dfhack/data/blueprints/library/dreamfort.csv

123 KiB

1#notes label(help) run me for the dreamfort walkthrough
2Welcome to the Dreamfort Walkthrough!
3It can be difficult to apply a set of blueprints that you did not write yourself. This walkthrough will guide you through the high-level steps of building Dreamfort. Run the /checklist blueprint for a compact list of all commands you need to run, in order. Each level has its own mini-walkthrough with details on *when* to run each command.
4
5The final fort will have a walled-in area on the surface for livestock, trading, surface farming, and military. One z-level down is the farming level, with related workshops and vents up to the surface for miasma control. The farming level also has a miniature dining hall and dormitory for use until you get the services and housing levels set up.
6
7Beyond those two, the other layers can be built in any order, at any z-level, according to your preference and the layout peculiarities of your embark site:
8- The industry level has a compact, but complete set of workshops and stockpiles (minus what is already provided on the farming level).
9- The services level has dining, hospital, barracks, and justice services, plus a well system. Services is 4 z-levels deep.
10- The guildhall level has many empty rooms for building libraries, temples, and guildhalls.
11- The suites level has fancy rooms for your nobles.
12- The apartments levels have small but well-furnished bedrooms for your other dwarves.
13
14Run each level's "help" blueprint (e.g. /surface_help) for more details.
15
16Dreamfort has a central ramp-based design. For all Dreamfort levels, place the cursor on the center tile of the 3x3 ramp area when you apply the blueprints. The first surface blueprint will designate a column of ramps that you can use as a guide. If you need to extend the ramps down further to lower levels, run "quickfort run library/dreamfort.csv -n /central_ramp" with the cursor on the bottom z-level where there are only up ramps.
17
18Dreamfort blueprints take care of everything to get the fort up and running. You don't need to clear any extra trees or create any extra buildings/stockpiles (though of course you are free to do so). Blueprints that do require manual steps (like 'assign minecart to hauling route') will leave a message telling you so when you run them. Blueprints will also leave messages with hints when you might want to run "quickfort orders" to start manufacturing needed items, like blocks or tables. Make sure you appoint a manager to handle all the incoming work orders!
19
20Dreamfort works best at an embark site that is flat and has at least one soil layer. New players should also avoid aquifers if they are not prepared to deal with them. Bring picks for mining, an axe for woodcutting, and an anvil for a forge. Bring a few blocks to speed up initial workshop construction as well.
21
22Other DFHack scripts and plugins also work very well with Dreamfort, in particular autofarm, automelt, autonestbox, burial, seedwatch, tailor, and, of course, buildingplan. You can download an onMapLoad.init file that configures all these plugins here: https://drive.google.com/file/d/16JX21nSe0_t84BgoL7DJX1OVD2E6pJgH
23Put that file in your Dwarf Fortress directory -- the same directory that has dfhack.init.
24
25Once you have your starting workshops up and running, you might want to configure buildingplan (in its global settings, accessible from any building placement screen, e.g.: b-a-G) to only use blocks for constructions so it won't use your precious wood, boulders, and bars to build floors and walls. If you bring at least 4 blocks with you on embark, you can even set this in your onMapLoad.init file like this:
26on-new-fortress buildingplan set boulders false; buildingplan set logs false
27
28Directly after embark, apply /surface1 on the surface (see /surface_help for how to select a good spot) and /industry1 in a rock layer at least two z-levels underground (the z-level immediately below the surface is reserved for the farming level). The walkthroughs for those levels will guide you. Once you channel out the miasma vents and clear the trees on the surface, you can start the farming sequence on the z-level below the surface with /farming1. You should wait to start farming unitl after you clear the trees because if you clear trees later over a hollow underground, you'll be left with holes in the surface where the trunks were. You can start the services, guildhall, suites, and apartments sequences as your fort needs those levels.
29
30This .csv file is generated from source .xlsx files. If you want to look at how these blueprints are put together, it is easier to look at the online spreadsheets than this giant .csv. You can view them at: https://drive.google.com/drive/folders/1iS90EEVqUkxTeZiiukVj1pLloZqabKuP
31You are welcome to copy those spreadsheets and make your own modifications!
