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Format chapter 6
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@ -9,7 +9,7 @@ find that mechanic’s workshop and fill it’s job queue with mechanisms.
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They’ll end up in a finished goods pile when done.
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Next, go to the Carpenter’s workshop and add a ton of cages (:kbd:`j` is the
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shortcut from the “Add Task” menu). Try and get ten built. Add another
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shortcut from the :guilabel:`Add Task` menu). Try and get ten built. Add another
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carpenter’s workshop to your workshop floor if you fancy, makes it
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easier to queue up more than a few of any item and get things made
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faster.
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@ -21,8 +21,8 @@ to the front entrance of your fort and we’ll get building traps and
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then ponder the various strategies one might employ in setting up the
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defence of your fortress. Follow along:
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* At the front entrance, hit “b”.
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* Scroll to “Traps/Levers” and hit enter, or just hit “T”.
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* At the front entrance, hit :kbd:`b`.
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* Scroll to :guilabel:`Traps/Levers` and hit :kbd:`Enter`, or just hit :kbd:`T`.
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* You will now see a list of traps, lets briefly discuss them.
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:Stone-fall traps:
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@ -58,13 +58,13 @@ defence of your fortress. Follow along:
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A peculiar sort of trap device that can only be triggered by a
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pressure plate or lever.
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You should read about :wiki:`traps <trap>` :wiki:`trap design
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You should read about :wiki:`traps <trap>` and :wiki:`trap design
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<trap_design>` on the wiki for a lot more detail, but only after you’ve
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completed this tutorial, ok?! For now, get back to work!
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* Scroll down to Cage Trap, hit enter.
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* Scroll down to :guilabel:`Cage Trap` and hit :kbd:`Enter`.
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* You now have a green X, place it in front of your entrance somewhere
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with “enter”.
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with :kbd:`Enter`.
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* Do this a few times, you can see below how I’ve set a few traps to be
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built.
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@ -72,7 +72,7 @@ completed this tutorial, ok?! For now, get back to work!
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:align: center
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This is hardly an impressive defence, but it will do for now. With luck
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it might help against any casual raiders, although “thief” monsters
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it might help against any casual raiders, although sneaky 'trapavoid' monsters
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will still be able to sneak past your traps. To beef our defence up a
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bit we need to get some weapon traps installed as well as sort out some
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way to strike back at attackers who aren’t so gracious to step on all
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@ -98,23 +98,20 @@ with the hard way, at least for a while. The goal of all this is to
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produce a few fearsome trap components to fit out some weapon traps –
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think spinning disks from Indiana Jones! So follow along:
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* Find your wood furnace, hit “q” and “a” for “add task”.
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* Select “Make Charcoal”.
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* Queue up a full list of Charcoal.
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* Wait until your list is half-empty. Fill it some more!
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* Now go to the smelter, and try to “a”, “Add new task”. You will now
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see a list of the tasks available at this workshop. Note, the tasks
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* Find your wood furnace, hit :kbd:`q`, :kbd:`a`
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* Select :guilabel:`Make Charcoal`, on :kbd:`r` repeat.
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* With the job selected, :kbd:`Alt`-:kbd:`w` to open workflow.
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Set this to keep 5 to 10 charcoal bars available.
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* Now go to the smelter, and try to :kbd:`a`, :guilabel:`Add new task`.
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You'll see a list of the tasks available at this workshop. Note, the tasks
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will change as you uncover more ores or deplete older ores. For
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interest, note that you can set the workshop to melt objects you wish
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to dispose of (turns the object back into a metal bar). More on that
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some other time.
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* Chose “Smelt Magnetite Ore”, hit “enter”. Magnetite contains iron,
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this will turn those sparkly rocks lying around to iron bars.
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* Chose :guilabel:`Smelt Magnetite Ore`, hit :kbd:`Enter`. Magnetite is
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a form of iron ore, so some of the rocks lying around will become iron bars.
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* Fill the queue and then fill it again (or build another smelter and
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fill both queues).
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* Try and make sure your charcoal production keeps up with the
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smelting. If it falls behind your smelt task will be cancelled and
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you’ll have to reissue it.
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* Once we’re done with this tutorial why not go and smelt all of that
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native platinum ore you saw on the list as well? If you’ve dug
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downstairs out you may have gold to smelt too!
