Format chapter 6

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PeridexisErrant 2015-10-01 12:30:58 +10:00
parent 4a421fdf24
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@ -9,7 +9,7 @@ find that mechanics workshop and fill its job queue with mechanisms.
Theyll end up in a finished goods pile when done.
Next, go to the Carpenters workshop and add a ton of cages (:kbd:`j` is the
shortcut from the “Add Task” menu). Try and get ten built. Add another
shortcut from the :guilabel:`Add Task` menu). Try and get ten built. Add another
carpenters workshop to your workshop floor if you fancy, makes it
easier to queue up more than a few of any item and get things made
faster.
@ -21,8 +21,8 @@ to the front entrance of your fort and well get building traps and
then ponder the various strategies one might employ in setting up the
defence of your fortress. Follow along:
* At the front entrance, hit “b”.
* Scroll to “Traps/Levers” and hit enter, or just hit “T”.
* At the front entrance, hit :kbd:`b`.
* Scroll to :guilabel:`Traps/Levers` and hit :kbd:`Enter`, or just hit :kbd:`T`.
* You will now see a list of traps, lets briefly discuss them.
:Stone-fall traps:
@ -58,13 +58,13 @@ defence of your fortress. Follow along:
A peculiar sort of trap device that can only be triggered by a
pressure plate or lever.
You should read about :wiki:`traps <trap>` :wiki:`trap design
You should read about :wiki:`traps <trap>` and :wiki:`trap design
<trap_design>` on the wiki for a lot more detail, but only after youve
completed this tutorial, ok?! For now, get back to work!
* Scroll down to Cage Trap, hit enter.
* Scroll down to :guilabel:`Cage Trap` and hit :kbd:`Enter`.
* You now have a green X, place it in front of your entrance somewhere
with “enter”.
with :kbd:`Enter`.
* Do this a few times, you can see below how Ive set a few traps to be
built.
@ -72,7 +72,7 @@ completed this tutorial, ok?! For now, get back to work!
:align: center
This is hardly an impressive defence, but it will do for now. With luck
it might help against any casual raiders, although “thief” monsters
it might help against any casual raiders, although sneaky 'trapavoid' monsters
will still be able to sneak past your traps. To beef our defence up a
bit we need to get some weapon traps installed as well as sort out some
way to strike back at attackers who arent so gracious to step on all
@ -98,23 +98,20 @@ with the hard way, at least for a while. The goal of all this is to
produce a few fearsome trap components to fit out some weapon traps
think spinning disks from Indiana Jones! So follow along:
* Find your wood furnace, hit “q” and “a” for “add task”.
* Select “Make Charcoal”.
* Queue up a full list of Charcoal.
* Wait until your list is half-empty. Fill it some more!
* Now go to the smelter, and try to “a”, “Add new task”. You will now
see a list of the tasks available at this workshop. Note, the tasks
* Find your wood furnace, hit :kbd:`q`, :kbd:`a`
* Select :guilabel:`Make Charcoal`, on :kbd:`r` repeat.
* With the job selected, :kbd:`Alt`-:kbd:`w` to open workflow.
Set this to keep 5 to 10 charcoal bars available.
* Now go to the smelter, and try to :kbd:`a`, :guilabel:`Add new task`.
You'll see a list of the tasks available at this workshop. Note, the tasks
will change as you uncover more ores or deplete older ores. For
interest, note that you can set the workshop to melt objects you wish
to dispose of (turns the object back into a metal bar). More on that
some other time.
* Chose “Smelt Magnetite Ore”, hit “enter”. Magnetite contains iron,
this will turn those sparkly rocks lying around to iron bars.
* Chose :guilabel:`Smelt Magnetite Ore`, hit :kbd:`Enter`. Magnetite is
a form of iron ore, so some of the rocks lying around will become iron bars.
* Fill the queue and then fill it again (or build another smelter and
fill both queues).
* Try and make sure your charcoal production keeps up with the
smelting. If it falls behind your smelt task will be cancelled and
youll have to reissue it.
* Once were done with this tutorial why not go and smelt all of that
native platinum ore you saw on the list as well? If youve dug
downstairs out you may have gold to smelt too!
