dfhack/data/blueprints/dreamfort.csv

154 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. You can either copy/paste the command lines directly into the DFHack terminal or run the blueprints in the UI with gui/quickfort. See the walkthroughs (the "help" blueprints) for context and details. Also remember to read the messages the blueprints print out after you run them so you don't miss any important manual steps!
44
45-- Preparation (before you embark!) --
46Optionally copy the premade Dreamfort embark profile from the online spreadsheets to the prefs/embark_profiles.txt file.
47Run gui/control-panel and enable settings on the Autostart tab. See the /setup_help notes for details.
48
49-- Set settings and preload initial orders --
50
51-- Find a good starting spot on the surface --
52
53-- Dig --
54
55-- Core fort (should finish at about the third migration wave) --
56
57-- Plumbing --
58If 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).
59Also 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! If you choose to use magma, try to get it in place before importing the military and smelting automation orders since they make heavy use of furnaces and forges.
60
61-- Mature fort (third migration wave onward) --
62The order of steps in this section is less important. Feel free to reorder as per the needs of your fort.
63
64See this checklist online at https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=1459509569
65#notes label(setup_help)
66These are Dreamfort's suggestions for adjustments to settings and initial setup.
67
68- Assign dwarves to manager, chief medical dwarf, sheriff, broker, and bookkeeper noble roles (they can all be the same dwarf)
69
70- On the Work details screen (Labor -> Work details)
71- 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)
72
73- In standing orders (Labor -> Standing orders):
74 - Change "Automatically weave all thread" to "No automatic weaving" so the hospital always has thread -- we'll be managing cloth production with automated orders
75
76- 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.
77
78Beyond 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):
79On the "Autostart" tab, additionally enable:
80- autobutcher
81- autobutcher target 50 50 14 2 BIRD_GOOSE
82- autochop
83- autofarm
84- autofish
85- autonestbox
86- autoslab
87- ban-cooking all
88- buildingplan set boulders false
89- buildingplan set logs false
90- nestboxes
91- prioritize
92- seedwatch
93- suspendmanager
94- tailor
95Note 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.
96
97On the "Maintenance" tab, enable:
98- everything
99
100On the "System" tab, additionally enable:
101- work-now
102#meta label(dig_all) start(central stairs on industry level) dig industry, services, guildhall, suites, and apartments levels. does not include farming.
103# 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).
104
105/industry1
106#>
107/services1
108#>4
109/guildhall1
110#>
111/suites1
112#>
113/apartments1 repeat(down 3)
114#>3
115/crypt1
116#ignore
117Here are the most important skills for getting Dreamfort up and running, along with suggestions for how to distribute them.
118
119
120The 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.
121
122We suggest bringing at least:
123
124Also bring logs for beds if embarking in an area without many trees.
125
126See ldog's Dreamfort embark profile for a more advanced (and more thoroughly explained!) approach:
127https://drive.google.com/file/d/1Et42JTzeYK23iI5wrPMsFJ7lUXwVBQob/view?usp=sharing
128#ignore Add these lines to the bottom of your "data/init/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.