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@ -127,15 +124,15 @@ more down outside!
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If you want to check your progress, go look at your Bar/Block stockpile
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and see what is being built up. If you suspect all of your production
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is in bins, use “k”, find the bin, hit “enter” and look inside the bin.
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is in bins, use :kbd:`k`, find the bin, hit :kbd:`Enter` and look inside it.
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A little on food processing
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===========================
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While all this is going on, why not go to your farmer’s workshop and
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add a task of “Process Plants (to bag)”. Set it on repeat. Then add a
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task of “Process Plants (to barrel)”, again, set it on repeat. Now,
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anyone with the “Plant Processing” labour on (no one by default) will
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go and process anything you’ve grown that needs processing. I won’t
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While all this is going on, why not go to your farmer's workshop and
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add a task of :guilabel:`Process Plants (to bag)`. Set it on repeat.
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Then add a task of :guilabel:`Process Plants (to barrel)`, again,
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set it on repeat. Now some
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dwarves will process anything you’ve grown that needs processing. I won’t
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list those plants here now (go look at crops for all the detail), but
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suffice to say, some plants need to be processed so they can be eaten
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or used in other sorts of manufacture (eg, cloth making).
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@ -149,8 +146,9 @@ that way.
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Back to the iron!
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=================
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With a few iron bars made, head on back to the smelter. Go and “a”,
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“Add task”. You should now see a new task listed “Make Pig Iron Bar”.
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With a few iron bars made, head on back to the smelter. Go and :kbd:`a`,
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:guilabel:`Add new task`. You should now see a new task listed,
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:guilabel:`Make Pig Iron Bar`.
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Pig Iron is made out of one iron bar and one piece of flux material
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(eg, limestone, which we’ve got a lot of). Next on the production chain
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for us will be steel (which requires a pig iron bar an an iron bar and
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@ -163,8 +161,8 @@ bars and a dozen or so pig iron bars. Check in here again when you’re
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done.
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Right, with iron and pig iron bars complete, go back to your smelter
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and check the “Add tasks” menu. You should now see steel as a smelting
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option! Awesome! Smelt up a half-dozen steel bars. And while you’re at
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and check the :guilabel:`Add tasks` menu. You should now see steel as a
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smelting option! Smelt up a half-dozen steel bars. And while you’re at
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it, build a lot more cages and mechanisms and put at least half-a-dozen
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cage traps around your entrance. Come back once you’ve got a bunch of
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steel bars made.
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@ -173,24 +171,25 @@ Ok! Now we’re ready to rock! I hope, at this point, that you’ve not
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been invaded, attacked or otherwise molested. With our fortress around
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two years old now it’s likely you’ll start to see the odd goblin ambush
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– especially if you send your dwarfs outside a lot. I hope you survive
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those ambushes just fine! Perhaps we should have started this tutorial
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those ambushes just fine! Perhaps we should have started this chapter
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sooner…
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Anyway, head over to your metalsmith’s forge, and:
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* Hit “q”.
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* Hit “a”. You will now see a list! Explore the list, see all the neat
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things we can make! You might need to hit “tab” to expand the menu size
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so you can see everything.
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* Scroll to “Trap Components” and hit “enter”.
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* Scroll to “Steel”, hit “enter”.
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* Hit “tab” twice so we can see the full item names.
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* Chose to make a “large, serrated Steel disc”. I love the sound of that!
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* Hit :kbd:`q`, :kbd:`a` You will now see a list! Explore the list,
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see all the neat things we can make! You might need to hit :kbd:`Tab`
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to expand the menu size so you can see everything.
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* Scroll to :guilabel:`Trap Components` and hit :kbd:`Enter`.
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* Scroll to :guilabel:`Steel`, hit :kbd:`Enter`.
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* Hit :kbd:`Tab`, :kbd:`Tab` so we can see the full item names.
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* Chose to make a :guilabel:`large, serrated Steel disc`.
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I love the sound of that!
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* Queue up three disks.
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At this point you might want to think about other items you’d like to
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make in due course. Hit “a” again and then hit space to back down the
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make-item tree. Chose “Weapons and Ammunition”, chose “Steel” and lets
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make in due course. Hit :kbd:`a` again and then hit space to back down the
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make-item tree. Chose :guilabel:`Weapons and Ammunition`, chose
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:guilabel:`Steel` and let's
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make three steel warhammers. These will come in handy once we start our
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military. I like warhammers because it’s funny to watch goblins fly a
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half dozen tiles and then expire in a heap.
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@ -200,24 +199,24 @@ got some more charcoal in production, you’ve got more ore being smelted
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and add, under Armor, three suits of iron chainmail and three iron
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shields. This will all come in handy later. You could make steel
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chainmail instead, but it takes a bit of time to make those steel bars
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and we want to get on with this tutorial, right?
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Don’t forget to make some more charcoal and to keep that production
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chain flowing. If this all feels rather cumbersome, don’t worry, we’ve
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got some production shortcuts we can work on later.
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and we want to get on with the chapter, right?
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Oh, you may be getting annoyed at slow production. I know it’s been
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bugging me. Perhaps it’s time to pack your production rooms with more
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smelters and charcoal burners. One issue you’ll face is you need to buy
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an anvil off the traders in order for you to make another metalsmith
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smelters and charcoal burners. One issue you’ll face is you need to make or
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buy an anvil off the traders in order for you to make another metalsmith's
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forge. Keep it in mind for your next trading deal.
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The other thing to consider is setting up Workflow for every step -
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automating complex industries like steelmaking (or soap) is exactly
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what it's designed for.
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Deploy Zee Traps!
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=================
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Once you’ve got your nice, big spikey discs, head back to your
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entrance. Get ready for trap placing fun!
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* Go to place a trap as you did earlier. But this time chose “Weapon Trap”.
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* Go to place another trap, a :guilabel:`Weapon Trap` this time.
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* Chose a mechanism.
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* A new screen will be displayed looking something like this:
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@ -227,16 +226,17 @@ entrance. Get ready for trap placing fun!
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* From this screen you can chose the weapons you want to deploy with
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your trap. Facing goblins, we really only need one awesome steel disc
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per trap I think, but we’re able to select more if we wish.
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* Scroll to the “large, serrated S…” and hit enter once, you’ll see
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“1/3” selected.
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* Hit “d” for “Done Selecting”.
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* Scroll to the :guilabel:`large, serrated St...` and hit :kbd:`Enter`,
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you’ll see :guilabel:`1/3 selected`. Weapon traps can have up to
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ten weapons each, but we need to save some for the other traps!
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* Hit :kbd:`d` for :guilabel:`Done Selecting`.
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* Your first weapon trap is now placed! Place three more.
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Weapon traps are great ways of getting rid of a bunch of trash weapons
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you might have lying around – this is particularly the case once you’ve
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killed off a few goblins and have their rubbish cluttering up your
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piles. When filling a trap with weapon trash you might want to put
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three or four weapons per trap, to ensure maximum sliceness!
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ten low-quality weapons per trap, to ensure maximum damage!
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Here are my traps, laid out. I’m actually going to add another row of
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slicey dicey weapon traps as I don’t have a military and I’m a bit
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@ -251,38 +251,44 @@ for ourselves. Let me explain…
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Defending stuff better
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======================
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…If you hit “o” for “orders” you will see a list of global commands you
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can issue to your dwarfs. The first one at the top is “Dwarfs can go
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outside”. For amusement, hit “i” to toggle through the options. First
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“i” turns it to “Soldiers can go outdoors”. If you resume the game all
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but soldiers will immediately rush into your fortress and refuse to
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come out again. Hit “i” again and you’ll see that all dwarfs are now
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instructed to stay inside. Hit “i” once more to return it to the default.
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.. note::
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Setting orders to “Soldiers only” is what you will want to do when
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This section needs to be updated. DF2014 uses the burrows menu to
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set areas, and doesn't have the simple inside/outside toggle.
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If you hit :kbd:`o` for :guilabel:`orders` you will see a list of global
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commands you can issue to your dwarfs. The first one at the top is
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:guilabel:`Dwarves can go outside`. For amusement, hit :kbd:`i` to
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toggle through the options. First :kbd:`i` turns it to
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:guilabel:`Soldiers can go outdoors`. If you resume the game all
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but soldiers will immediately rush into your fortress and refuse to
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come out again. Hit :kbd:`i` again and you’ll see that all dwarfs are now
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instructed to stay inside. Hit :kbd:`i` once more to return it to the default.