@ -127,15 +124,15 @@ more down outside!
If you want to check your progress, go look at your Bar/Block stockpile
and see what is being built up. If you suspect all of your production
is in bins, use “k”, find the bin, hit “enter” and look inside the bin.
is in bins, use :kbd:`k`, find the bin, hit :kbd:`Enter` and look inside it.
A little on food processing
===========================
While all this is going on, why not go to your farmers workshop and
add a task of “Process Plants (to bag)”. Set it on repeat. Then add a
task of “Process Plants (to barrel)”, again, set it on repeat. Now,
anyone with the “Plant Processing” labour on (no one by default) will
go and process anything youve grown that needs processing. I wont
While all this is going on, why not go to your farmer's workshop and
add a task of :guilabel:`Process Plants (to bag)`. Set it on repeat.
Then add a task of :guilabel:`Process Plants (to barrel)`, again,
set it on repeat. Now some
dwarves will process anything youve grown that needs processing. I wont
list those plants here now (go look at crops for all the detail), but
suffice to say, some plants need to be processed so they can be eaten
or used in other sorts of manufacture (eg, cloth making).
@ -149,8 +146,9 @@ that way.
Back to the iron!
=================
With a few iron bars made, head on back to the smelter. Go and “a”,
“Add task”. You should now see a new task listed “Make Pig Iron Bar”.
With a few iron bars made, head on back to the smelter. Go and :kbd:`a`,
:guilabel:`Add new task`. You should now see a new task listed,
:guilabel:`Make Pig Iron Bar`.
Pig Iron is made out of one iron bar and one piece of flux material
(eg, limestone, which weve got a lot of). Next on the production chain
for us will be steel (which requires a pig iron bar an an iron bar and
@ -163,8 +161,8 @@ bars and a dozen or so pig iron bars. Check in here again when youre
done.
Right, with iron and pig iron bars complete, go back to your smelter
and check the “Add tasks” menu. You should now see steel as a smelting
option! Awesome! Smelt up a half-dozen steel bars. And while youre at
and check the :guilabel:`Add tasks` menu. You should now see steel as a
smelting option! Smelt up a half-dozen steel bars. And while youre at
it, build a lot more cages and mechanisms and put at least half-a-dozen
cage traps around your entrance. Come back once youve got a bunch of
steel bars made.
@ -173,24 +171,25 @@ Ok! Now were ready to rock! I hope, at this point, that youve not
been invaded, attacked or otherwise molested. With our fortress around
two years old now its likely youll start to see the odd goblin ambush
especially if you send your dwarfs outside a lot. I hope you survive
those ambushes just fine! Perhaps we should have started this tutorial
those ambushes just fine! Perhaps we should have started this chapter
sooner…
Anyway, head over to your metalsmiths forge, and:
* Hit “q”.
* Hit “a”. You will now see a list! Explore the list, see all the neat
things we can make! You might need to hit “tab” to expand the menu size
so you can see everything.
* Scroll to “Trap Components” and hit “enter”.
* Scroll to “Steel”, hit “enter”.
* Hit “tab” twice so we can see the full item names.
* Chose to make a “large, serrated Steel disc”. I love the sound of that!
* Hit :kbd:`q`, :kbd:`a` You will now see a list! Explore the list,
see all the neat things we can make! You might need to hit :kbd:`Tab`
to expand the menu size so you can see everything.
* Scroll to :guilabel:`Trap Components` and hit :kbd:`Enter`.
* Scroll to :guilabel:`Steel`, hit :kbd:`Enter`.
* Hit :kbd:`Tab`, :kbd:`Tab` so we can see the full item names.
* Chose to make a :guilabel:`large, serrated Steel disc`.
I love the sound of that!
* Queue up three disks.
At this point you might want to think about other items youd like to
make in due course. Hit “a” again and then hit space to back down the
make-item tree. Chose “Weapons and Ammunition”, chose “Steel” and lets
make in due course. Hit :kbd:`a` again and then hit space to back down the
make-item tree. Chose :guilabel:`Weapons and Ammunition`, chose
:guilabel:`Steel` and let's
make three steel warhammers. These will come in handy once we start our
military. I like warhammers because its funny to watch goblins fly a
half dozen tiles and then expire in a heap.
