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Utilities and 3rd Party Applications / Re: DFHack: quickfort | buildingplan | blueprint | blueprints/library
« on: January 25, 2021, 04:00:16 pm »
Continuing from 1/20 I decided to dig out the farm level first, I want to say it was finished around 2/16. The miners shot up 3 levels, which is good since I don't want the other 4 guys going past lvl 5 (moods).
Bronze picks are done too, but for the moment I want everyone crafting since the farm level needs stuff. Letting the doors wait, it's just way too many so early, stone is actually at a premium.
So we made it to summer without incident this time. Industry is about 80% dug out with just the 2 miners mining. Farming is done. So the extra unskilled miners wouldn't have made much difference.
I put another 2 hatches in the lower ramp, and locked them, prior to the crash we had a hungry head infestation. IIRC building destroyers can't destroy stuff about them, and I don't think flying building destroyers are upper cavern monsters anyway.
I worked around the build orders with a combination of creating them by hand/copying the individual spreadsheet contents to the csv. Being particular (AR) about which blocks get used for what, I designated the few surface floors and walls by hand.
So we are more or less secure (from low level threats) and food is underground.
*Bug* Seeds & booze wound up in cookable food. Technicaly they are but wrong pile. Also half the tallow is not forbidden, and it's run of the mill stuff not procedurally generated.
4/10 Industry dug out. Not too shabby. We can concentrate on finishing the farm layer furniture now.
Lay down industry2, adjust my feeder piles, remove forge/smelters, dig out magma tunnels and layout smelters
Got a very decent first migrant wave for a change! 7 adults. Legendary Dr, Glass worker. Someone with steel & axe pref (will be another weaponcrafter). No useless pets. A passable soldier.
Starting dig for services, after due consideration I am skipping the wells in the cells. I just don't think they merit their own wells and the risk of them running out of booze should be slim. As Aahz said, "I said bring me something to drink, not something to bathe in!"
Singletile piles too, I can't see tying up a lot of resources. Also I won't actually build the jail stuff until later. Hospital and tavern are priorities or I would dig this level later.
As I'm going to tap the nearby brook for water I add 3 mechanisms, a floodgate and a grate to build orders
So I'm getting a lot of job cancellations for storing items - dangerous terrain. Seems to be the double ramp somehow. I've never had these issues with the single, or even the triple I used extensively in another design. Possibly because of the way it is crammed in the space, so will stick with the plan (thank god for tiletypes)
I let things settle a bit (building & hauling) it is now 5/12,
Run import automation - create the other jobs I mentioned. Change the lye-making, also make seperate 1 tile piles for lye and milk of lime with a barrel since I want to experiment.
Turn booze cooking back on (now that we have no fear of cooking all our booze)
I have 3 miners now (1 immigrant was lvl 6), while I tend to turn on peasant labors for most dorfs, reading up on guild formation it sounds like a bad idea now - I don't mind a guild for each craft group, but I don't need 10 different farming peasant skill guilds FFS! (anyone made a mod to cut down on this?)
*WARNING* Process plants to barrel is no bueno; getting them to cook with syrup requires so much shenanigans to be not worth it. Better to make sweet pods into booze. I know some people like it as a trade good but at least set the input very high.
Magma is just reaching the forges (5/16)
Make a maximum size zone across farming level for plant gathering (since we've got cave fungus)
Made it to the fall. Things are quiet. Slow going all the masonry. Still making doors for farming2, just barely started on blocks for surface4. Need more masons!
*BUG* Meltables piles taking from cloth QSP (which was original metal QSP location) sorry I didnt notice this earlier.
*SCIENCE!* So about the lye. My order works. The trick is making it stop
The lye has to be in a barrel to count as the shutoff for the work order to make lye. For making soap it will count lye in buckets or barrel. So the single tile stockpile with a barrel. I haven't gotten around to paper but I imagine it works more or less the same, will see when I get enough pigtails.
Bronze picks are done too, but for the moment I want everyone crafting since the farm level needs stuff. Letting the doors wait, it's just way too many so early, stone is actually at a premium.
So we made it to summer without incident this time. Industry is about 80% dug out with just the 2 miners mining. Farming is done. So the extra unskilled miners wouldn't have made much difference.
I put another 2 hatches in the lower ramp, and locked them, prior to the crash we had a hungry head infestation. IIRC building destroyers can't destroy stuff about them, and I don't think flying building destroyers are upper cavern monsters anyway.
I worked around the build orders with a combination of creating them by hand/copying the individual spreadsheet contents to the csv. Being particular (AR) about which blocks get used for what, I designated the few surface floors and walls by hand.
So we are more or less secure (from low level threats) and food is underground.
*Bug* Seeds & booze wound up in cookable food. Technicaly they are but wrong pile. Also half the tallow is not forbidden, and it's run of the mill stuff not procedurally generated.
4/10 Industry dug out. Not too shabby. We can concentrate on finishing the farm layer furniture now.
Lay down industry2, adjust my feeder piles, remove forge/smelters, dig out magma tunnels and layout smelters
Got a very decent first migrant wave for a change! 7 adults. Legendary Dr, Glass worker. Someone with steel & axe pref (will be another weaponcrafter). No useless pets. A passable soldier.
Starting dig for services, after due consideration I am skipping the wells in the cells. I just don't think they merit their own wells and the risk of them running out of booze should be slim. As Aahz said, "I said bring me something to drink, not something to bathe in!"
Singletile piles too, I can't see tying up a lot of resources. Also I won't actually build the jail stuff until later. Hospital and tavern are priorities or I would dig this level later.
As I'm going to tap the nearby brook for water I add 3 mechanisms, a floodgate and a grate to build orders
So I'm getting a lot of job cancellations for storing items - dangerous terrain. Seems to be the double ramp somehow. I've never had these issues with the single, or even the triple I used extensively in another design. Possibly because of the way it is crammed in the space, so will stick with the plan (thank god for tiletypes)
I let things settle a bit (building & hauling) it is now 5/12,
Run import automation - create the other jobs I mentioned. Change the lye-making, also make seperate 1 tile piles for lye and milk of lime with a barrel since I want to experiment.
Turn booze cooking back on (now that we have no fear of cooking all our booze)
I have 3 miners now (1 immigrant was lvl 6), while I tend to turn on peasant labors for most dorfs, reading up on guild formation it sounds like a bad idea now - I don't mind a guild for each craft group, but I don't need 10 different farming peasant skill guilds FFS! (anyone made a mod to cut down on this?)
*WARNING* Process plants to barrel is no bueno; getting them to cook with syrup requires so much shenanigans to be not worth it. Better to make sweet pods into booze. I know some people like it as a trade good but at least set the input very high.
Magma is just reaching the forges (5/16)
Make a maximum size zone across farming level for plant gathering (since we've got cave fungus)
Made it to the fall. Things are quiet. Slow going all the masonry. Still making doors for farming2, just barely started on blocks for surface4. Need more masons!
*BUG* Meltables piles taking from cloth QSP (which was original metal QSP location) sorry I didnt notice this earlier.
*SCIENCE!* So about the lye. My order works. The trick is making it stop
The lye has to be in a barrel to count as the shutoff for the work order to make lye. For making soap it will count lye in buckets or barrel. So the single tile stockpile with a barrel. I haven't gotten around to paper but I imagine it works more or less the same, will see when I get enough pigtails.
I'd say designate less initially, ain't nobody got time fo'dat!