129[PROFILE]
130[TITLE:Dreamfort]
131[SKILL:1:STONECRAFT:1]
132[SKILL:1:MECHANICS:5]
133[SKILL:1:JUDGING_INTENT:1]
134[SKILL:1:APPRAISAL:1]
135[SKILL:1:ORGANIZATION:1]
136[SKILL:1:RECORD_KEEPING:1]
137[SKILL:2:MINING:5]
138[SKILL:2:ENGRAVE_STONE:4]
139[SKILL:2:SWIMMING:1]
140[SKILL:3:MINING:5]
141[SKILL:3:ENGRAVE_STONE:4]
142[SKILL:3:SWIMMING:1]
143[SKILL:4:MASONRY:2]
144[SKILL:4:MILITARY_TACTICS:5]
145[SKILL:4:CUT_STONE:3]
146[SKILL:5:FORGE_WEAPON:5]
147[SKILL:5:FORGE_ARMOR:5]
148[SKILL:6:WOODCUTTING:5]
149[SKILL:6:CARPENTRY:5]
150[SKILL:7:PLANT:5]
151[SKILL:7:CUT_STONE:5]
152[ITEM:10:CLOTH:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]
153[ITEM:100:WOOD:NONE:PLANT_MAT:WILLOW:WOOD]
154[ITEM:30:BLOCKS:NONE:INORGANIC:QUARTZITE]
155[ITEM:21:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]
156[ITEM:21:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]
157[ITEM:21:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]
158[ITEM:21:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]
159[ITEM:20:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]
160[ITEM:20:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED]
161[ITEM:1:ANVIL:NONE:INORGANIC:IRON]
162[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]
163[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]
164[ITEM:20:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]
165[ITEM:20:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]
166[ITEM:20:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]
167[ITEM:20:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]
168[ITEM:30:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]
169[ITEM:45:BOULDER:NONE:INORGANIC:QUARTZITE]
170[ITEM:20:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]
171[ITEM:4:CHAIN:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]
172[PET:2:DOG:FEMALE:STANDARD]
173[PET:1:DOG:MALE:STANDARD]
174[PET:2:CAT:FEMALE:STANDARD]
175[PET:1:CAT:MALE:STANDARD]
176[PET:2:BIRD_GOOSE:FEMALE:STANDARD]
177[PET:2:BIRD_GOOSE:MALE:STANDARD]
178#meta label(all_orders) hidden() references all blueprints that generate orders; for testing only
179/surface1
180/surface2
181/surface3
182/surface4
183/surface5
184/surface6
185/surface7
186/surface8
187/farming1
188/farming2
189/farming3
190/farming4
191/industry1
192/industry2
193/services1
194/services2
195/services3
196/services4
197/guildhall1
198/guildhall2
199/guildhall3
200/guildhall4
201/suites1
202/suites2
203/apartments1 repeat(>5)
204/apartments2 repeat(>5)
205/apartments3 repeat(>5)
206#notes label(surface_help)
207Sets up a protected entrance to your fort in a flat area on the surface.
208Screenshot: https://drive.google.com/file/d/1YL_vQJLB2YnUEFrAg9y3HEdFq3Wpw9WP
209
210Features:
211- A starting set of workshops and stockpiles (which you can later remove once you establish your permanent workshops and storage)
212- Livestock grazing area with nestbox zones and beehives
213- Walls, roof, and lever-controlled gates for security
214- Barracks (with prisoner processing quantum dump)
215- Trap-filled hallways for invaders
216- Optional extended trap hallways (to handle larger sieges)
217- Protected trade depot, with separate trade goods stockpiles for organics and inorganics (for easy elven trading)
218- A grid of 1x1 farm plots (intended to be managed by DFHack autofarm)
219
220Manual steps you have to take:
221- Assign grazing livestock to the large pasture and dogs to the pasture over the central stairs (DFHack's autonestbox can manage the nestbox zones)
222- Connect levers to the gates that match the names of the levers
223- Assign minecarts to the trade goods and prisoner processing quantum stockpile hauling routes
224
225Be sure to choose an embark site that has a flat area on the surface large enough to use these blueprints!
226
227Surface Walkthrough:
2281) 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.
229
2302) 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.
231
2323) 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.
233
2344) 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.
235
2365) 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.
237
2386) 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.
239
2407) Once all marked trees are cleared, run /surface6 to build the remaining walls and floors. Run "quickfort orders" for /surface6.
241
2428) 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.
243
2449) For extra security, you can run /surface8 any time after /surface7 to extend the trap corridors. Run "quickfort orders" for /surface8.
245
24610) 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.
247
248Sieges and Prisoner Processing:
249Here are some tips and procedures for handling seiges -- including how to clean up afterwards!
250
251- 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.
252
253- 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.
254
255- 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.
256
257- 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.
258
259- Once the last attacker is caged, open all the gates and unset the civilian alert. Life is normal again!
260
261After a siege, you can use the caged prisoners to safely train your military. Here's how:
262
263- Once the prisoners are hauled to the "prisoner quantum" stockpile, run "stripcaged all" in the DFHack gui/launcher.
264
265- After all the prisoners' items have been confiscated, bring your military dwarves to the barracks (if they aren't already there).