@ -200,24 +199,24 @@ got some more charcoal in production, youve got more ore being smelted
and add, under Armor, three suits of iron chainmail and three iron
shields. This will all come in handy later. You could make steel
chainmail instead, but it takes a bit of time to make those steel bars
and we want to get on with this tutorial, right?
Dont forget to make some more charcoal and to keep that production
chain flowing. If this all feels rather cumbersome, dont worry, weve
got some production shortcuts we can work on later.
and we want to get on with the chapter, right?
Oh, you may be getting annoyed at slow production. I know its been
bugging me. Perhaps its time to pack your production rooms with more
smelters and charcoal burners. One issue youll face is you need to buy
an anvil off the traders in order for you to make another metalsmith
smelters and charcoal burners. One issue youll face is you need to make or
buy an anvil off the traders in order for you to make another metalsmith's
forge. Keep it in mind for your next trading deal.
The other thing to consider is setting up Workflow for every step -
automating complex industries like steelmaking (or soap) is exactly
what it's designed for.
Deploy Zee Traps!
=================
Once youve got your nice, big spikey discs, head back to your
entrance. Get ready for trap placing fun!
* Go to place a trap as you did earlier. But this time chose “Weapon Trap”.
* Go to place another trap, a :guilabel:`Weapon Trap` this time.
* Chose a mechanism.
* A new screen will be displayed looking something like this:
@ -227,16 +226,17 @@ entrance. Get ready for trap placing fun!
* From this screen you can chose the weapons you want to deploy with
your trap. Facing goblins, we really only need one awesome steel disc
per trap I think, but were able to select more if we wish.
* Scroll to the “large, serrated S…” and hit enter once, youll see
“1/3” selected.
* Hit “d” for “Done Selecting”.
* Scroll to the :guilabel:`large, serrated St...` and hit :kbd:`Enter`,
youll see :guilabel:`1/3 selected`. Weapon traps can have up to
ten weapons each, but we need to save some for the other traps!
* Hit :kbd:`d` for :guilabel:`Done Selecting`.
* Your first weapon trap is now placed! Place three more.
Weapon traps are great ways of getting rid of a bunch of trash weapons
you might have lying around this is particularly the case once youve
killed off a few goblins and have their rubbish cluttering up your
piles. When filling a trap with weapon trash you might want to put
three or four weapons per trap, to ensure maximum sliceness!
ten low-quality weapons per trap, to ensure maximum damage!
Here are my traps, laid out. Im actually going to add another row of
slicey dicey weapon traps as I dont have a military and Im a bit
@ -251,38 +251,44 @@ for ourselves. Let me explain…
Defending stuff better
======================
…If you hit “o” for “orders” you will see a list of global commands you
can issue to your dwarfs. The first one at the top is “Dwarfs can go
outside”. For amusement, hit “i” to toggle through the options. First
“i” turns it to “Soldiers can go outdoors”. If you resume the game all
but soldiers will immediately rush into your fortress and refuse to
come out again. Hit “i” again and youll see that all dwarfs are now
instructed to stay inside. Hit “i” once more to return it to the default.
.. note::
Setting orders to “Soldiers only” is what you will want to do when
This section needs to be updated. DF2014 uses the burrows menu to
set areas, and doesn't have the simple inside/outside toggle.
If you hit :kbd:`o` for :guilabel:`orders` you will see a list of global
commands you can issue to your dwarfs. The first one at the top is
:guilabel:`Dwarves can go outside`. For amusement, hit :kbd:`i` to
toggle through the options. First :kbd:`i` turns it to
:guilabel:`Soldiers can go outdoors`. If you resume the game all
but soldiers will immediately rush into your fortress and refuse to
come out again. Hit :kbd:`i` again and youll see that all dwarfs are now
instructed to stay inside. Hit :kbd:`i` once more to return it to the default.
Setting orders to :guilabel:`Soldiers only` is what you will want to do when
youre invaded. But theres a problem with this, can you figure it out?
