Formatted chapter 5

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PeridexisErrant 2015-10-01 12:03:20 +10:00
parent 8d2493204c
commit 4a421fdf24
8 changed files with 84 additions and 140 deletions

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@ -7,4 +7,6 @@ install: pip install sphinx
script:
- python misc/lint.py
- make html
sudo: false
sudo: false
notifications:
email: false

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@ -4,15 +4,16 @@ An Industrial Revolution
You have come a long way, young jedi! Your dwarf herding skills are
strong! You now know the basics of building, production, trading and
managing your dwarfs. But we still have work to do, so lets get back to
our fortress!
managing your dwarves.
This is probably a good time to go read the tutorial on trading -
it ties in pretty well with a large industrial base. Tutorials are
designed be skippable though, so if the thought of heavy industry
excites you, we can dive right in!
More Production!
================
We took a bit of a detour earlier by getting into managing dwarfs and
trading and whatnot, but I think youll agree those were important
lessons. But what really gets us going is building awesome new stuff in
our fortress, right? Lets start with some new workshops you should get
Lets start with some new workshops you should get
to grips with. I wont list the keys you need to use for every task,
you should be able to remember the basic stuff from earlier lessons, so
lets just get building these workshops around our four big production
@ -25,22 +26,22 @@ rooms:
* Butchers
* Metalsmiths Forge
In addition, go to the Furnaces menu (from “b” and then “e” for
“Furnaces”) and build:
In addition, go to the Furnaces menu (from :kbd:`b` and then :kbd:`e` for
:guilabel:`Furnaces`) and build:
* Wood Furnace
* Smelter
While those places get built lets look at expanding a bit. In the
middle of our four room area we have three stairs going down. Right now
they go nowhere, so lets go down about 5 levels. Remember, “d” and then
“i” for “Up/Down Stairs”, set to the level below, will get that
they go nowhere, so lets go down about 5 levels. Remember, :kbd:`d` and then
:kbd:`i` for :guilabel:`Up/Down Stairs`, set to the level below, will get that
construction going.
We also have room to expand between our production floor and our
entrance, so lets go up a level and put some storage there. I suggest
the easiest way to do this will be to “b”, “build” a “C”
“construction”, that is, an up-stair. So chose the space I highlight
the easiest way to do this will be to :kbd:`b`, build a :kbd:`C`
constructed up-stair. So chose the space I highlight
below, and then follow along!
.. image:: images/dftutorial79.png
@ -48,9 +49,9 @@ below, and then follow along!
Find the spot in the picture above, just below those down stairs.
* Hit “b”.
* Hit “C” (capital c).
* Hit “u” for “Up Stair”.
* Hit :kbd:`b`
* Hit :kbd:`C` (:kbd:`Shift`-:kbd:`c`)
* Hit :kbd:`u` for :guilabel:`Up Stair`.
* Chose some stone.
* Repeat to set three up stairs to be built.
@ -59,19 +60,19 @@ Once the job is done youll have some stairs like this:
.. image:: images/dftutorial80.png
:align: center
Now we want to connect this level to the one above. If you go up a
Now we want to connect this level to the one above. If you go up a
level you wont see anything but dirt, but we know the stairs are
leading up to this level, so its a matter of constructing some, right?
WRONG! We want to designate some stairs, because our miners will carve
out some matching stairs! We only use “construct” when weve got an
out some matching stairs! We only use :guilabel:`Construct` when weve got an
empty space to deal with.
One challenge youll face is working out where on the floor above the
spot is you need to dig out. So try this technique:
* Hit “d”.
* Hit “i” for “Up/Down Stair” (we want a series of stairs almost back
up to the surface).
* Hit :kbd:`d`
* Hit :kbd:`i` for :guilabel:`Up/Down Stair`
(we want a series of stairs almost back up to the surface).
* Put your X over the top stair in the line, like the screenshot
.. image:: images/dftutorial81.png
@ -85,10 +86,10 @@ spot is you need to dig out. So try this technique:
:align: center
Youll note I wasnt quick enough when I took this picture and two of
my three stairs are already dug out. Good dwarfs!
my three stairs are already dug out. Good dwarves!
With the new stairs dug out (providing easy access to all the space
were going to create for our production dwarfs) lets make a massive
were going to create for our production dwarves) lets make a massive
space for them to stockpile goods. Heres how much I dug out:
.. image:: images/dftutorial83.png
@ -100,7 +101,7 @@ this layer is), is that it doesnt leave any messy rock around to
clutter up our nice stockpiles!
While thats completing, lets start an important job, making our dining
room awesome! You see, dwarfs love to spend time in an attractive
room awesome! You see, dwarves love to spend time in an attractive
meeting hall. Right now mine is packed with loafers. They clearly need
a bit more room! A bit of digging will sort that:
@ -110,23 +111,23 @@ a bit more room! A bit of digging will sort that:
Once the room is expanded, fit doors and some more tables and chairs.
Once thats done youll need to do something important, and thats
resize the room. As you may remember we set the room up from one of the
tables. But if you “q” over the dining room table now youll see it
tables. But if you :guilabel:`q` over the dining room table now youll see it
doesnt fill the space:
.. image:: images/dftutorial85.png
:align: center
The room will be more valuable and widely used if its set to be
The room will be more valuable and widely used if its set to be
bigger, to fill this space. Lets do that now:
* Hit “q” and move the X over the table which is setting the room up…
* Hit “r” for “Resize Room”.
* Using “alt”+”down arrow” expand the room size till you fill the space:
* Hit :kbd:`q` and move the X over the table which is setting the room up…
* Hit :kbd:`r` for :guilabel:`Resize Room`.
* Using :kbd:`=` expand the room size till you fill the space:
.. image:: images/dftutorial86.png
:align: center
* Hit “enter”
* Hit :kbd:`Enter`
Job done! The room is resized and better. But we want to make it MUCH
better because I noticed a dwarf with a red down arrow flashing and
@ -136,10 +137,10 @@ surroundings. Lets get to impressing him!
How do we do that? Simple! We smooth the walls and then engrave them
with fine carvings all about our fortress! To do this:
* Hit “d”.
* Hit “s” for “Smooth Stone”.
* Select the entire dining room and walls using “enter”, move cursor,
“enter”.
* Hit :kbd:`d`.
* Hit :kbd:`s` for :guilabel:`Smooth Stone`.
* Select the entire dining room and walls using :kbd:`Enter`, move cursor,
:kbd:`Enter`.
The room will now look all flashy like this (until you back out of the
menu, anyway):
@ -147,13 +148,13 @@ menu, anyway):
.. image:: images/dftutorial87.png
:align: center
Any dwarf with the “Stone detailing” labour on will now set about
Any dwarf with the :guilabel:`Stone detailing` labour on will now set about
smoothing the walls and floors. The next step, once the space is
smooth, is to designate the room to be engraved using “d” and “e”.
Engraved walls make dwarfs happy and increase the value of your
fortress. You can even look at them by using “k” and hitting enter with
smooth, is to designate the room to be engraved using :kbd:`d`, :kbd:`e`.
Engraved walls make dwarves happy and increase the value of your
fortress. You can even look at them by using :kbd:`k` and hitting enter with
the engraving highlighted. Some walls have some quite amusing
engravings (randomly generated and based on the history of your dwarfs
engravings (randomly generated and based on the history of your dwarves
and your fortress), so its worth looking around and finding the good
ones. The better the quality of the engraving the more text there is to
read, so keep an eye out for the engravings with the metal-bars icon
@ -171,7 +172,7 @@ Pretty complete huh? Well, almost, Im sort of tempted to make a stone
pile and using custom settings have it as metal ores only. It would
make things a bit tidier, but on the other hand probably doesnt gain
me that much efficiency right now. Be very careful with stone
stockpiles, hauling stone can consume a heap of your dwarfs time,
stockpiles, hauling stone can consume a heap of your dwarves time,
which is a bit pointless.
Hotel Califortress!
@ -182,11 +183,11 @@ fortunately?) youve probably had a bunch of immigrants arrive over the
course of the past couple of tutorials and they havent been assigned
anywhere to live. We also dont have any space dug out for the
inevitable arrival of nobles, and these boys and girls are one set of
dwarfs that need hard work to keep happy!
dwarves that need hard work to keep happy!
Fortunately weve dug down a few levels and we have a lot of nice rock
down there. So lets go take some time to lay out some great bedrooms
for our dwarfs. The majority of your rooms should be 2×2, but lets make
for our dwarves. The majority of your rooms should be 2×2, but lets make
some space for nobles too.
Nobles usually want two-to-four rooms. So lets make things easy and
@ -202,7 +203,7 @@ connect it up later once weve got the left side done. Second, my
layout is pretty boring, go and check out some of the bedroom designs
on the wiki. I love the fractal pattern! Very efficient! Finally,
youll notice the big wide corridors for the main arterial routes.
Dwarfs need space to move around, remember!
dwarves need space to move around, remember!
Also, remember that you will need a lot of new doors and beds for our
beautiful hotel. While youre at it, build a ton of tables and chairs
@ -213,75 +214,17 @@ built way back in tutorial 1 or 2) with this level as well. Construct
down stairs from the workshop floor and then designate Up/Down stairs
till were all connected up.
While that is being built (oh, were going to find some jems too,
cool!) lets continue with
While that is being built (oh, were going to find some gems too,
cool!) lets continue with-
The Joy of Traps!
=================
Traps form the majority of many peoples defences, so its best we get
sorted and make some. First up, we will need a lot of mechanisms, so go
find that mechanics workshop and fill its job queue with mechanisms.
Theyll end up in a finished goods pile when done.
Dwarves and their strange moods!
================================
Oh dear! Something is going down in dwarf land!
Next, go to the Carpenters workshop and add a ton of cages (“j” is the
shortcut from the “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.
:guilabel:`Endok Oltarisos, Tanner, withdraws from society...`
While youre at it, queue up a bunch of booze at the still too, we
dont want to run out, ok!
Now would be a good time to go fiddle with Dwarf Manager. Sort out your
profession groups, make sure your diggers have no job other than
diggers and your masons and stone details are doing nothing but those
jobs, after all, we want them to stay on task and not get distracted,
right? Set all the peasants to haul jobs only, remove all hauling jobs
but food hauling from your farmers, you get the picture!
Heres how Ive got my lads and ladies sorted:
.. image:: images/dftutorial90.png
:align: center
Couple of interesting points. First up, Ive got 14 dwarfs assigned to
the “Pleb” profession: All they do is haul stuff. The others are
grouped around certain jobs farming, crafting, digging, masonry/stone
detailing, etc. In a few situations, for example, my “Foody” class, I
have a dwarf who is good at cooking and another who is good at brewing,
and to make life easier Ive turned on both jobs for both dwarfs.
Eventually theyll be great at both, and it saves me a little admin
with dozens of production classes. I engage in this sort of
rationalisation frequently in my dwarf management.
Ive also got four dwarfs set to farm, and they only farm and haul
food, nothing else. With nothing to distract them they will fill the
fields with crops! Ive also got at least one dwarf in there who has no
farming skill, its never to soon to start training them up though!
With so many dedicated haulers I can afford to leave some dwarfs to
specialise in these various production tasks. But be careful of having
to many dwarfs who arent doing anything, idle hands are the devils
plaything, after all! Dwarfs with no jobs will eventually get bored and
throw parties that tie up lots of time and dwarfs. If your dwarfs have
little to do, set a few making stone blocks (blocks make any item made
out of them more valuable and can also be stacked in bins, a great way
to remove stone clutter) or have them out their harvesting plants,
smoothing stone or whathaveyou. No need to have them lazing about!
Hang on a second.. werent we meant to be talking about traps? Yes! I
think we were! So, with cages and mechanisms built lets get on and make
some cage traps…
Dwarfs and their strange moods!
===============================
…or not! Oh dear! Something is going down in dwarf land!
.. image:: images/dftutorial91.png
:align: center
If you get a dwarf in a strange mood, find them using “u”, looking for
their name, and then “c”. You will see the dwarf flashing with a grey
If you get a dwarf in a strange mood, find them using :kbd:`u`, looking for
their name, and then :kbd:`c`. You will see the dwarf flashing with a grey
exclamation mark (red is very bad, by the way). Follow this dwarf
closesly. This dwarf has got a strange mood and is off to claim a
workshop to start building some amazing object based on their whim and
@ -294,12 +237,12 @@ sooner or later.
Right, my dwarf, Endok Oltarisos has rushed off to claim a leather
workshop. No surprise, hes a tanner after all. Once he claims the
workshop you can “q” and see the status of the workshop, and if you
workshop you can :kbd:`q` and see the status of the workshop, and if you
wait, it will scroll through what items the dwarf is looking for. Endok
is looking for “stacked leather” and “skeletons”. Im not sure if Ive
got any. Ill find out pretty quickly though, the dwarf will either run
off and start fetching stuff, or sit in the workshop, seemingly doing
nothing…
is looking for :guilabel:`stacked leather` and :guilabel:`skeletons`.
Im not sure if Ive got any. Ill find out pretty quickly though,
the dwarf will either run off and start fetching stuff, or sit in
the workshop, seemingly doing nothing…
.. image:: images/dftutorial92.png
:align: center
@ -309,36 +252,30 @@ and the bones, I think hes grabbed some from the refuse pile.
Thankfully, my worries about the dwarf not getting stuff are put to
rest when I get this message:
.. image:: images/dftutorial93.png
:align: center
:guilabel:`Endok Oltarisos has begun a mysterious construction!`
Endok has begun a mysterious construction! Great! Now we just wait and
see what crazy object the dwarf produces. With luck it will be useful!
.. image:: images/dftutorial94.png
:align: center
:guilabel:`Endok Oltarisos, Tanner, has created Modonnokoi, a dog
leather cap!`
..or maybe not! Our dwarf has made a cap, a simple hat, out of dog
leather! Damn! On the plus side though the dwarf has become a legendary
tanner. If they gain skill from a mood it often leaves them
“Legendary”, which is pretty neat. With legendary skill I could use
Endok to make leather armour and it would be as good as metal armour,
handy.
Legendary, which is pretty neat. With legendary skill I could use
Endok to make leather armour and it would be almost as good as metal armour.
Lets look at the item. If we hit “l” we get a “list” of artefacts. With
Lets look at the item. If we hit :kbd:`l` we get a list of artefacts. With
only one artefact theres no list, so we can go straight in to hitting
“v” to “View”.
Behold! Triberiddle, the dog leather cap (click on the picture here if
you cant read the text)!
:kbd:`v` to :guilabel`View`. Behold! Triberiddle, the dog leather cap!
.. image:: images/dftutorial95.png
:align: center
A nice hat depicting when one of the trade caravan guards shot a
goblin. No one will wear it though, its an :wiki:`artifact`, only
champions consider themselves important enough to grab artifacts from
stock piles.
goblin. No one will wear it though, its an :wiki:`artifact`, and only
champions are important enough to grab artifacts from stockpiles.
We were lucky this time with our moody dwarf. He was able to get
everything he needed to make his artifact. If he couldnt find it he
@ -348,14 +285,13 @@ available, in his room. When you see the dwarf start to go crazy
sign) its time to either assign the dwarf some war dogs (more on that
later) or to construct some walls and wall them in to their workshop,
or to lock the door on their quarters. At some point the dwarf will go
beserk and either get attacked by nearby military dwarfs or war dogs,
beserk and either get attacked by nearby military dwarves or war dogs,
or if locked inside, slowly starve to death.
If the crazy dwarf is ignored they will destroy stuff and attack
dwarfs, probably killing a couple before they are put down, so watch
dwarves, probably killing a couple before they are put down, so watch
those moody stunties closely!
…Hang on a second, werent we supposed to be doing something about
traps? Bugger! Were out of time. How about next time? OK? Seriously? I
really promise well get to traps, ok!
In the next chapter, we'll cover traps - which are used to 'mine' a
kind of iron ore the community calls "goblinite". See you then!

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@ -3,10 +3,16 @@ It's a trap!
############
I promised traps, and damn traps we will have! And not of the Star Wars
or Thai kind, but of the Dwarf Fortress kind! Im two bottles of beer
and a glass of absinthe into the evening, so lets get on with it before
things get worse!
Traps form the majority of many peoples defences, so its best we get
sorted and make some. First up, we will need a lot of mechanisms, so go
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
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.
Defence and Traps!
==================

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@ -81,7 +81,7 @@ Style
-----
Use clear, direct, and simple language. Avoid jargon or the passive voice.
I find the `hemmingway editor <http://www.hemingwayapp.com>`_ useful;
I often ignore but always conside it's suggestions.
I often ignore but always consider it's suggestions.
Keep all lines to 80 characters or less. Sphinx will automatically join
everything between blank lines into one paragraph, and short lines
@ -134,7 +134,7 @@ TODO list
items may be done in other orders for whatever reason.*
#. Update all content for DF2014. Preferably *before* the next DF release
#. Use ``:kbd:`` and ``:guilabel`` roles everywhere; see chapter one and two
#. Use ``:kbd:`` and ``:guilabel:`` roles everywhere; see chapter one and two
#. Update all images and make sure descriptions match
#. Run everything through Hemmingway
#. Make usage / reading a nicer experience for new players