266
267- Assign a group prisoners to the pasture that overlaps the prisoner quantum stockpile
268
269- 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".
270
271Only 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.
272#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
273walls/surface_walls
274corridor/surface_corridor
275
276#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
277clear_small/surface_clear_small
278zones/surface_zones
279#>
280central_stairs/central_stairs repeat(down 10)
281
282#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
283place_start/surface_place_start
284build_start/surface_build_start
285channel/surface_channel
286clear/surface_clear
287
288#meta label(surface3) start(central stairs) message(Remember to enqueue manager orders for this blueprint. Once the walls and floors have been constructed, continue with /surface4.) Cover vents and protect the central stairs.
289cover_vents/surface_cover_vents
290cover_stairs/surface_cover_stairs
291
292#meta label(surface4) start(central stairs) message(Remember to enqueue manager orders for this blueprint. Once the walls and floors have been constructed, continue with /surface5. Be sure to check one z-level above the surface to ensure the roof segment above the future barracks has been finished.) build walls and flooring to support upcoming buildings and furniture
293stairs_doors/surface_stairs_doors
294pre_building/surface_pre_building
295
296#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
297traffic/surface_traffic
298place/surface_place
299build/surface_build
300clear_large/surface_clear_large
301
302#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
303walls/surface_walls
304floors/surface_floors
305traps/surface_traps
306clear_large/surface_clear_large
307
308#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
309#<
310roof/surface_roof
311roof2/surface_roof2
312roof3/surface_roof3
313roof4/surface_roof4
314
315#meta label(surface8) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) build extended trap corridors
316corridor_gates/surface_corridor_gates
317corridor/surface_corridor
318corridor_traps/surface_corridor_traps
319#dig label(central_stairs_odd) start(2;2) hidden() carved spiral stairs odd levels
320#meta label(central_stairs_even) hidden() carved spiral stairs even levels
321/central_stairs_odd transform(cw)
322#meta label(central_stairs) two levels of carved spiral stairs (repeat down as needed)
323/central_stairs_odd
324#>
325/central_stairs_even
326#build label(central_stairs_odd_constructed) start(2;2) hidden() constructed spiral stairs odd levels
327#meta label(central_stairs_even_constructed) hidden() constructed spiral stairs even levels
328/central_stairs_odd_constructed transform(cw)
329#meta label(central_stairs_constructed) two levels of constructed spiral stairs (repeat down as needed)
330/central_stairs_odd_constructed
331#>
332/central_stairs_even_constructed
333#dig label(surface_clear_small) start(19; 19) hidden() clear trees for starting workshops and stockpiles
334#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. Feel free to assign an unimportant animal to the pasture in the main entranceway to use as bait during sieges.) pastures and training areas
335#place label(surface_place_start) start(19; 19) hidden() starting stockpiles
336#build label(surface_build_start) start(19; 19) hidden() message(There is room to the left of the carpenter's workshop to build one more workshop of any type if you need it.) starting workshops
337#dig label(surface_channel) start(19; 19) hidden() channel miasma vents
338#dig label(surface_clear) start(19; 19) hidden() clear trees so the farming level can be dug without fear of generating surface holes
339#build label(surface_cover_vents) start(19; 19) hidden() cover the miasma vents
340#build label(surface_cover_stairs) start(19; 19) hidden() protect the central stairs
341#<
342#build label(surface_stairs_doors) start(19; 19) hidden()
343#build label(surface_pre_building) start(19; 19) hidden() flooring and anchoring walls for future buildings/doors
344#<
345#>
346#dig label(surface_traffic) start(19; 19) hidden() set traffic designations
347#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
348#aliases
349#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
350#dig label(surface_clear_large) start(19; 19) hidden() clear wider area of trees
351t1(37x33)
352#build label(surface_walls) start(19; 19) hidden() build remaining walls
353#build label(surface_floors) start(19; 19) hidden() build remaining flooring
354#build label(surface_traps) start(19; 19) hidden()
355#build label(surface_roof) start(19; 19) hidden() roof hatch and adjacent tiles
356#build label(surface_roof2) start(19; 19) hidden() lower half of the roof
357#build label(surface_roof3) start(19; 19) hidden() upper half center of the roof
358#build label(surface_roof4) start(19; 19) hidden() upper half remainder of the roof
359#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
360#build label(surface_corridor) start(19; 19) hidden() longer trap hallway walls
361#<
362#build label(surface_corridor_traps) start(19; 19) hidden() traps for the longer trap hallways
363#notes label(farming_help)
364Sets up farming, food storage, and related industries. Also provides post-embark necessities that can later be disassembled.
365Screenshot: https://drive.google.com/file/d/1fBC3G5Y888l4tVe5REAyAd_zeojADVme
366
367Features:
368- Pairs with the surface blueprints for vents that prevent miasma
369- Farm plots (can be managed by DFHack autofarm)
370- Plentiful food storage
371- Refuse/corpse quantum stockpile
372- Small dormitory and dining room for post-embark needs
373- Small offices for your manager and bookkeeper
374
375Workshops:
376- Kitchen
377- Brewery
378- Butcher
379- Fishery
380- Tannery
381- Farmer's Workshop
382- Quern
383- Screw Press
384
385Manual steps you have to take:
386- Assign a minecart to your refuse quantum stockpile hauling route (you can run "assign-minecarts all" at the DFHack prompt to do this)
387
388Farming Walkthrough:
3891) 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.
390
3912) Start digging with /farming1 and get started on manufacturing furniture by running "quickfort orders" on /farming2
392
3933) 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.
394
3954) Once your fort has enough free time to build the remaining doors, run /farming3. Run "quickfort orders" for /farming3.
396
3975) You can disassemble the dining room and dormitory once the services and apartments levels are up and running, if you like.
398#dig label(farming1) start(16; 18; central stairs) message(Once the area is dug out, continue with /farming2.)
399# this level is dug at priority 2 since it is dug in soil. it's worth the miner's time to
400# stop digging the industry level and quickly dig out this one.
401#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
402zone/farming_zone
403place/farming_place
404build/farming_build
405traffic/farming_traffic
406
407#meta label(farming3) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) build remaining doors
408doors/farming_doors
409#zone label(farming_zone) start(16; 18) hidden() rooms
410#place label(farming_place) start(16; 18) hidden() message(remember to assign a minecart to the refuse quantum stockpile (run "assign-minecarts all")
411#build label(farming_build) start(16; 18) hidden() workshops and important furniture
412#dig label(farming_traffic) start(16; 18) hidden() keep hungry dwarves away from the crops and food stores so they prefer the prepared meals
413#build label(farming_doors) start(16; 18) hidden() remaining doors
414#notes label(industry_help)
415Sets up workshops for all non-farming industries
416Screenshot: https://drive.google.com/file/d/1emMaHHCaUPcdRbkLQqvr-0ZCs2tdM5X7
417
418Features:
419- Compact layout that covers all workshops
420- Manager orders that automate basic fortress maintenance
421- Space available underneath the forge and smelters for magma, allowing the starting forge and smelters to be eventually replaced by magma versions.
422- Quantum stockpiles for compact storage
423with separate stockpiles for:
424- A reserve of uncut gems for strange moods that the jeweler's workshop cannot take from
425- Wood, iron bars, steel bars, flux, and coal so you can see at a glance if you're low on stock
426- Items that cannot be quantum stockpiled (e.g. lye, dye, and sand bags)
427- Meltable weapons and armor
428
429Workshops:
430- 2x Stonecutter
431- 4x Craftsdwarf
432- 1x Jeweler
433- 1x Mechanic
434- 4x Smelter
435- 1x Forge
436- 1x Glassmaker
437- 1x Kiln
438- 4x Wood furnace
439- 1x Ashery
440- 1x Soap maker
441- 1x Carpenter
442- 1x Siege workshop
443- 1x Bowyer
444- 1x Dyer
445- 1x Loom
446- 1x Clothier
447
448Manual steps you have to take:
449- Assign minecarts to your quantum stockpile hauling routes.
450
451Optional manual steps you can take:
452- To encourage your masons to concentrate on building blocks and other high-volume orders, it helps to set one of your Mason's workshops to service a maximum of 2 manager orders at a time.
453- Once you have enough haulers, you can increase the rate of stone and ore hauling jobs by building more wheelbarrows and adding them to the stone and ore feeder stockpiles.
