Just want to say great work on this.
Thanks! I appreciate that : )
So I noticed the labels not being set for Dreamfort zones & piles, since I was reading along from the download, but I realize the files included with the LNP don't have those lines. Editing them in, they do work nicely (and saves a lot of typing).
Yeah, the online spreadsheet has them, but the changes haven't been merged with DFHack yet (pull request
here) You can download the spreadsheets (File -> Download -> Microsoft Excel), put the .xlsx files in your blueprints folder, and use those directly too.
I like it, other than central stairs being a known contributor to FPS death and also Fun! caused by falling objects/dorfs, I suggest a central ramp.
While I'd prefer a 3 wide ramp myself, this is what fits without much change:
` h ` #
` ` ` #
` h ` #
#> # # #
d #
h ` h #
d #
#> # # #
I like the idea. Currently, each level has stairs included, but I won't be able to do that with ramps since now each level can have either one of two possible ramp placements. I can change the
stair_guide to run the ramp down 10 levels or so, and make that blueprint unhidden so it can be manually run repeatedly to extend the ramps down further as needed. Probably also want to rename it from 'stair_guide' to 'central_ramp'. Overall, this increases complexity for people who are trying to use dreamfort, but results in a better/safer fortress and exemplifies best practices. I'm very wary about making the blueprints any more difficult to apply, but in this case it's probably a good trade-off.
Some comments/suggestions on industry level:
The iron/steel meltables has an incorrect setting for weapons.
Ah, looks like a mistake in the alias definitions. I'll fix that up. Thanks!
Steel bars & coke piles also missing no containers.
fixed. thanks!
Is it safe mixing cloth & refuse in the same pile? Will it not cause the cloth to rot rapidly or it that only clothing?
according to the
wiki, this is safe. The 'refuse' category will only cause accelerated rotting for clothing and armor, not raw cloth (or leather or anything else in that pile).
Stone, metalworkers & corpses piles would benefit greatly from heavy feeders (wheelbarrows) as well as light feeders (no wheelbarrows).
I'd had bad experiences with wheelbarrows in the past, but you're right that they can help here. I'll need to design a new feature for setting the wheelbarrow count for specific stockpiles, though, since the interface for setting wheelbarrows depends on whether you have the stockpiles plugin enabled (so I can't just do it in a #query blueprint). I currently just have a global setting for how many wheelbarrows to set by default for all quickfort stone stockpiles, but that's not flexible enough.
Rotating the workshops (making the smelters/forge on the Southside....hey is plan rotation a thing in this version of Quickfort?) would allow building Services level directly underneath but allowing for magma in the otherwise wasted space (I pretty much always bring the magma where I want it, by minecart if need be...building on the magma sea is one of the worst pieces of advice given to noobs, building near the flux/coal/iron/sand is much more efficient)
Good idea. I'll do this (and blueprint rotation is on my
backlog)
Other:
The surface fort takes forever to get going. Some more granular separation would make it easier to get some minimal security faster. I'm thinking separate flooring to prioritize the exposed farming level as well as maybe walls around stairwell. Some kind of marksdorf shooting gallery would be nice too (although the massed cage traps really don't need much help and are hard to beat). Haven't gotten around to doing it myself.
Yeah, the slow safety of the surface level has been irking me for quite some time. I believe I can split it up as you describe without adding any extra steps. I can split the building up into smaller blueprints and simply chain them together in the #meta blueprints. buildingplan will match items for buildings in the order that they were planned, so I can still plan large constructions but have them be built in a more sensible order.
Temp office for bookkeeper on other side of farming level.
Good idea -- I have always made a single dorf be both my manager and my bookkeeper, but it makes sense to be more flexible.
Services. Why such lavish jail cells? And why no walls between them? (longstanding habit: I don't appoint a sheriff so I'm ignorant about the finer points of jails)
we build lavish jail cells to keep criminals happy of course : ) It was my attempt to follow [some of the] advice on the
wiki. I'm open to suggestions, though.
I could totally add walls. At one point I had a library planned out behind the jail cells and I was starved for space, but now that libraries have moved to the (relatively new) guildhall level, there's no reason why we can't make the jail cells more "celly".
Not crazy about the cisterns, although with the new shitty aquifers maybe this is more sensible than the large ones I favor.
I wanted to make them equally usable for players who fill their wells with a bucket brigade and those who fill them by routing flowing water. How do you think they could be improved?
Same for the baths, the concept is cool but aren't they just going to cause contaminants to be tracked all over?
Sigh...the baths have gone through so many design changes and caused so much trouble.. I should just take them out. You're right about the contaminants. There used to be a dwarven shower set up over the baths that would clean the contaminants, but it was just too complex to set up and keep running. It involved a
ring mist generator powered by a
dwarven water reactor and linked by controllable gears. It was awesome, but it added 3 more blueprint application steps to the services level. Moreover, the whole thing would randomly just stop working and need to be reset. When I removed the mist generator components, I forgot that the whole reason it was there was to clean contaminants.
On the plus side, removing the baths also gets rid of the most difficult manual step in all of dreamfort -- filling them up with water to exactly 3/7 depth.
Also seems like a good place for tombs on these levels.
I integrated the tombs into the apartment levels, since dorfs like looking at urns so much.
Lye automation order is broken; it's dependent on the soap making order being completed, which can't be done without lye.
Sorry, I should add documentation for this. DF has a bug that prevents 'lye-containing items' from being used as a condition. You can *add* the condition, but it disappears when you save and reload, breaking the manager order that it was attached to. In the dreamfort automation orders, I have it set up so that soap making triggers lye making so lye exists for the *next* bar of soap, but you have to "prime the system" by manually making a few buckets of lye first.
Also shouldn't the regular meltables exclude iron & steel or was it mutually exclusive to set?
The lower meltables stockpile is a superset of the upper, iron/steel-specific one. There are just two meltable stockpiles since dorfs prioritize melting the closest items, so this is how I have them prioritize melting iron and steel items. I didn't see any reason to exclude iron and steel from the lower stockpile -- if you have a lot of garbage iron and steel, you probably want to melt it all first anyway.
I just realized you don't have furniture going anywhere either. Is this intentional?
Thank you for catching that. Fixed. Furniture was intended to be included in the "goods" quantum stockpile. I didn't notice while playtesting since
quickfort orders creates exactly the amount of furniture that I needed and I never had any to stockpile : P
And we made it to caravan unloading again and instacrash
ugh, could you possibly try a run without zones? I could prepare a version of dreamfort that skips them.