Format chapter three

This commit is contained in:
PeridexisErrant 2015-09-30 21:29:41 +10:00
parent 31aa1ff6ca
commit 47d299c474

View file

@ -2,7 +2,7 @@
Dwarf whatnow?
##############
In this tutorial well set up some more living space for our dwarfs as
In this tutorial well set up some more living space for our dwarves as
well as more workshops and stockpiles. This will just be a short one as
Im going to give you some tasks to do on your own at the end. Are you
up to the challenge?! Lets do it!
@ -19,40 +19,37 @@ Dwarf Fortress. Lets look at what weve learned:
* How to get some basic resource production and gathering going.
One thing we havent covered is saving your game! Perhaps an
oversight?! Simply hit “escape” and then select “Save Game”. But dont
do it now! “Save Game” assumes you want to exit and it will take you
back to the main menu. Dont, for the love of [insert deity here]
choose “Abandon the Fortress”, it kills it!
oversight?! Simply hit :kbd:`Esc` and then select :guilabel:`Save Game`.
But dont do it now! :guilabel:`Save Game` assumes you want to exit
and it will take you back to the main menu. Whatever you do, **don't**
choose :guilabel:`Abandon the Fortress` - that ends the game!
One thing I should note about saves is that, for me, it never, ever
seems to put the save in any logically named folder. When you come back
to DF and hit “Continue Game” choosing the last save in the list wont
necessarily result in your most recent game starting. Instead, you may
have to look in your DF \data\save folder and see which folder has the
most recently modified files. Then you might, as I do, rename the older
folders.
I should note that saves can get confusing - if you start to play with
a seasonal autsave, then save that, the names get longer and don't
always sort in a useful way. When you come back
to DF and hit :guilabel:`Continue Game`” choosing the last save in the list
wont necessarily result in your most recent game starting. Instead, you may
have to look in your ``<DF>/data/save/`` folder and see which folder has the
most recently modified files. Then you might rename or delete the older folders.
Worse, if you chose the wrong save you cant seem to easily exit DF.
You can save, and then exit, or hit “Abandon the Fortress” from the
menu. Clearly neither are ideal so I usually use task manager to kill
dwarfort.exe.
I know, its really bloody annoying and I dont know how to fix the
save issue. Man up and deal with it!
If you choose the wrong save, there are two options: you can save as
usual and return to the main menu, or force-close DF with the DFHack
command ``die``. Enter it in the ingame console (:kbd:`Ctrl`-:kbd:`P`),
but be careful - this will quit without saving or checking again!
Good luck! And lets continue…
Making our Hole our Home
========================
Lets look at making this place a little more comfortable for our
dwarfs. First up, they really need a nice place to eat. Just picking at
food on the floor isnt much fun, dwarfs want a beautiful hall in which
dwarves. First up, they really need a nice place to eat. Just picking at
food on the floor isnt much fun, dwarves want a beautiful hall in which
they can quaff beer and eat cat biscuits (yes, you can make biscuits
out of cats. Ugggh). Lets help them set one up.
For now were going to set it up near our newly-dug space. Im also
going to make a bunch of 2 by 2 rooms, which will serve as permanent
bedrooms for our dwarfs. There's no such thing as a perfect design, so
bedrooms for our dwarves. There's no such thing as a perfect design, so
lets just get the function right and worry about the perfect layout in
your next fortress.
@ -70,9 +67,12 @@ couple of tables and chairs.
Now you need to go and place a bed in each room, a door on each
doorway, and tables and chairs in the dining room-t0-be. You should
know how to do all of this using “b” “Build” and “d” for “door”, “t”
for “table” and “c” for “chair”. If you forget the shortcuts just look
at the “b”, “build” menu and scroll through it using the usual method.
know how to do all of this using :kbd:`b` for :guilabel:`Build`, then
:kbd:`d` for :guilabel:`Door`, :kbd:`t` for :guilabel:`Table`, and
:kbd:`c` for :guilabel:`Chair`... which in a Mason's workshop is
called a :guilabel:`Throne`. Yep, the same object can have different
names depending on the material - another reason using the shortcuts
can be easier than scrolling.
Here are my rooms partly completed. If you look closely you can see a
slacker dwarf having a nap.
@ -105,56 +105,63 @@ valuables for yours. They are important, and handy, but well discuss
them later some time.
Oh, you may get various windows pop up from the visiting trade liaison.
Just space back out of them for now.
Just :kbd:`Esc` back out of them for now.
Back to the eating place thing!
===============================
By now you should have the dining room furniture set up, so its time
to let the dwarfs know its the official dining room of the fortress.
to let the dwarves know its the official dining room of the fortress.
We do that in much the same way we set up bedrooms:
* Hit “q” and move the cursor over any one of the tables (and for good
* Hit :kbd:`q` and move the cursor over any one of the tables (and for good
fun, move it over a chair and and read what sort of rooms chairs set up).
* When over a table, hit “r”, and again you should see a flashing blue
* When over a table, hit :kbd:`r`, and again you should see a flashing blue
box which doesnt quite fill the room.
* Use “alt”+”down arrow” to expand the room to fill the dining room
space.
* Hit “enter”.
* Now hit “h” to turn the dining room into a meeting hall as well.
Youll see the (N) gets turned into a (Y) on the menu.
* “Space” back out to resume the game. All tables and chairs and the
* Use :kbd:`-` to expand the room to fill the dining room space.
* Hit :kbd:`Enter`.
* Now hit :kbd:`h` to turn the dining room into a meeting hall as well.
The :guilabel:`(N)` on the menu will become a :guilabel:`(Y)`.
* :kbd:`Esc` back out to resume the game. All tables and chairs in the
entire space will now be used.
Well done! A dining room and meeting hall is now set up! Without a
meeting space immigrant dwarfs get confused and dont know where to go
meeting space immigrant dwarves get confused and dont know where to go
when they arrive, milling about at the edge of the map. A meeting space
seems to send out invisible mind-control rays and any newly-arrived
dwarfs will immediately home in on it and into your fortress. Handy!
dwarves will immediately home in on it and into your fortress. Handy!
For amusement, go back up stairs and find the wagon we arrived with. I
bet you it has a few dwarfs hanging around it. Know why? Because by
bet you it has a few dwarves hanging around it. Know why? Because by
default your wagon is your first meeting area!
If you press :kbd:`F1`, the map will move to the wagon - because it's
also your first hotkey location. The :kbd:`H` hotkeys menu allows
you to scroll through the hotkeys, name each of them, and set one
to zoom to your current location - which saves time once you spread
out vertically. Try setting :kbd:`F2` to zoom to our big underground
rooms now.
But the wagon is outside and a long way from the fort and wed much
prefer our dwarfs to be safe and sound within our walls. We should
prefer our dwarves to be safe and sound within our walls. We should
probably remove that temptation to stand outside and get killed by
carp, elephants, monkeys, unicorns, skeletal whales, zombies, giant
eagles, deer, goblins, etc, so lets remove the wagon. Hit “q” and move
the X over to the wagon, then hit “x” and the wagon will be “slated for
removal”. This should free up a few logs (which the wagon is made up)
and will prompt any lazy, slacker dwarfs to head back inside!
eagles, deer, goblins, etc, so lets remove the wagon. Hit :kbd:`q` and move
the X over to the wagon, then hit :kbd:`x` and the wagon will be
:guilabel:`Slated for removal`. This should free up a three logs
(which the wagon is made up)
and will prompt any lazy, slacker dwarves to head back inside!
Everyone gets their own room!
=============================
Dwarfs love to have their own room, much preferring it to sharing a
barracks (which they will do by default otherwise), and conveniently
Dwarves love to have their own room, much preferring it to sharing a
dormitory (which they will do by default otherwise), and conveniently
we have set up a number of little rooms. Lets declare that they're
bedrooms, so our dwarves will come and claim one:
* Go to your empty bedrooms, hit “q”.
* Go to your empty bedrooms, hit :kbd:`q`.
* Chose a bedroom, moving the X over a bed until its flashing.
* Hit “r”. The blue selection area probably fills the room.
* Hit “enter”.
* Hit :kbd:`r`. The blue selection area probably fills the room.
* Hit :kbd:`Enter`.
You can assign the bedroom to a specific dwarf, but unless you want to
play favorites there's no need - if a dwarf wants a nap and doesn't
@ -165,7 +172,7 @@ happens, the bedroom status will now look something like this:
:align: center
If you get confused about a bedroom (or any rooms status), just hit
“q” again and move around over each object. Of interest is the fact
:kbd:`q` again and move around over each object. Of interest is the fact
that you can assign one room to have multiple uses, for example, put a
bed and table in the same room and specify that the room is both a
bedroom and a dining room, but doing so reduces the overall quality of
@ -180,24 +187,23 @@ Workshop fun!
Lets set up more workshops. First, put another mason workshop in with
the other mason shop. It will be handy in the long run, I am sure. Set
up a couple of carpenters workshops in the room next door. While
youre at it, set-up a big wood pile (“p”, “w”). The next thing to do
youre at it, set-up a big wood pile (:kbd:`p`, :kbd:`w`). The next thing to do
is to set up some more piles. How about we go through and make a
“Finished Goods” pile? Build it using “p” and then “g”. Lets continue
chucking piles up in those rooms. A few squares for cloth (“h”),
leather, (“l”), and bars/blocks (“b”) makes sense. Where one pile
starts and another stops gets confusing with all that stone around, but
give it your best shot.
:guilabel:`Finished Goods` pile? Build it using :kbd:`p`, :kbd:`g`.
Lets keep making stockpiles in those rooms. A few squares for cloth (:kbd:`h`),
leather, (:kbd:`l`), and bars/blocks (:kbd:`b`) makes sense. Where one pile
starts and another stops can get confusing, but give it your best shot.
Finally, lets also add a Craftsdwarfs Workshop to our room. Use “b”,
“w” and then “r”, chose the goods and place the workshop. These are
particularly handy and profitable workshops, but more on them later!
Finally, lets also add a Craftsdwarfs Workshop to our room. Use
:kbd:`b`, :kbd:`w`, :kbd:`r`, chose the materials and place the workshop.
These are particularly handy and profitable workshops, but more on them later!
This is how mine looks:
.. image:: images/dftutorial47.png
:align: center
Thats all for now, except before I go I have some **homework** for
Thats all for now, except before I go I have some homework for
you. But dont worry, this is the fun kinda homework. See if you can
complete these tasks before we meet again:
@ -206,19 +212,19 @@ complete these tasks before we meet again:
changed to autumn by now youll notice all the trees a pretty gold
colour. Admire them before you saw them down.
#. Designate a bunch of plants to be harvested.
#. Make a lot more beer and a lot more barrels
#. Make a lot more beer and a lot more barrels, or set up ``workflow`` for
some of the furniture you'll need later (beds, doors, tables, chairs).
#. Make some “bins” in the carpenters shop. About 15 or so should do.
Youll have to scroll to find them in the carpenter “a” “Add new task”
list. (or go “a” then “n”). Bins are what everything that isnt food or
booze are stored in.
#. Go to the masons workshop and set it to build blocks on repeat
(“q”, then “a” then “b” then “r”). Do this only if youve already
(:kbd:`q`, :kbd:`a`, :kbd:`b`, :kbd:`r`). Do this only if youve already
managed to make a LOT of bins or your Bar/Block pile will get filled
quickly!
#. See if you can make some stone crafts. You will find them under the
“rock” sub-menu from the “add task” menu on the craftsdwarfs workshop.
You better make sure you have lots of wood bins for your crafts to go
in though, and a big “Finished goods” stockpile too!
:kbd:`g` :guilabel:`rock` sub-menu from the :guilabel:`Add new task`
menu on the craftsdwarfs workshop. Make sure you have lots of bins for
your crafts to go in though, and a big finished goods stockpile too!
Good luck! And see you soon!