The answer is that its in the definition of “outside”. Right now,
right up to the edge of our cave mouth is “inside”. Can you imagine the
result when goblins invade? You got it! Dwarfs may hang around right at
The answer is that its in the definition of :guilabel:`outside`. Right now,
right up to the edge of our cave mouth is :guilabel:`inside`. Can you imagine
the result when goblins invade? You got it! Dwarfs may hang around right at
all those traps and get in the way of soldiers or get themselves killed
(or more amusingly, get knocked unconscious, fall on a trap, and then
get sliced to bits).
We can prevent this comedy routine by creating more “outside”. For
We can prevent this comedy routine by creating more :guilabel:`outside`. For
starters, how about we hollow away the roof above our cave entrance?
Then that cave mouth becomes “outside”, but entry to our fortress is
Then that cave mouth becomes :guilabel:`outside`, but entry to our fortress is
still restricted by the walls and protected by traps. Good idea huh?!
Follow along:
* Go to our entrance.
* Hit “d”.
* Hit :kbd:`d`
* Place the X about where Ive got it below:
.. image:: images/dftutorial99.png
:align: center
* Go up one level.
* Hit “h” for channel.
* Hit :kbd:`h` for channel.
* Channel all the way up to the tree:
.. image:: images/dftutorial9901.png
@ -311,13 +317,13 @@ entrance, like this:
.. image:: images/dftutorial9902.png
:align: center
Now, when we issue the order for our lads to “stay inside” they wont
Now, when we issue the order for our lads to :guilabel:`stay inside` they wont
be hanging around the entrance! Super! One thing Im concerned about is
that anyone above our entrance could get a clear shot down to fleeing
dwarfs. Lets stop that by building a wall. While were at it lets tidy
the bits of land poking out over open air. Flip up and down between
levels and youll see where some tidying needs to be done. Channel
away! As for the wall, you know how to make walls using “b” and “C”,
away! As for the wall, you know how to make walls using :kbd:`b`, :kbd:`C`
so go ahead and do it, heres how mine turned out!
.. image:: images/dftutorial9903.png
@ -326,10 +332,11 @@ so go ahead and do it, heres how mine turned out!
Walls to secure anyone dropping in, nice open space to out
outdoors/indoors problem.
While youre fiddling with “o”, “orders”, have a look at “r” for
“refuse” orders. Unless Im in battle, or worried, I like to toggle “o”
under the refuse menu so its set at “dwarfs gather refuse from
outside”. They will then grab all the lewt from dead goblins that is
While youre fiddling with :kbd:`o`, :guilabel:`orders`, have a look at
:kbd:`r` for :guilabel:`refuse` orders. Unless Im in battle, or worried,
I like to toggle :kbd:`o`
under the refuse menu so its set at :guilabel:`dwarfs gather refuse from
outside`. They will then grab all the loot from dead goblins
scattered around on the grass. Pretty handy huh? Nothing like free
stuff, is there?
@ -348,8 +355,8 @@ better prepared if this sort of bad luck has happened already.
:align: center
As you can see, theres a little dwarf head icon to mark my fallen
dwarfs as well as a red “g” to mark the dead goblin. Theres also lots
of blood about. If you ever face something similar, hit “k” and have a
dwarfs as well as a red g to mark the dead goblin. Theres also lots
of blood about. If you ever face something similar, hit :kbd:`k` and have a
look around at the destruction! You can also see the full cages where
my cage traps are. If I didnt forbid dwarfs to go outside theyd be
out there now trying to pick up the full cages and replace them with
@ -363,7 +370,7 @@ the next chapter.
One point to note: If you forbid your dwarfs to go outside they may
suspend construction jobs out there. Best to check around over anything
youve got being built with “q” and hit “s” to un-suspend them as
youve got being built with :kbd:`q` and hit :kbd:`s` to un-suspend them as
appropriate.
Anyway, thats enough to now. Get on with building lots of traps,

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@ -19,7 +19,7 @@ def error(fname, lineno, issue):
def lint(path):
"""Run linters on all files, print problem files."""
print('Checking for tabs or trailing whitespace...')
print('Checking for long lines, tabs, and trailing whitespace...')
failed = False
for root, _, files in os.walk(path):
for f in files: