(19; 19) hidden() traps for the longer trap hallways
344#notes label(farming_help)
345Sets up farming, food storage, and related industries. Also provides post-embark necessities that can later be disassembled.
346Screenshot: https://drive.google.com/file/d/1fBC3G5Y888l4tVe5REAyAd_zeojADVme
347
348Features:
349- Pairs with the surface blueprints for vents that prevent miasma
350- Farm plots (can be managed by DFHack autofarm)
351- Plentiful food storage
352- Refuse/corpse quantum stockpile
353- Small dormitory and dining room for post-embark needs
354- Small offices for your manager and bookkeeper
355
356Workshops:
357- Kitchen
358- Brewery
359- Butcher
360- Fishery
361- Tannery
362- Farmer's Workshop
363- Quern
364- Screw Press
365
366Manual steps you have to take:
367- Assign a minecart to your refuse quantum stockpile hauling route (you can run "assign-minecarts all" at the DFHack prompt to do this)
368
369Farming Walkthrough:
3701) 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.
371
3722) Start digging with /farming1 and get started on manufacturing furniture by running "quickfort orders" on /farming2
373
3743) Once the level is dug out, run /farming2 to designate zones, build workshops and stockpiles, and place furniture. Remember to assign a minecart to the newly-designated quantum refuse dump.
375
3764) Once your fort has enough free time to build the remaining doors, run /farming3. Run "quickfort orders" for /farming3.
377
3785) You can disassemble the dining room and dormitory once the services and apartments levels are up and running, if you like.
379#dig label(farming1) start(16; 18; central stairs) message(Once the area is dug out, continue with /farming2.)
380# this level is dug at priority 2 since it is dug in soil. it's worth the miner's time to
381# stop digging the industry level and quickly dig out this one.
382#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
383zone/farming_zone
384place/farming_place
385build/farming_build
386traffic/farming_traffic
387
388#meta label(farming3) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) build remaining doors
389doors/farming_doors
390#zone label(farming_zone) start(16; 18) hidden() rooms
391#place label(farming_place) start(16; 18) hidden() message(remember to assign a minecart to the refuse quantum stockpile (run "assign-minecarts all")
392#build label(farming_build) start(16; 18) hidden() workshops and important furniture
393#dig label(farming_traffic) start(16; 18) hidden() keep hungry dwarves away from the crops and food stores so they prefer the prepared meals
394#build label(farming_doors) start(16; 18) hidden() remaining doors
395#notes label(industry_help)
396Sets up workshops for all non-farming industries
397Screenshot: https://drive.google.com/file/d/1emMaHHCaUPcdRbkLQqvr-0ZCs2tdM5X7
398
399Features:
400- Compact layout that covers all workshops
401- Manager orders that automate basic fortress maintenance
402- Space available underneath the forge and smelters for magma, allowing the starting forge and smelters to be eventually replaced by magma versions.
403- Quantum stockpiles for compact storage
404with separate stockpiles for:
405- A reserve of uncut gems for strange moods that the jeweler's workshop cannot take from
406- Wood, iron bars, steel bars, flux, and coal so you can see at a glance if you're low on stock
407- Items that cannot be quantum stockpiled (e.g. lye, dye, and sand bags)
408- Meltable weapons and armor
409
410Workshops:
411- 2x Stonecutter
412- 4x Craftsdwarf
413- 1x Jeweler
414- 1x Mechanic
415- 4x Smelter
416- 1x Forge
417- 1x Glassmaker
418- 1x Kiln
419- 4x Wood furnace
420- 1x Ashery
421- 1x Soap maker
422- 1x Carpenter
423- 1x Siege workshop
424- 1x Bowyer
425- 1x Dyer
426- 1x Loom
427- 1x Clothier
428
429Manual steps you have to take:
430- Assign minecarts to your quantum stockpile hauling routes. The assign-minecarts all command will do it for you.
431
432Optional manual steps you can take:
433- 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, set up autochop, and keep your coal stocks high.
434
435Industry Walkthrough:
4361) Start digging out /industry1 as soon as you find a non-aquifer 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.
437
4382) 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. 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 all to free up some existing ones.
439
4403) Once the area is dug out, run /industry2. Remember to assign minecarts to to your quantum stockpile hauling routes with assign-minecarts all.
441
4424) After the important workshops are constructed, run /industry3 to build the remaining workshops.
443
4445) 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 manager orders to take care of your fort's basic needs, such as food, booze, and raw material processing.
445
4466) 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.
447
4487) 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" (in that order) to import the remaining fort automation orders. The military orders are optional if you are not planning to have a military, of course.
449
4508) At any time, feel free to build extra workshops or designate custom stockpiles in the remaining open space. The space is there for you to use! Note the area in the bottom right can be used for additional magma-powered furnaces and workshops since there is space reserved for magma in those spots in the level beneath.
451#dig label(industry1) start(18; 18; central stairs) message(Once the area is dug out, continue with /industry2.)
452#meta label(industry2) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) stockpiles and high-priority workshops
453traffic/industry_traffic
454place/industry_place
455build/industry_build
456#meta label(industry3) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) remaining workshops
457build2/industry_build2
458#dig label(industry_traffic) start(18; 18; central stairs) hidden() traffic patterns
459#place label(industry_place) start(18; 18) hidden() message(remember to: - assign minecarts to to your quantum stockpile hauling routes (use "assign-minecarts all") - 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)) industry stockpiles
460#build label(industry_build) start(18; 18) hidden() workshops to build first
461#build label(industry_build2) start(18; 18) hidden() remaining workshops
462#notes label(services_help)
463Sets up public services (dining, hospital, etc.)
464Screenshot: https://drive.google.com/file/d/13vDIkTVOZGkM84tYf4O5nmRs4VZdE1gh
465
466Features:
467- Spacious dining room/tavern (tavern is restricted to residents-only by default)
468- Large prepared food and drink stockpiles
469- Well cistern system (bring your own water)
470- Hospital (also restricted to residents by default) with a well for washing
471- Well-appointed jail cells
472- Bolt-recycling archery range for your marksdwarves
473- Interrogation room for your Captain of the Guard
474- Garbage dump
475- Empty space for magma to power forges and smelters in the industry level above
476
477Note the hospital is attached to an animal training zone so it can be used with the dwarfvet plugin if it's enabled.
478
479Manual steps you have to take:
480- If you want to tavern to attract visitors, change the restriction in the location configuration screen.
481- 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, you can use the pre-designated pond zones 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).
482- 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!
483
484Services Walkthrough:
4851) Start this level when your fort grows to about 30 dwarves so everyone has a place to eat.
486
4872) Start digging with /services1. Note that this digs out the main level and three levels below for the well cisterns.
488
4893) Once the area is dug out, set up zones/locations and start populating the rooms with /services2. Run "quickfort orders" for /services2.
490
4914) Fill the wells with either bucket brigades or by carefully routing flowing water.
492
4935) When your fort has grown some more, or you start needing a jail cell, run /services3 to extend the rooms a bit more. Run "quickfort orders" for /services3.
494
4956) When your fort is more mature and you need to expand the rooms, run /services4 to finish everything up. If you didn't have a Sheriff/Captain of the Guard to automatically assign to the interrogation room when you ran /services2, you can manually assign the office now. Run "quickfort orders" for /services4.
496#dig label(services1) start(18; 18; central stairs) message(Once the area is dug out, continue with /services2.)
497#>
498#>
499#>
500#meta label(services2) start(central stairs) message(Once furniture has been built, continue with /services3.) zones and minimally functional hospital and dining hall
501traffic/services_traffic
502zones/services_zones
503place/services_place
504build/services_build
505
506#meta label(services3) start(central stairs) message(Once furniture has been built, continue with /services4.) expand furnishings
507place2/services_place2
508build2/services_build2
509
510#meta label(services4) start(central stairs) complete furnishings
511place3/services_place3
512build3/services_build3
513#dig label(services_traffic) start(18; 18) hidden() keep lollygaggers out of the cisterns and justice areas
514#>
515#>
516#>
517#zone label(services_zones) start(18; 18) hidden() message(Don't forget to assign a doctor to the hospital! 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.) garbage dump, hospital, taverrn, barracks, archery range, and pond zones
518#>
519#place label(services_place) start(18; 18) hidden()
520#build label(services_build) start(18; 18) hidden() message(Remember to enqueue manager orders for this blueprint. Assign a minecart to the training ammo quantum dump with "assign-minecarts all") build basic hospital, dining room, and barracks
521#place label(services_place2) start(18; 18) hidden() jail food and booze
522#build label(services_build2) start(18; 18) hidden() message(Remember to enqueue manager orders for this blueprint.) expand each room
523#place label(services_place3) start(18; 18) hidden() remaining jail food and booze
524#build label(services_build3) start(18; 18) hidden() message(Remember to enqueue manager orders for this blueprint.) finalize furniture
525#notes label(guildhall_help)
526Eight 7x7 rooms for guildhalls, temples, libraries, etc.
527Screenshot: https://drive.google.com/file/d/17jHiCKeZm6FSS-CI4V0r0GJZh09nzcO_
528
529Features:
530- Big rooms, optionally pre-furnished. Double-thick walls to ensure engravings add maximum value. Declare locations from the pre-created meeting zones as needed.
531
532Guildhall Walkthrough:
5331) Dig out the rooms with /guildhall1.
534
5352) Once the area is dug out, choose a /guildhall2 variant based on your needs. For your first copy of this level, you probably want /guildhall2_default, which includes temple and library zones. For later copies you probably want to create all locations yourself, so you should choose /guildhall2_no_locations if you want the default furnishings or /guildhall2_custom for a full blank slate. Run "quickfort orders" for your chosen variant.
536
537Note that the default temple and library are created "Residents only", but you can change this in the location configuration screen if you want them to attract visitors. If you need more rooms, you can dig another /guildhall1 in an unused z-level.
538#dig label(guildhall1) start(15; 15; central stairs) message(Once the area is dug out, continue with /guildhall2.)
539#meta label(guildhall2_default) furnished with default temple and library
540locations/guildhall_locations
541doors/guildhall_doors
542furnish/guildhall_furnish
543
544#meta label(guildhall2_no_locations) fully furnished and zoned but no locations
545zones/guildhall_zones
546doors/guildhall_doors
547furnish/guildhall_furnish
548
549#meta label(guildhall2_custom) only zones and doors
550zones/guildhall_zones
551doors/guildhall_doors
552
553
554#zone label(guildhall_locations) start(15; 15; central stairs) hidden() message(The library and temple are restricted to residents only by default. If you'd like them to attract vistors, please go to the location screen and change the restrictions.) declare a library and temple
555#zone label(guildhall_zones) start(15; 15; central stairs) hidden() designate zones, ready for custom locations to be assigned
556#build label(guildhall_doors) start(15; 15; central stairs) hidden() message(Remember to enqueue manager orders for this blueprint.) build doors
557#build label(guildhall_furnish) start(15; 15; central stairs) hidden() furnish 4 guildhalls, 3 temples, and a library
558#notes label(beds_help)
559Suites for nobles and apartments for the teeming masses
560Suites screenshot: https://drive.google.com/file/d/16XRb1w5zFoyVq2LBMx_aCwOyjFq7GULc
561Apt. screenshot: https://drive.google.com/file/d/1mDQQXG8BnXqasRGFC9R5N6xNALiswEyr
562
563Features:
564- Well-appointed suites to satisfy nobles
565- Apartments with beds and storage to keep dwarves happy and the fortress clean
566
567Suites Walkthrough:
5681) Dig out the suites layer with /suites1.
569
5702) Once the area is dug out, furnish the suites with /suites2. The rooms are left unzoned so you can configure them for specific nobles. Each room can serve as a bedroom, a dining hall, an office, and/or a tomb. Run "quickfort orders" for /suites2.
571
572Apartments Walkthrough:
5731) 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 or adjusting the settings in the gui/quickfort UI.
574
5752) Once a layer is dug out, build furniture with /apartments2. Run "quickfort orders" for /apartments2.
576#dig label(suites1) start(18; 18; central stairs) message(Once the area is dug out, run /suites2) noble suites
577#meta label(suites2) start(central stairs) message(Remember to enqueue manager orders for this blueprint. rooms are left unzoned so you can configure them for specific nobles.) build furniture and set traffic patterns
578traffic_suites/suites_traffic
579build_suites/suites_build
580#dig label(suites_traffic) start(18; 18; central stairs) hidden() don't path through other dwarves' rooms
581#build label(suites_build) start(18; 18; central stairs) hidden()
582#dig label(apartments1) start(18; 18; central stairs) message(Once the area is dug out, continue with /apartments2.) apartment complex
583#meta label(apartments2) start(central stairs) zone rooms and build furniture
584zone_apartments/apartments_rooms
585build_apartments/apartments_build
586#zone label(apartments_rooms) start(18; 18; central stairs) hidden() zone rooms
587#build label(apartments_build) start(18; 18; central stairs) hidden() message(Remember to enqueue manager orders for this blueprint.) build furniture
588#notes label(crypt_help)
589Places to rest your dead
590Screenshot: https://drive.google.com/file/d/16iT_ho7BIRPD_eofuxdlVQ4FunR1Li23
591
592Features:
593- Staged crypt expansion that grows with your, um, need
594- 52 tombs in stage 1
595- 160 additional tombs in stage 2 (212 tombs total)
596- Extendable in any direction by applying the blueprints multiple times
597
598Crypt Walkthrough:
5991) Dig out the layer with /crypt1.
600
6012) Once the area is dug out, add initial tombs with /crypt2.
602
6033) If/when you need additional tombs, apply /crypt3.
604#dig label(crypt1) start(18; 18; central stairs) message(Once the area is dug out, continue with /crypt2.) crypt complex
605#meta label(crypt2) start(central stairs) small crypt that can be extended later
606zone/crypt_zone
607build/crypt_build
608
609#meta label(crypt3) start(central stairs) crypt extension
610zone_extended/crypt_extended_zone
611build_extended/crypt_extended_build
612#zone label(crypt_zone) start(18; 18; central stairs) hidden() zone tombs
613#build label(crypt_build) start(18; 18; central stairs) hidden() message(Remember to enqueue manager orders for this blueprint.) build urns
614#zone label(crypt_extended_zone) start(18; 18; central stairs) hidden() zone more tombs
615#build label(crypt_extended_build) start(18; 18; central stairs) hidden() message(Remember to enqueue manager orders for this blueprint.) build more urns