454- 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.
455
456Industry Walkthrough:
4571) 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.
458
4592) 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.
460
4613) Once the area is dug out, run /industry2. Remember to assign minecarts to to your quantum stockpile hauling routes.
462
4634) 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.
464
4655) 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.
466
4676) 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" to import the remaining fort automation orders. The military orders are optional if you are not planning to have a military, of course.
468
4697) 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.
470#dig label(industry1) start(18; 18; central stairs) message(Once the area is dug out, continue with /industry2.)
471#meta label(industry2) start(central stairs) message(Remember to enqueue manager orders for this blueprint.) workshops and stockpiles
472traffic/industry_traffic
473place/industry_place
474build/industry_build
475build2/industry_build2
476#dig label(industry_traffic) start(18; 18; central stairs) hidden() traffic patterns
477#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
478#build label(industry_build) start(18; 18) hidden() workshops to build first
479#build label(industry_build2) start(18; 18) hidden() remaining workshops
480#notes label(services_help)
481Sets up public services (dining, hospital, etc.)
482Screenshot: https://drive.google.com/file/d/13vDIkTVOZGkM84tYf4O5nmRs4VZdE1gh
483
484Features:
485- Spacious dining room/tavern (tavern is restricted to residents-only by default)
486- Large prepared food and drink stockpiles
487- Well cistern system (bring your own water)
488- Hospital (also restricted to residents by default) with a well for washing
489- Well-appointed jail cells
490- Bolt-recycling archery range for your marksdwarves
491- Interrogation room for your Captain of the Guard
492- Garbage dump
493- Empty space for magma to power forges and smelters in the industry level above
494
495Note the hospital is attached to an animal training zone so it can be used with the dwarfvet plugin if it's enabled.
496
497Manual steps you have to take:
498- If you want to tavern to attract visitors, change the restriction in the location configuration screen.
499- 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).
500- 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!
501
502Services Walkthrough:
5031) Start this level when your fort grows to about 30 dwarves so everyone has a place to eat.
504
5052) Start digging with /services1. Note that this digs out the main level and three levels below for the well cisterns.
506
5073) Once the area is dug out, set up zones/locations and start populating the rooms with /services2. Run "quickfort orders" for /services2.
508
5094) Fill the wells with either bucket brigades or by carefully routing flowing water.
510
5115) 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.
512
5136) 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.
514#dig label(services1) start(18; 18; central stairs) message(Once the area is dug out, continue with /services2.)
515#>
516#>
517#>
518#meta label(services2) start(central stairs) message(Once furniture has been built, continue with /services3.) zones and minimally functional hospital and dining hall
519traffic/services_traffic
520zones/services_zones
521place/services_place
522build/services_build
523
524#meta label(services3) start(central stairs) message(Once furniture has been built, continue with /services4.) expand furnishings
525place2/services_place2
526build2/services_build2
527
528#meta label(services4) start(central stairs) complete furnishings
529place3/services_place3
530build3/services_build3
531#dig label(services_traffic) start(18; 18) hidden() keep lollygaggers out of the cisterns and justice areas
532#>
533#>
534#>
535#zone label(services_zones) start(18; 18) hidden() message(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
536#>
537#place label(services_place) start(18; 18) hidden()
538#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
539#place label(services_place2) start(18; 18) hidden() jail food and booze
540#build label(services_build2) start(18; 18) hidden() message(Remember to enqueue manager orders for this blueprint.) expand each room
541#place label(services_place3) start(18; 18) hidden() remaining jail food and booze
542#build label(services_build3) start(18; 18) hidden() message(Remember to enqueue manager orders for this blueprint.) finalize furniture
543#notes label(guildhall_help)
544Eight 7x7 rooms for guildhalls, temples, libraries, etc.
545Screenshot: https://drive.google.com/file/d/17jHiCKeZm6FSS-CI4V0r0GJZh09nzcO_
546
547Features:
548- Big rooms, optionally pre-furnished. Double-thick walls to ensure engravings add maximum value. Declare locations from the pre-created meeting zones as needed.
549
550Guildhall Walkthrough:
5511) Dig out the rooms with /guildhall1.
552
5532) 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.
554
555Note 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.
556#dig label(guildhall1) start(15; 15; central stairs) message(Once the area is dug out, continue with /guildhall2.)
557#meta label(guildhall2_default) furnished with default temple and library
558locations/guildhall_locations
559doors/guildhall_doors
560furnish/guildhall_furnish
561
562#meta label(guildhall2_no_locations) fully furnished and zoned but no locations
563zones/guildhall_zones
564doors/guildhall_doors
565furnish/guildhall_furnish
566
567#meta label(guildhall2_custom) only zones and doors
568zones/guildhall_zones
569doors/guildhall_doors
570
571
572#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
573#zone label(guildhall_zones) start(15; 15; central stairs) hidden() designate zones, ready for custom locations to be assigned
574#build label(guildhall_doors) start(15; 15; central stairs) hidden() message(Remember to enqueue manager orders for this blueprint.) build doors
575#build label(guildhall_furnish) start(15; 15; central stairs) hidden() furnish 4 guildhalls, 3 temples, and a library
576#notes label(beds_help)
577Suites for nobles and apartments for the teeming masses
578Suites screenshot: https://drive.google.com/file/d/1IBqCf6fF3lw7sHiBE_15Euubysl5AAiS
579Apt. screenshot: https://drive.google.com/file/d/1mDQQXG8BnXqasRGFC9R5N6xNALiswEyr
580
581Features:
582- Well-appointed suites to satisfy nobles
583- Apartments with beds and storage to keep dwarves happy and the fortress clean
584
585Suites Walkthrough:
5861) Dig out the suites layer with /suites1.
587
5882) 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.
589
590Apartments Walkthrough:
5911) 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.
592
5932) Once a layer is dug out, build furniture with /apartments2. Run "quickfort orders" for /apartments2.
594#dig label(suites1) start(18; 18; central stairs) message(Once the area is dug out, run /suites2) noble suites
595#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
596traffic_suites/suites_traffic
597build_suites/suites_build
598#dig label(suites_traffic) start(18; 18; central stairs) hidden() don't path through other dwarves' rooms
599#build label(suites_build) start(18; 18; central stairs) hidden()
600#dig label(apartments1) start(18; 18; central stairs) message(Once the area is dug out, continue with /apartments2.) apartment complex
601#meta label(apartments2) start(central stairs) zone rooms and build furniture
602zone_apartments/apartments_rooms
603build_apartments/apartments_build
604#zone label(apartments_rooms) start(18; 18; central stairs) hidden() zone rooms
605#build label(apartments_build) start(18; 18; central stairs) hidden() message(Remember to enqueue manager orders for this blueprint.) build furniture
606#notes label(crypt_help)
607Places to rest your dead
608Screenshot: https://drive.google.com/file/d/1IBqCf6fF3lw7sHiBE_15Euubysl5AAiS
609
610Features:
611- Staged crypt expansion that grows with your, um, need
612- 52 tombs in stage 1
613- 160 additional tombs in stage 2 (212 tombs total)
614- Extendable in any direction by applying the blueprints multiple times
615
616Crypt Walkthrough:
6171) Dig out the layer with /crypt1.
618
6192) Once the area is dug out, add initial tombs with /crypt2.
620
6213) If/when you need additional tombs, apply /crypt3.
622#dig label(crypt1) start(18; 18; central stairs) message(Once the area is dug out, continue with /crypt2.) crypt complex
623#meta label(crypt2) start(central stairs) small crypt that can be extended later
624zone/crypt_zone
625build/crypt_build
626
627#meta label(crypt3) start(central stairs) crypt extension
628zone_extended/crypt_extended_zone
629build_extended/crypt_extended_build
630#zone label(crypt_zone) start(18; 18; central stairs) hidden() zone tombs
631#build label(crypt_build) start(18; 18; central stairs) hidden() message(Remember to enqueue manager orders for this blueprint.) build urns
632#zone label(crypt_extended_zone) start(18; 18; central stairs) hidden() zone more tombs
633#build label(crypt_extended_build) start(18; 18; central stairs) hidden() message(Remember to enqueue manager orders for this blueprint.) build more urns