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#notes label(surface_help)
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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/1YL_vQJLB2YnUEFrAg9y3HEdFq3Wpw9WP
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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 with nestbox zones and beehives
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- Walls, roof, and lever-controlled gates for security
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- Barracks
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- Trap-filled hallways for invaders
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- Optional extended trap hallways (to handle larger sieges)
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- Protected trade depot
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- A grid of 1x1 farm plots (intended to be managed by DFHack autofarm)
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Manual steps you have to take:
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- Assign grazing livestock to the large pasture and dogs to the pasture over the central stairs (DFHack's autonestbox can manage the nestbox zones)
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- Connect levers to the gates that match the names of the levers
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- Assign a minecart to the trade goods quantum stockpile hauling route
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Be sure to choose an embark site that has a flat area 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 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.
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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 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.
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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. Do this by entering buildingplan's global configuration ("baG") and ensuring the only generic building material allowed is "blocks". Run "quickfort orders" for /surface2.
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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, they will still work to prevent miasma on the farming level. Run "quickfort orders" for /surface3.
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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. Run "quickfort orders" for /surface4.
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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, gates, and the permanent trade depot. Remember to deconstruct the temporary trade depot once nobody is using it. Run "quickfort orders" for /surface5.
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7) Once at least the beehives and weapon rack are built, run /surface6 to configure the rooms and build the remaining walls and floors. Run "quickfort 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. Run "quickfort orders" for /surface7.
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9) For extra security, you can run /surface8 any time after /surface7 to extend the trap corridors. Run "quickfort 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. 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.