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#notes label(surface_help) surface level walkthrough
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Sets up a protected entrance to your fort in a flat area on the surface.
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Screenshot: https://drive.google.com/file/d/1dlu3nmwQszav-ZaTx-ac28wrcaYBQc_t
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Features:
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- A starting set of workshops and stockpiles (which you can later remove once you establish your permanent workshops and storage)
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- Livestock grazing area, nestbox zones, and beehives
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- Walls, roof, and lever-controlled gates for security
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- Barracks (with prisoner processing quantum dump)
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- Trap-filled hallways for invaders
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- Optional extended trap hallways (to handle larger sieges with a smaller/no military)
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- Protected trade depot, with separate trade goods stockpiles for organics and inorganics (for safe elven trading)
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- A grid of small farm plots for lucrative surface farming
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- A burrow named "Inside+" that grows with your fort as you dig it out. It is pre-registered as a civilian alert burrow so you can use it to get your civilians to safety during sieges.
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- A burrow named "Clearcutting area" that is automatically registered with autochop (if you have it enabled) to keep the area around your fort clear of trees. This prevents invaders from jumping over your walls. Moreover, it prevents trees from growing large near your exterior walls. If those trees are chopped down so they fall on the fort, they can collapse the roof.
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Manual steps you have to take:
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- Assign grazing livestock to the large pasture, dogs to the pasture over the central stairs, and male birds to the zone between the rows of nestboxes (DFHack's autonestbox will auto-assign the female egg-laying birds to the nestbox zones)
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- Connect levers to the drawbridges that match the names of the levers
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- Assign minecarts to the trade goods and prisoner processing quantum stockpile hauling routes with assign-minecarts all
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Be sure to choose an embark site that has a flat area on the surface large enough to use these blueprints!
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Surface Walkthrough:
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1) 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. You may want to double-check your selected area with gui/biomes to make sure your surface farm plots (to the left of the central tile) will be in a biome that you want to grow in (e.g. you cannot grow surface plants in mountain biomes). Also, the biome to the north of the central tile will hold the underground farm plots, so be sure it has soil.
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2) 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, your grazing animals to the large pasture, and your male birds to the zone between the nestboxes. Your female 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.
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3) 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 if you haven't already preordered with the checklist command.
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4) 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 (or solid walls), they will still work to prevent miasma on the farming level. Generate manager orders for /surface3 if you haven't already preordered with the checklist command.
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5) 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 if you haven't already preordered with the checklist command.
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6) Once walls and floors have been constructed (including the small roof segment one z-level up over the barracks), run /surface5 to build furniture and the drawbridge gates. This blueprint also clearcuts the trees from around the exterior walls. The blueprint may appear to extend off the map or into a nearby hill, but that is ok. Generate manager orders for /surface5.
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7) Once all marked trees are cleared, run /surface6 to build the security perimeter and remaining flooring. Generate manager orders for /surface6.
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8) Once you have enough dwarves to do a lot of building without starving other important tasks, run /surface7 to build the roof. This blueprint also sets up the autochop-integrated clearcutting area, so it may extend off the map or into nearby hills. It is not a problem if that happens. Generate manager orders for /surface7.
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9) For extra security, you can run /surface8 any time after /surface7 to extend the trap corridors. Generate manager orders for /surface8.
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10) 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.
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Sieges and Prisoner Processing:
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Here are some tips and procedures for handling seiges -- including how to clean up afterwards!
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- Your "Inside+" burrow will automatically grow with your fort and should include only safe areas. In particular, it does not include the "atrium" area (where the "siege bait" pasture is) or the trapped hallways.
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- 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).
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- During a siege, you can 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. You can also choose *not* to use the trap hallways and instead meet the siege head-on with your military. It's up to you!
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- 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.
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- Once the last attacker is caged, open all the gates and unset the civilian alert. Life is normal again!
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After a siege, you can use the caged prisoners to safely train your military. Here's how:
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- Once the prisoners are hauled to the "prisoner quantum" stockpile in the barracks, run "stripcaged all" in DFHack's gui/launcher.
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- After all the prisoners' items have been confiscated, bring your military dwarves to the barracks (if they aren't already there).
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- Assign a group of prisoners to the pasture that overlaps the prisoner quantum stockpile
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- Hauler dwarves will come and release prisoners one by one. Your military dwarves will immediately pounce on the released prisoners and chop them to bits, saving the hauler dwarves from being attacked. Repeat until all prisoners have been "processed". Some prisoners are not directly hostile (like cavern-caught gorlaks) and you may need to be target them explicitly to get your soldiers to attack them.