32# dreamfort.csv is generated with the following command: for fname in dreamfort*.xlsx; do xlsx2csv -a -p '' $fname; done | sed 's/,*$//'
33#notes label(checklist) command checklist
34Here is the recommended order for Dreamfort commands. See walkthroughs for details.
35-- Preparation --
36download onMapLoad.init and put in your DF directory: https://drive.google.com/file/d/16JX21nSe0_t84BgoL7DJX1OVD2E6pJgH
37download automation.json and put in dfhack-config/orders: https://drive.google.com/file/d/17WcN5mK-rnADOm2B_JFpPnByYgkYjxhb
38-- Find a good starting spot on the surface --
39quickfort undo library/dreamfort.csv -n /perimeter
40-- Basics --
41quickfort orders library/dreamfort.csv -n /industry2
42quickfort orders library/dreamfort.csv -n /farming2
43quickfort orders library/dreamfort.csv -n /surface3
44quickfort orders library/dreamfort.csv -n /surface4
45-- Services and security --
46quickfort run library/dreamfort.csv -n /services1
47quickfort orders library/dreamfort.csv -n /services2
48quickfort orders library/dreamfort.csv -n /surface5
49quickfort orders library/dreamfort.csv -n /services3
50quickfort orders library/dreamfort.csv -n /surface6
51-- Guildhalls and housing --
52quickfort run library/dreamfort.csv -n /guildhall1
53quickfort run library/dreamfort.csv -n /suites1
54quickfort orders library/dreamfort.csv -n /guildhall2
55quickfort orders library/dreamfort.csv -n /suites2
56quickfort run library/dreamfort.csv -n /apartments1_stack
57-- Repeat for each apartments level --
58quickfort orders library/dreamfort.csv -n /apartments2
59quickfort orders library/dreamfort.csv -n /apartments3
60See this checklist online at https://docs.google.com/spreadsheets/d/13PVZ2h3Mm3x_G1OXQvwKd7oIR2lK4A1Ahf6Om1kFigw/edit#gid=1459509569
61#meta label(dig_all_underground) start(central ramp on industry level) hidden() dig industry, services, guildhall, suites, and apartments levels
62# This blueprint is provided as a shortcut for those familiar with dreamfort. Note that this blueprint will only work for the unified dreamfort.csv. It won't work for the individual .xlsx files.
63
64/industry1
65#>
66/services1
67#>
68#>
69#>
70#>
71/guildhall1
72#>
73/suites1
74#>
75/apartments1_stack
76#ignore
77Here are the minimal skills needed for essential tasks in getting Dreamfort up and running, along with suggestions for which dwarves to assign them to. You can enable additional skills as you wish. Skills with an asterisk (*) are worth putting points into on the embark preparation screen.
78In particular, it is important to have one more mason than you have Mason's Workshops so other buildings that require masonry can get built (like bridges). You should also have Beekeeping enabled on several dwarves since it is a low-priority task, but placing the beehives must be done before /surface5 can be run.
79We suggest to bring at least:
80#notes label(surface_help)
81Sets up a protected entrance to your fort in a flat area on the surface.
82
83Features:
84- A starting set of workshops and stockpiles (which you can later remove once you establish your permanent workshops and storage)
85- Protected trade depot
86- Walls, roof, and lever-controlled gates for security
87- Trap-filled hallways for invaders
88- Optional barracks and extended trap hallways (for extra security)
89- Livestock grazing area with nestbox zones and beehives
90- A grid of 1x1 farm plots (meant to be managed with DFHack autofarm)
91- Miasma vent covers for the farming level that is intended to be built in the layer directly beneath the surface
92
93Manual steps you have to take:
94- Assign grazing livestock to the large pasture and dogs to the pasture over the central ramp (DFHack's autonestbox can manage the nestbox zones)
95- Connect levers to the gates that match the names of the levers
96
97Be sure to choose an embark site that has an area flat enough to use these blueprints!
98
99Surface Walkthrough:
1001) Choose a center tile for your central fortress ramp. The terrain around that tile should be perfectly flat. Trees are ok, but no slopes, rivers, or lakes. To be sure that the tile you've chosen is in a good spot, set the cursor over that tile and run "quickfort run library/dreamfort.csv -n /perimeter". This will show you the eventual boundaries of the fort. Some wall segments might be missing due to existing trees, but that's ok. Make sure the area within the exterior wall is flat. Run "quickfort undo library/dreamfort.csv -n /perimeter" to clean up.
101
1022) With the cursor on the chosen tile, run /surface1 to clear surrounding trees and set up your pastures. Deconstruct your wagon to get it out of the way of our upcoming walls and floors. Remember to assign your dogs to the pasture around the staircase and your grazing animals to the large pasture. You can let your cats roam free.
103
1043) Once the marked trees have been cleared, run /surface2 to set up starting workshops/stockpiles, channel out the miasma vents for the farming level, and start clearing trees from a larger area. Run "quickfort orders" for /surface3, /surface4, /surface5, and /surface6 to get a head start manufacturing items for those blueprints. Make sure you have appointed a manager so the orders get fulfilled! If you haven't done it already, now is a good time to configure buildingplan to only build buildings with blocks, not logs or raw boulders. Do this by entering buildingplan's global configuration ("baG") and ensuring the only generic building material allowed is "blocks".
105
1064) Once the channels are dug out, continue with /surface3 to cover the vents and build some basic security. No need to wait for all the trees to be chopped down. Although the vents will be covered with flooring, they will still work to prevent miasma on the farming level.
107
1085) Once all marked trees are chopped down from /surface2 and walls and floors have been constructed from /surface3, run /surface4 to build furniture, gates, and the permanent trade depot. Remember to deconstruct the temporary trade depot once nobody is using it. You can also start digging out the sub-surface farming level (/farming1) at this point.
109
1106) Once at least the beehives are built, run /surface5 to build the remaining walls and floors. This step is labor-intensive, though, so if you don't need the security of complete walls and a roof, you can wait until your fort is a little more settled and you have more migrants for construction tasks.
111
1127) For extra security, you can run /surface6 along with /surface5 to build a barracks and extend the trap corridors.
113
1148) Once your industry and farming levels are set up and running, you can disassemble the surface workshops and remove the surface stockpiles. Disassembling a workshop scatters the items stored within it and cancels any pending jobs that happen to use those items. In order to avoid job cancellations, first set the surface workshops to not accept general work orders. Do this by entering query mode ("q"), selecting a workshop, entering the workshop profile ("P"), moving to work orders (right arrow), and hitting Enter. Then enter view mode ("t") and check to see if any items in a workshop are marked with "TSK". Once no items in the workshop have that marker, you are free to disassemble that workshop.
115#meta label(surface1) start(central ramp) message(Once the central ramp is mined out deeply enough, you should start digging the industry level in a non-aquifer rock layer. You should also deconstruct your wagon to get it out of the way so we can build the surface fort. Once the marked trees are all chopped down (if any), continue with /surface2.) clear trees and set up pastures
116central_ramp/central_ramp
117clear_small/surface_clear_small
118zones/surface_zones
119name_zones/surface_name_zones
120
121#meta label(surface2) start(central ramp) message(This would be a good time to queue manager orders for /surface3, /surface4, /surface5, and /surface6. Once the channels are dug out, continue with /surface3. No need to wait for all the trees to be chopped down.) set up starting workshops/stockpiles, channel miasma vents, and clear more trees
122build_start/surface_build_start
123place_start/surface_place_start
124query_start/surface_query_start
125channel/surface_channel
126clear/surface_clear
127
128#meta label(surface3) start(central ramp) message(Once all marked trees are chopped down from /surface2 and walls and floors have been constructed, continue with /surface4.) Cover vents and start building walls and floors.