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Setting orders to :guilabel:`Soldiers only` is what you will want to do when
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you’re invaded. But there’s a problem with this, can you figure it out?
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The answer is that it’s in the definition of “outside”. Right now,
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right up to the edge of our cave mouth is “inside”. Can you imagine the
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result when goblins invade? You got it! Dwarfs may hang around right at
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The answer is that it’s in the definition of :guilabel:`outside`. Right now,
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right up to the edge of our cave mouth is :guilabel:`inside`. Can you imagine
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the result when goblins invade? You got it! Dwarfs may hang around right at
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all those traps and get in the way of soldiers or get themselves killed
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(or more amusingly, get knocked unconscious, fall on a trap, and then
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get sliced to bits).
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We can prevent this comedy routine by creating more “outside”. For
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We can prevent this comedy routine by creating more :guilabel:`outside`. For
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starters, how about we hollow away the roof above our cave entrance?
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Then that cave mouth becomes “outside”, but entry to our fortress is
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Then that cave mouth becomes :guilabel:`outside`, but entry to our fortress is
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still restricted by the walls and protected by traps. Good idea huh?!
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Follow along:
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* Go to our entrance.
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* Hit “d”.
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* Hit :kbd:`d`
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* Place the X about where I’ve got it below:
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.. image:: images/dftutorial99.png
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:align: center
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* Go up one level.
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* Hit “h” for channel.
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* Hit :kbd:`h` for channel.
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* Channel all the way up to the tree:
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.. image:: images/dftutorial9901.png
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.. image:: images/dftutorial9902.png
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:align: center
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Now, when we issue the order for our lads to “stay inside” they won’t
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Now, when we issue the order for our lads to :guilabel:`stay inside` they won’t
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be hanging around the entrance! Super! One thing I’m concerned about is
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that anyone above our entrance could get a clear shot down to fleeing
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dwarfs. Lets stop that by building a wall. While we’re at it lets tidy
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the bits of land poking out over open air. Flip up and down between
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levels and you’ll see where some tidying needs to be done. Channel
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away! As for the wall, you know how to make walls using “b” and “C”,
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away! As for the wall, you know how to make walls using :kbd:`b`, :kbd:`C`
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so go ahead and do it, here’s how mine turned out!
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.. image:: images/dftutorial9903.png
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Walls to secure anyone dropping in, nice open space to out
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outdoors/indoors problem.
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While you’re fiddling with “o”, “orders”, have a look at “r” for
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“refuse” orders. Unless I’m in battle, or worried, I like to toggle “o”
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under the refuse menu so it’s set at “dwarfs gather refuse from
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outside”. They will then grab all the lewt from dead goblins that is
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While you’re fiddling with :kbd:`o`, :guilabel:`orders`, have a look at
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:kbd:`r` for :guilabel:`refuse` orders. Unless I’m in battle, or worried,
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I like to toggle :kbd:`o`
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under the refuse menu so it’s set at :guilabel:`dwarfs gather refuse from
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outside`. They will then grab all the loot from dead goblins
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scattered around on the grass. Pretty handy huh? Nothing like free
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stuff, is there?
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:align: center
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As you can see, there’s a little dwarf head icon to mark my fallen
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dwarfs as well as a red “g” to mark the dead goblin. There’s also lots
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of blood about. If you ever face something similar, hit “k” and have a
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dwarfs as well as a red g to mark the dead goblin. There’s also lots
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of blood about. If you ever face something similar, hit :kbd:`k` and have a
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look around at the destruction! You can also see the full cages where
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my cage traps are. If I didn’t forbid dwarfs to go outside they’d be
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out there now trying to pick up the full cages and replace them with
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One point to note: If you forbid your dwarfs to go outside they may
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suspend construction jobs out there. Best to check around over anything
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you’ve got being built with “q” and hit “s” to un-suspend them as
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you’ve got being built with :kbd:`q` and hit :kbd:`s` to un-suspend them as
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appropriate.
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Anyway, that’s enough to now. Get on with building lots of traps,
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@ -19,7 +19,7 @@ def error(fname, lineno, issue):
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def lint(path):
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"""Run linters on all files, print problem files."""
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print('Checking for tabs or trailing whitespace...')
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print('Checking for long lines, tabs, and trailing whitespace...')
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failed = False
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for root, _, files in os.walk(path):
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for f in files:
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