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 "gui/quickfort dreamfort /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. "gui/quickfort dreamfort /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 "gui/quickfort dreamfort /central_stairs" and set the repeat option to go down however many levels you need (each repetition is 2 levels). Apply it 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 the "o" hotkey to automatically create the manager orders for all the needed items when you have a blueprint loaded in gui/quickfort. 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. See the /setup_help blueprint for a suggested list to turn 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 "gui/quickfort dreamfort /setup_help" to get some advice on initial settings, and get started building your fort with "gui/quickfort dreamfort /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/1dlu3nmwQszav-ZaTx-ac28wrcaYBQc_t
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, 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 with a smaller/no military)
195- Protected trade depot, with separate trade goods stockpiles for organics and inorganics (for easy elven trading)
196- A grid of small farm plots for lucrative surface farming
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 drawbridges that match the names of the levers
201- Assign minecarts to the trade goods and prisoner processing quantum stockpile hauling routes with assign-minecarts all
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 ponds. To be sure that the tile you've chosen is in a good spot, run "gui/quickfort dreamfort /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. Generate manager 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. Generate manager 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. Generate manager 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. Generate manager orders for /surface5.
217
2187) Once all marked trees are cleared, run /surface6 to build the security perimeter and remaining flooring. Generate manager 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. Generate manager orders for /surface7.
221
2229) For extra security, you can run /surface8 any time after /surface7 to extend the trap corridors. Generate manager 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 (click on the building, select the "Work orders" tab, and set the "General work orders allowed" to 0). 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" pasture 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 (assuming you have a military).
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#dig label(central_stairs_odd) start(2;2) hidden() carved spiral stairs odd levels
249#meta label(central_stairs_even) hidden() carved spiral stairs even levels
250/central_stairs_odd transform(cw)
251#meta label(central_stairs) two levels of carved spiral stairs (repeat down as needed)
252/central_stairs_odd
253#>
254/central_stairs_even
255#build label(central_stairs_odd_constructed) start(2;2) hidden() constructed spiral stairs odd levels
256#meta label(central_stairs_even_constructed) hidden() constructed spiral stairs even levels
257/central_stairs_odd_constructed transform(cw)
258#meta label(central_stairs_constructed) two levels of constructed spiral stairs (repeat down as needed)
259/central_stairs_odd_constructed
260#>
261/central_stairs_even_constructed
262#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
263walls/surface_walls
264corridor_gates/surface_corridor_gates
265corridor/surface_corridor
266corridor_traps/surface_corridor_traps
267
268#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
269clear_small/surface_clear_small
270zones/surface_zones
271#>
272central_stairs/central_stairs repeat(down 10)
273
274#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
275place_start/surface_place_start
276build_start/surface_build_start
277channel/surface_channel
278clear/surface_clear
279
280#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.
281cover_vents/surface_cover_vents
282cover_stairs/surface_cover_stairs
283
284#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
285stairs_doors/surface_stairs_doors
286pre_building/surface_pre_building
287
288#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
289traffic/surface_traffic
290place/surface_place
291build/surface_build
292clear_large/surface_clear_large
293
294#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
295walls/surface_walls
296floors/surface_floors
297traps/surface_traps
298clear_large/surface_clear_large
299
300#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
301#<
302roof/surface_roof
303roof2/surface_roof2
304roof3/surface_roof3
305roof4/surface_roof4
306
307#meta label(surface8) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) build extended trap corridors
308corridor_gates/surface_corridor_gates
309corridor/surface_corridor
310corridor_traps/surface_corridor_traps
311#dig label(surface_clear_small) start(19; 19) hidden() clear trees for starting workshops and stockpiles
312#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
313#place label(surface_place_start) start(19; 19) hidden() starting stockpiles
314#build label(surface_build_start) start(19; 19) hidden() starting workshops
315#dig label(surface_channel) start(19; 19) hidden() channel miasma vents
316#dig label(surface_clear) start(19; 19) hidden() clear trees so the farming level can be dug without fear of generating surface holes
317p7(37x33)
318#build label(surface_cover_vents) start(19; 19) hidden() cover the miasma vents
319#build label(surface_cover_stairs) start(19; 19) hidden() protect the central stairs
320#build label(surface_stairs_doors) start(19; 19) hidden()
321#<
322#build label(surface_pre_building) start(19; 19) hidden() flooring and anchoring walls for future buildings/doors
323#<
324#>
325#dig label(surface_traffic) start(19; 19) hidden() set traffic designations
326#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
327#aliases
328#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
329#dig label(surface_clear_large) start(19; 19) hidden() clear wider area of trees
330t1(37x33)
331#build label(surface_walls) start(19; 19) hidden() build remaining walls
332#build label(surface_floors) start(19; 19) hidden() build remaining flooring
333#build label(surface_traps) start(19; 19) hidden()
334#build label(surface_roof) start(19; 19) hidden() roof hatch and adjacent tiles
335#build label(surface_roof2) start(19; 19) hidden() lower half of the roof
336#build label(surface_roof3) start(19; 19) hidden() upper half center of the roof
337#build label(surface_roof4) start(19; 19) hidden() upper half remainder of the roof
338#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
339#build label(surface_corridor) start(19; 19) hidden() longer trap hallway walls
340#<
341#build label(surface_corridor_traps) start(19; 19) hidden() traps for the longer trap hallways
342#notes label(farming_help)
343Sets up farming, food storage, and related industries. Also provides post-embark necessities that can later be disassembled.
344Screenshot: https://drive.google.com/file/d/1vDaedLcgoexUdKREUz75ZXQi0ZSdwWwj
345
346Features:
347- Pairs with the surface blueprints for vents that prevent miasma
348- Farm plots (can be managed by DFHack autofarm)
349- Plentiful food storage
350- Refuse/corpse quantum stockpile
351- Starter dormitory, dining room, and tomb for use until more permanent versions are ready
352- Offices for your manager and bookkeeper
353
354Workshops:
355- Kitchen
356- Brewery
357- Butcher
358- Fishery
359- Tannery
360- Farmer's Workshop
361- Quern
362- Screw Press
363
364Manual steps you have to take:
365- Assign a minecart to your refuse quantum stockpile hauling route (you can run "assign-minecarts all" to do this)
366
367Farming Walkthrough:
3681) 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.
369
3702) Start digging with /farming1 and get started on manufacturing furniture by generating manager orders for /farming2
371
3723) 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 with assign-minecarts all.
373
3744) Once your fort has enough free time to build the remaining doors, run /farming3. Generate manager orders for /farming3.
375
3765) You can disassemble the dining room and dormitory once the services and apartments levels are up and running, if you like.
377#dig label(farming1) start(16; 18; central stairs) message(Once the area is dug out, continue with /farming2.)
378# this level is dug at priority 2 since it is dug in soil. it's worth the miner's time to
379# stop digging the industry level and quickly dig out this one.
380#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
381zone/farming_zone
382place/farming_place
383build/farming_build
384traffic/farming_traffic
385
386#meta label(farming3) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) build remaining doors
387doors/farming_doors
388#zone label(farming_zone) start(16; 18) hidden() rooms
389#place label(farming_place) start(16; 18) hidden() message(remember to assign a minecart to the refuse quantum stockpile (run "assign-minecarts all")
390#build label(farming_build) start(16; 18) hidden() workshops and important furniture
391#dig label(farming_traffic) start(16; 18) hidden() keep hungry dwarves away from the crops and food stores so they prefer the prepared meals
392#build label(farming_doors) start(16; 18) hidden() remaining doors
393#notes label(industry_help)
394Sets up workshops for all non-farming industries
395Screenshot: https://drive.google.com/file/d/1c8YTHxTgJY5tUII-BOWdLhmDFAHwIOEs
396
397Features:
398- Compact layout that covers all workshops
399- Manager orders that automate basic fortress maintenance
400- Space available underneath the forge and smelters for magma, allowing the starting forge and smelters to be eventually replaced by magma versions.
401- Quantum stockpiles for compact storage
402with separate stockpiles for:
403- A reserve of uncut gems for strange moods that the jeweler's workshop cannot take from
404- Wood, iron bars, steel bars, flux, and coal so you can see at a glance if you're low on stock
405- Items that cannot be quantum stockpiled (e.g. lye, dye, and sand bags)
406- Meltable weapons and armor
407
408Workshops:
409- 2x Stonecutter
410- 4x Craftsdwarf
411- 1x Jeweler
412- 1x Mechanic
413- 4x Smelter
414- 1x Forge
415- 1x Glassmaker
416- 1x Kiln
417- 4x Wood furnace
418- 1x Ashery
419- 1x Soap maker
420- 1x Carpenter
421- 1x Siege workshop
422- 1x Bowyer
423- 1x Dyer
424- 1x Loom
425- 1x Clothier
426
427Manual steps you have to take:
428- Assign minecarts to your quantum stockpile hauling routes. The assign-minecarts all command will do it for you.
429
430Optional manual steps you can take:
431- 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 forested area, set up autochop, and keep your coal stocks high.
432
433Industry Walkthrough:
4341) 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.
435
4362) Generate manager orders for /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.
437
4383) Once the area is dug out, run /industry2 to build replacements for your starter workshops up on the surface. Remember to assign minecarts to to your quantum stockpile hauling routes with assign-minecarts all.
439
4404) After the initial workshops are constructed, run /industry3 to build the remaining workshops.
441
4425) 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.
443
4446) If you want to automatically melt goblinite and other low-quality weapons and armor, mark the south-west 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.
445
4467) 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.
447
4488) 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 services level beneath.
449#dig label(industry1) start(18; 18; central stairs) message(Once the area is dug out, continue with /industry2.)
450#meta label(industry2) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) stockpiles and high-priority workshops
451traffic/industry_traffic
452place/industry_place
453build/industry_build
454#meta label(industry3) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) remaining workshops
455build2/industry_build2
456#dig label(industry_traffic) start(18; 18; central stairs) hidden() traffic patterns
457#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
458#build label(industry_build) start(18; 18) hidden() workshops to build first
459#build label(industry_build2) start(18; 18) hidden() remaining workshops
460#notes label(services_help)
461Sets up public services (dining, hospital, etc.)
462Screenshot: https://drive.google.com/file/d/1RQMy_zYQWM5GN7-zjn6LoLWmnrJjkxPM
463
464Features:
465- Spacious dining room/tavern (tavern is restricted to citizens and residents only by default)
466- Large prepared food and drink stockpiles
467- Well cistern system (route or carry your own water)
468- Hospital (also restricted to residents by default) with a well for washing
469- Well-appointed jail cells for happy prisoners
470- Bolt-recycling archery range for your marksdwarves
471- Interrogation room (office) for your Captain of the Guard
472- Garbage dump
473- Empty space for magma to power forges and smelters in the industry level above
474
475Manual steps you have to take:
476- If you want to tavern to attract visitors, change the restriction in the location configuration screen.
477- 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).
478- 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!
479
480Services Walkthrough:
4811) Start this level when your fort grows to about 30 dwarves so everyone has a place to eat.
482
4832) Start digging with /services1. Note that this digs out the main level and three levels below for the well cisterns.
484
4853) Once the area is dug out, start populating the rooms with /services2. Generate manager orders for /services2.
486
4874) Fill the wells with either bucket brigades or by carefully routing flowing water.
488
4895) When your fort has grown some more, or you start needing a jail, run /services3 to extend the rooms a bit more. Generate manager orders for /services3.
490
4916) 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. Generate manager orders for /services4.
492#dig label(services1) start(18; 18; central stairs) message(Once the area is dug out, continue with /services2.)
493#>
494#>
495#>
496#meta label(services2) start(central stairs) message(Once furniture has been built, continue with /services3.) zones and minimally functional hospital and dining hall
497traffic/services_traffic
498zones/services_zones
499place/services_place
500build/services_build
501
502#meta label(services3) start(central stairs) message(Once furniture has been built, continue with /services4.) expand furnishings
503place2/services_place2
504build2/services_build2
505
506#meta label(services4) start(central stairs) complete furnishings
507place3/services_place3
508build3/services_build3
509#dig label(services_traffic) start(18; 18) hidden() keep lollygaggers out of the cisterns and justice areas
510#>
511#>
512#>
513#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
514#>
515#place label(services_place) start(18; 18) hidden()
516#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
517#place label(services_place2) start(18; 18) hidden() jail food and booze
518#build label(services_build2) start(18; 18) hidden() message(Remember to enqueue manager orders for this blueprint.) expand each room
519#place label(services_place3) start(18; 18) hidden() remaining jail food and booze
520#build label(services_build3) start(18; 18) hidden() message(Remember to enqueue manager orders for this blueprint.) finalize furniture
521#notes label(guildhall_help)
522Eight 7x7 rooms for guildhalls, temples, libraries, etc.
523Screenshot: https://drive.google.com/file/d/1mt66QOkfBqFLtw6AJKU6GNYmhB72XSJG
524
525Features:
526- Big rooms, optionally pre-furnished. Double-thick walls to ensure engravings add maximum value. Declare locations from the pre-created meeting zones as needed.
527
528Guildhall Walkthrough:
5291) Dig out the rooms with /guildhall1.
530
5312) 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. Generate manager orders for your chosen variant.
532
533Note that the default temple and library are created "Citizens and Long-Term 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.
534#dig label(guildhall1) start(15; 15; central stairs) message(Once the area is dug out, continue with /guildhall2.)
535#meta label(guildhall2_default) furnished with default temple and library
536locations/guildhall_locations
537doors/guildhall_doors
538furnish/guildhall_furnish
539
540#meta label(guildhall2_no_locations) fully furnished and zoned but no locations
541zones/guildhall_zones
542doors/guildhall_doors
543furnish/guildhall_furnish
544
545#meta label(guildhall2_custom) only zones and doors
546zones/guildhall_zones
547doors/guildhall_doors
548
549
550#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
551#zone label(guildhall_zones) start(15; 15; central stairs) hidden() designate zones, ready for custom locations to be assigned
552#build label(guildhall_doors) start(15; 15; central stairs) hidden() message(Remember to enqueue manager orders for this blueprint.) build doors
553#build label(guildhall_furnish) start(15; 15; central stairs) hidden() furnish 4 guildhalls, 3 temples, and a library
554#notes label(beds_help)
555Suites for nobles and apartments for the teeming masses
556Suites screenshot: https://drive.google.com/file/d/16XRb1w5zFoyVq2LBMx_aCwOyjFq7GULc
557Apt. screenshot: https://drive.google.com/file/d/16-NXlodLIQjeZUMSmsWRafeytwU2dXQo
558
559Features:
560- Well-appointed suites to satisfy nobles or citizens with a need for opulence
561- Suite rooms are multi-functional. Any suite can be zoned as a bedroom, office, dining hall, or tomb. If a noble requires a fancier version than what one room can provide, include multiple rooms in the zone. A suites level can fully satisfy a monarch if each zone covers four (engraved) rooms.
562- Apartments with beds and storage to keep dwarves happy and the fortress clean
563
564Suites Walkthrough:
5651) Dig out the suites layer with /suites1.
566
5672) Once the area is dug out, furnish the suites with /suites2. The rooms are left unzoned so you can configure them for the needs of specific nobles. Generate manager orders for /suites2.
568
569Apartments Walkthrough:
5701) Dig out one layer of apartments with /apartments1, or 3 layers at once (180 bedrooms total) by configuring gui/quickfort to repeat down 3 levels.
571
5722) Once a layer is dug out, build furniture with /apartments2. Generate manager orders for /apartments2.
573#dig label(suites1) start(18; 18; central stairs) message(Once the area is dug out, run /suites2) noble suites
574#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
575traffic_suites/suites_traffic
576build_suites/suites_build
577#dig label(suites_traffic) start(18; 18; central stairs) hidden() don't path through other dwarves' rooms
578#build label(suites_build) start(18; 18; central stairs) hidden()
579#dig label(apartments1) start(18; 18; central stairs) message(Once the area is dug out, continue with /apartments2.) apartment complex
580#meta label(apartments2) start(central stairs) zone rooms and build furniture
581zone_apartments/apartments_rooms
582build_apartments/apartments_build
583#zone label(apartments_rooms) start(18; 18; central stairs) hidden() zone rooms
584#build label(apartments_build) start(18; 18; central stairs) hidden() message(Remember to enqueue manager orders for this blueprint.) build furniture
585#notes label(crypt_help)
586Places to rest your dead
587Screenshot: https://drive.google.com/file/d/16iT_ho7BIRPD_eofuxdlVQ4FunR1Li23
588
589Features:
590- Staged crypt expansion that grows with your, um, need
591- 52 tombs in stage 1
592- 160 additional tombs in stage 2 (212 tombs total)
593- Extendable in any direction by applying the blueprints multiple times
594
595Crypt Walkthrough:
5961) Dig out the layer with /crypt1.
597
5982) Once the area is dug out, add initial tombs with /crypt2.
599
6003) If/when you need additional tombs, apply /crypt3.
601#dig label(crypt1) start(18; 18; central stairs) message(Once the area is dug out, continue with /crypt2.) crypt complex
602#meta label(crypt2) start(central stairs) small crypt that can be extended later
603zone/crypt_zone
604build/crypt_build
605
606#meta label(crypt3) start(central stairs) crypt extension
607zone_extended/crypt_extended_zone
608build_extended/crypt_extended_build
609#zone label(crypt_zone) start(18; 18; central stairs) hidden() zone tombs
610#build label(crypt_build) start(18; 18; central stairs) hidden() message(Remember to enqueue manager orders for this blueprint.) build urns
611#zone label(crypt_extended_zone) start(18; 18; central stairs) hidden() zone more tombs
612#build label(crypt_extended_build) start(18; 18; central stairs) hidden() message(Remember to enqueue manager orders for this blueprint.) build more urns