129cover_vents/surface_cover_vents
130minimal_walls/surface_minimal_walls
131minimal_floors/surface_minimal_floors
132#<
133minimal_roof/surface_minimal_roof
134
135#meta label(surface4) start(central ramp) message(Once the beehives have been constructed and the marked trees have been cleared, continue with /surface5. Disassemble your temporary trade depot once no merchants are using it (and the new one has been constructed).) build gates, furniture, and trade depot
136build_bridges/surface_gates
137build_buildings/surface_buildings
138query_buildings/surface_query_buildings
139clear2/surface_clear2
140
141#meta label(surface5) start(central ramp (on ground level)) message(The surface is secure! For extra security, you can run /surface6 right now to build a barracks and extend the trap corridors.) configure hives, build remaining walls and floors, traps and the roof
142query_hives/surface_query_hives
143build_walls/surface_walls
144build_floors/surface_floors
145build_traps/surface_traps
146#<
147build_roof/surface_roof
148build_roof2/surface_roof2
149
150#meta label(surface6) start(central ramp) build barracks and extended trap corridors
151build_barracks/surface_barracks
152build_corridor_walls/surface_corridor_walls
153query_barracks/surface_query_barracks
154#<
155build_roof3/surface_roof3
156
157#meta label(perimeter) start(central ramp) hidden() show the eventual perimeter of the surface fort
158build_walls/surface_walls
159build_corridor_walls/surface_corridor_walls
160#dig label(central_ramp) start(2;2) hidden() ramp that goes down 20 levels
161#>
162#>
163#>
164#>
165#>
166#>
167#>
168#>
169#>
170#>
171#>
172#>
173#>
174#>
175#>
176#>
177#>
178#>
179#>
180#dig label(surface_clear_small) start(23; 25) hidden() clear trees for starting workshops and stockpiles
181#zone label(surface_zones) start(23; 25) hidden() message(Remember to assign your dogs to the pasture surrounding the central ramp 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
182#query label(surface_name_zones) start(23; 25) hidden()
183#build label(surface_build_start) start(23; 25) hidden() starting workshops
184#place label(surface_place_start) start(23; 25) hidden() message(if you haven't already, now is a good time to deconstruct the wagon) starting stockpiles
185#query label(surface_query_start) start(23; 25) hidden() config stockpiles
186#dig label(surface_channel) start(23; 25) hidden() channel miasma vents
187#dig label(surface_clear) start(23; 25) hidden() clear trees so the farming level can be dug without fear of generating surface holes
188#build label(surface_cover_vents) start(23; 25) hidden() cover the miasma vents and cover the ramps with hatches
189#build label(surface_minimal_walls) start(23; 25) hidden() walls around ramp and doorways
190#build label(surface_minimal_floors) start(23; 25) hidden() flooring for future buildings
191#build label(surface_minimal_roof) start(23; 25) hidden() roof over central ramp and future barracks beds
192#build label(surface_gates) start(23; 25) hidden() security gates
193#build label(surface_buildings) start(23; 25) hidden() message(Use autofarm to manage farm crop selection. Remember to connect the levers to the gates once they are built.) hives, farm plots, trade depot, trade goods quantum dump, levers, and doors
194#query label(surface_query_buildings) start(23; 25) hidden() message(remember to assign a minecart to the trade goods quantum stockpile)
195#dig label(surface_clear2) start(23; 25) hidden() clear wider area of trees
196#query label(surface_query_hives) start(23; 25) hidden()
197#build label(surface_walls) start(23; 25) hidden() build remaining walls
198#build label(surface_floors) start(23; 25) hidden() build remaining flooring
199#build label(surface_traps) start(23; 25) hidden() build entranceway traps
200#build label(surface_roof) start(23; 25) hidden() lower half of the roof
201#build label(surface_roof2) start(23; 25) hidden() upper half of the roof
202#build label(surface_barracks) start(23; 25) hidden() barracks, longer trap hallways, and outer levers/gates
203#build label(surface_corridor_walls) start(23; 25) hidden() trap hallway walls
204#query label(surface_query_barracks) start(23; 25) hidden() (Remember to connect the levers to the new external trap gates.) configure barracks and name outer levers/gates
205#build label(surface_roof3) start(23; 25) hidden() build roof over the extended trap hallways
206#notes label(farming_help)
207Sets up farming, food storage, and related industries. Also provides post-embark necessities that can later be disassembed.
208
209Features:
210- Pairs with the surface blueprints to provide miasma vents
211- Farm plots (intended to be managed by DFHack autofarm)
212- Plentiful food storage
213- Refuse/corpse quantum stockpile
214- Small dormitory and dining room for post-embark needs
215- Small offices for your manager and bookkeeper
216
217Workshops:
218- Kitchen
219- Brewery
220- Butcher
221- Fishery
222- Tannery
223- Farmer's Workshop
224- Quern
225- Screw Press
226
227Manual steps you have to take:
228- Assign the lower office to your manager and the upper office to your bookkeeper (if different from your manager)
229- Assign a minecart to your refuse quantum stockpile hauling route
230- If the industry level is already built, configure the jugs, pots, and bags stockpiles to take from the "Goods" quantum stockpile on the industry level
231
232Farming Walkthough:
2331) 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.
234
2352) Start digging with /farming1 and get started on manufacturing furniture by running "quickfort orders" on /farming2.
236
2373) Once the level is dug out, run /farming2 to build workshops and build and configure stockpiles. Remember to assign a minecart to the newly-designated quantum refuse dump. There are also jugs, pots, and bags stockpiles on this level that should be configured to "take" from the industry level stockpiles once we get the industry level built.
238
2394) When the furniture is in place and the farm plots have been constructed, run /farming3 to enable seasonal plot fertilization and designate your starter dining room and dormitory. The blueprint also attempts to assign the lower office to your manager, but double-check this assignment in case your dwarves are in an unexpected order.
240
2415) You can disassemble the dining room and dormitory once the services and apartments levels are up and running, if you like.
242#dig label(farming1) start(23; 25; central ramp) message(This would be a good time to queue up manager orders for /farming2. Once the area is dug out, continue with /farming2.)
243#meta label(farming2) start(central ramp) message(Once furniture has been placed and the farm plots have been constructed, continue with /farming3.) workshops, stockpiles, and important furniture
244build/farming_build
245place/farming_place
246query_stockpiles/farming_query_stockpiles
247
248#meta label(farming3) start(central ramp) configure rooms and build remaining furniture
249build2/farming_build2
250query_rooms/farming_rooms
251#build label(farming_build) start(23; 25) hidden() workshops and important furniture
252#place label(farming_place) start(23; 25) hidden() stockpiles
253#query label(farming_query_stockpiles) start(23; 25) hidden() message(remember to: - assign a minecart to the refuse quantum stockpile - if the industry level is already built, configure the jugs, pots, and bags stockpiles to take from the "Goods" quantum stockpile on the industry level) config stockpiles
254#build label(farming_build2) start(23; 25) hidden() remaining furniture
255#query label(farming_rooms) start(23; 25) hidden() message(Check to ensure the lower office got assigned to your manager and assign the upper office to your bookkeeper (if different from your manager).) configure rooms
256#notes label(industry_help)
257Sets up workshops for all non-farming industries
258
259Features:
260- Quantum stockpiles for infinite storage
261- Space-efficient layout for all workshops
262with separate stockpiles for:
263- A reserve of uncut gems for strange moods that the jeweler's workshop cannot take from
264- Steel bars and coal so you can see at a glance if you're low on either
265- Liquids that cannot be quantum stockpiled (e.g. lye)
266- Meltable weapons and armor
267
268Workshops:
269- 3x Mason
270- 4x Craftsdwarf
271- 1x Jeweler
272- 1x Mechanic
273- 4x Smelter
274- 1x Forge
275- 1x Glassmaker
276- 1x Kiln
277- 4x Wood furnace
278- 1x Ashery
279- 1x Soap maker
280- 1x Carpenter
281- 1x Siege workshop
282- 1x Bowyer
283- 1x Dyer
284- 1x Loom
285- 1x Clothier
286
287
288Manual steps you have to take:
289- Assign minecarts to your quantum stockpile hauling routes
290- Give from the "Goods" quantum stockpile to the jugs, pots, and bags stockpiles on the farming level
291- If desired, set the stockpiles in the bottom right to auto-melt. This results in melting all weapons and armor that are not masterwork steel. This is great for upgrading your military, but it takes a *lot* of fuel. If you enable this, be sure you're in a heavily forested area, enable auto-chop, and keep your coal stocks high.
292- Download automation.json from https://drive.google.com/file/d/17WcN5mK-rnADOm2B_JFpPnByYgkYjxhb/view and put it in your dfhack-config/orders/ directory.
293
294Industry Walkthrough:
2951) You can start digging out /industry1 immediately after embark. It is best to choose a stone layer at least two layers underground so the boulders can be used by your starting workshops. Note that even if you dig the services level immediately below this one, there is space to route magma underneath your furnaces so you can replace the furnaces on this level with magma-powered equivalents.
296
2972) Queue up manufacturing by running "quickfort orders" on /industry2. If you brought an anvil, feel free to remove the anvil work order from the manager orders screen.
298
2993) Once the area is dug out, run /industry2. Remember to assign minecarts to to your quantum stockpile hauling routes, and if the farming level is already built, give from the "Goods" quantum stockpile to the jugs, pots, and bags stockpiles on the farming level.
300
3014) If you want to automatically melt goblinite and other low-quality weapons and armor, mark the south-east stockpiles for auto-melt.
302
3035) Run "orders import automation" to use the provided automation.json to take care of your fort's basic needs, such as food, booze, military supplies, and raw material processing. If you get job cancelation spam about not being able to make soap, manually queue up a few "Make lye" jobs at your ashery. That should get the soap-making jobs back on track.
304#dig label(industry1) start(18; 18; central ramp) message(This would be a good time to queue manager orders for /industry2. Once the area is dug out, continue with /industry2.)
305#meta label(industry2) start(central ramp) build workshops and stockpiles, configure stockpiles
306build/industry_build
307place/industry_place
308query/industry_query
309#build label(industry_build) start(18; 18) hidden()
310#place label(industry_place) start(18; 18) hidden()
311#query label(industry_query) start(18; 18) hidden() message(remember to: - assign minecarts to to your quantum stockpile hauling routes - if the farming level is already built, give from the "Goods" quantum stockpile to the jugs, pots, and bags stockpiles on the farming level - if you want to automatically melt goblinite and other low-quality weapons and armor, mark the south-east stockpiles for auto-melt - now that your industry is set up, run "orders import automation" to automate your fort's basic needs (download automation.json from https://drive.google.com/file/d/17WcN5mK-rnADOm2B_JFpPnByYgkYjxhb/view?usp=sharing and put it in your dfhack-config/orders/ directory))
312#notes label(services_help)
313Sets up public services (dining, hospital, etc.)
314
315Features:
316- Spacious dining room (also usable as a tavern)
317- Prepared food and drink stockpiles
318- Well cistern system (bring your own water)
319- Four well-appointed jail cells
320- Hospital with a well for washing
321- Garbage dump
322
323Manual steps you have to take:
324- If you want to declare the dining room as a tavern, the bedrooms at the top can be assigned to the tavern as rented rooms.
325- Fill the cisterns with water, either with a bucket brigade or by plumbing flowing water. Fill so that there are two z-levels of 7-depth water to prevent muddiness. If you want to fill with buckets, designate a pond zone on the level below the main floor. If you feel adventurous and are experienced with water pressure, you can instead route (depressurized!) water to the second-to-bottom level (the one above the up staircases).
326
327Services Walkthough:
3281) Start this level before your fort grows beyond around 50 dwarves so everyone has a place to eat.
329
3302) Start digging with /services1. Note that this digs out the main level and three levels below for the well plumbing. Start manufacturing with "quickfort orders" on /services2 and /services3.
331
3323) Once the area is dug out, set up important furniture, stockpiles, and hospital and garbage dump zones with /services2.
333
3344) When the furniture is placed, run /services3 to build the rest of the furniture and configure your dining room and jails.
335
3365) Fill the wells with either bucket brigades or by carefully routing flowing water.
337#dig label(services1) start(23; 22; central ramp) message(This would be a good time to queue manager orders for /services2 and /services3. Once the area is dug out, continue with /services2.)
338#>
339#>
340#>
341#meta label(services2) start(central ramp) message(Once furniture has been placed, continue with /services3.) important furniture, stockpiles, hospital, garbage dump
342build/services_build
343place/services_place
344zone/services_zone
345name_zones/services_name_zones
346query_stockpiles/services_query_stockpiles
347
348#meta label(services3) start(central ramp) configure dining room and jail and build remaining furniture
349query_rooms/services_rooms
350build2/services_build2
351#build label(services_build) start(23; 22) hidden() build important furniture
352#place label(services_place) start(23; 22) hidden()
353#zone label(services_zone) start(23; 22) hidden() hospital and garbage dump
354#query label(services_name_zones) start(23; 22) hidden()
355#query label(services_query_stockpiles) start(23; 22) hidden() configure stockpiles
356#query label(services_rooms) start(23; 22) message(the bedrooms above the tavern are left unconfigured so you can add them as rented rooms) set up dining room and jail
357#build label(services_build2) start(23; 22) hidden() build remaining furniture
358#>
359#notes label(guildhall_help)
360Sixteen 7x7 rooms for guildhalls, temples, libraries, etc.
361
362Features:
363- Big empty rooms. Double-thick walls to ensure engravings add value to the "correct" side. Fill with furniture and assign as needed.
364
365Guildhall Walkthrough:
3661) Dig out the rooms with /guildhall1 and queue up manufacturing by running "quickfort orders" on /guildhall2.
367
3682) Once the area is dug out, add in generic furniture with /guildhall2.
369
3703) Furnish individual rooms as you need specific guildhalls, libraries, and temples.
371#dig label(guildhall1) start(25; 25; central ramp) message(This would be a good time to queue manager orders for /guildhall2. Once the area is dug out, continue with /guildhall2.)
372#build label(guildhall2) start(25; 25; central ramp) message(Smooth tiles and furnish/declare locations as required.) build basic furniture
373#notes label(beds_help)
374Suites for nobles and apartments for the teeming masses
375
376Features:
377- Well-appointed suites to satisfy most nobles
378- Apartments with beds and storage to keep dwarves happy
379- Apartments also serve as burial chambers since dwarves like looking at coffins
380- Meta blueprint included for designating 6 levels of apartments for a full 200+ dwarves
381
382Suites Walkthrough:
3831) Dig out the suites layer with /suites1 and queue up manufacturing by running "quickfort orders" on /suites2.
384
3852) Once the area is dug out, furnish the suites with /suites2. The rooms are left unconfigured so you can assign them to specific nobles. Each room can serve as a bedroom, a dining hall, an office, or a tomb.
386
387Apartments Walkthrough:
3881) Dig out one layer of apartments with /apartments1, or 6 layers at once (enough for 200 dwarves) with /apartments1_stack. Run "quickfort orders" for /apartments2 once for every apartments layer that you are digging.
389
3902) Once a layer is dug out, furnish it with /apartments2.
391
3923) Once the beds are in place (the other furniture can still be unbuilt), configure the rooms with /apartments3. Once the urns are all in place, run "burial -pets" to set them all to accept burials.
393#dig label(suites1) start(18; 18; central ramp) message(This would be a good time to queue manager orders for /suites2. Once the area is dug out, run /suites2) noble suites
394#build label(suites2) start(18; 18; central ramp) message(bedrooms are left unconfigured so you can assign them to specific nobles)
395#meta label(apartments1_stack) start(central ramp) digs 6 layers of apartments - enough for 200 dwarves
396/apartments1
397#>
398/apartments1
399#>
400/apartments1
401#>
402/apartments1
403#>
404/apartments1
405#>
406/apartments1
407#dig label(apartments1) start(18; 18; central ramp) message(This would be a good time to enqueue manager orders for /apartments2 and /apartments3. Once the area is dug out, continue with /apartments2.) apartment complex
408#build label(apartments2) start(18; 18; central ramp) message(Once beds have been placed, continue with /apartments3.) build beds
409#meta label(apartments3) start(central ramp) configure rooms and build remaining furniture
410query_apartments/apartments_rooms
411build2_apartments/apartments_build2
412#query label(apartments_rooms) start(18; 18) hidden() configure rooms
413#build label(apartments_build2) start(18; 18) hidden() message(Coffins should be configured with DFHack burial script) build remaining furniture