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Formatted chapter 5
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@ -7,4 +7,6 @@ install: pip install sphinx
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script:
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- python misc/lint.py
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- make html
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sudo: false
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sudo: false
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notifications:
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email: false
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@ -4,15 +4,16 @@ An Industrial Revolution
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You have come a long way, young jedi! Your dwarf herding skills are
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strong! You now know the basics of building, production, trading and
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managing your dwarfs. But we still have work to do, so lets get back to
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our fortress!
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managing your dwarves.
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This is probably a good time to go read the tutorial on trading -
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it ties in pretty well with a large industrial base. Tutorials are
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designed be skippable though, so if the thought of heavy industry
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excites you, we can dive right in!
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More Production!
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================
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We took a bit of a detour earlier by getting into managing dwarfs and
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trading and whatnot, but I think you’ll agree those were important
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lessons. But what really gets us going is building awesome new stuff in
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our fortress, right? Lets start with some new workshops you should get
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Lets start with some new workshops you should get
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to grips with. I won’t list the keys you need to use for every task,
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you should be able to remember the basic stuff from earlier lessons, so
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lets just get building these workshops around our four big production
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@ -25,22 +26,22 @@ rooms:
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* Butchers
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* Metalsmith’s Forge
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In addition, go to the Furnaces menu (from “b” and then “e” for
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“Furnaces”) and build:
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In addition, go to the Furnaces menu (from :kbd:`b` and then :kbd:`e` for
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:guilabel:`Furnaces`) and build:
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* Wood Furnace
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* Smelter
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While those places get built lets look at expanding a bit. In the
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middle of our four room area we have three stairs going down. Right now
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they go nowhere, so lets go down about 5 levels. Remember, “d” and then
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“i” for “Up/Down Stairs”, set to the level below, will get that
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they go nowhere, so lets go down about 5 levels. Remember, :kbd:`d` and then
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:kbd:`i` for :guilabel:`Up/Down Stairs`, set to the level below, will get that
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construction going.
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We also have room to expand between our production floor and our
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entrance, so lets go up a level and put some storage there. I suggest
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the easiest way to do this will be to “b”, “build” a “C”
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“construction”, that is, an up-stair. So chose the space I highlight
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the easiest way to do this will be to :kbd:`b`, build a :kbd:`C`
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constructed up-stair. So chose the space I highlight
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below, and then follow along!
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.. image:: images/dftutorial79.png
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@ -48,9 +49,9 @@ below, and then follow along!
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Find the spot in the picture above, just below those down stairs.
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* Hit “b”.
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* Hit “C” (capital ‘c’).
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* Hit “u” for “Up Stair”.
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* Hit :kbd:`b`
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* Hit :kbd:`C` (:kbd:`Shift`-:kbd:`c`)
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* Hit :kbd:`u` for :guilabel:`Up Stair`.
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* Chose some stone.
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* Repeat to set three up stairs to be built.
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@ -59,19 +60,19 @@ Once the job is done you’ll have some stairs like this:
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.. image:: images/dftutorial80.png
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:align: center
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Now we want to “connect” this level to the one above. If you go up a
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Now we want to connect this level to the one above. If you go up a
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level you won’t see anything but dirt, but we know the stairs are
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leading up to this level, so it’s a matter of constructing some, right?
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WRONG! We want to designate some stairs, because our miners will carve
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out some matching stairs! We only use “construct” when we’ve got an
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out some matching stairs! We only use :guilabel:`Construct` when we’ve got an
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empty space to deal with.
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One challenge you’ll face is working out where on the floor above the
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spot is you need to dig out. So try this technique:
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* Hit “d”.
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* Hit “i” for “Up/Down Stair” (we want a series of stairs almost back
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up to the surface).
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* Hit :kbd:`d`
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* Hit :kbd:`i` for :guilabel:`Up/Down Stair`
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(we want a series of stairs almost back up to the surface).
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* Put your X over the top stair in the line, like the screenshot
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.. image:: images/dftutorial81.png
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@ -85,10 +86,10 @@ spot is you need to dig out. So try this technique:
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:align: center
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You’ll note I wasn’t quick enough when I took this picture and two of
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my three stairs are already dug out. Good dwarfs!
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my three stairs are already dug out. Good dwarves!
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With the new stairs dug out (providing easy access to all the space
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we’re going to create for our production dwarfs) lets make a massive
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we’re going to create for our production dwarves) lets make a massive
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space for them to stockpile goods. Here’s how much I dug out:
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.. image:: images/dftutorial83.png
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@ -100,7 +101,7 @@ this layer is), is that it doesn’t leave any messy rock around to
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clutter up our nice stockpiles!
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While that’s completing, lets start an important job, making our dining
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room awesome! You see, dwarfs love to spend time in an attractive
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room awesome! You see, dwarves love to spend time in an attractive
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meeting hall. Right now mine is packed with loafers. They clearly need
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a bit more room! A bit of digging will sort that:
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@ -110,23 +111,23 @@ a bit more room! A bit of digging will sort that:
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Once the room is expanded, fit doors and some more tables and chairs.
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Once that’s done you’ll need to do something important, and that’s
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resize the room. As you may remember we set the room up from one of the
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tables. But if you “q” over the dining room table now you’ll see it
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tables. But if you :guilabel:`q` over the dining room table now you’ll see it
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doesn’t fill the space:
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.. image:: images/dftutorial85.png
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:align: center
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The room will be more “valuable” and widely used if it’s set to be
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The room will be more valuable and widely used if it’s set to be
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bigger, to fill this space. Lets do that now:
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* Hit “q” and move the X over the table which is setting the room up…
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* Hit “r” for “Resize Room”.
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* Using “alt”+”down arrow” expand the room size till you fill the space:
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* Hit :kbd:`q` and move the X over the table which is setting the room up…
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* Hit :kbd:`r` for :guilabel:`Resize Room`.
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* Using :kbd:`=` expand the room size till you fill the space:
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.. image:: images/dftutorial86.png
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:align: center
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* Hit “enter”
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* Hit :kbd:`Enter`
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Job done! The room is resized and better. But we want to make it MUCH
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better because I noticed a dwarf with a red down arrow flashing and
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@ -136,10 +137,10 @@ surroundings. Lets get to impressing him!
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How do we do that? Simple! We smooth the walls and then engrave them
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with fine carvings all about our fortress! To do this:
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* Hit “d”.
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* Hit “s” for “Smooth Stone”.
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* Select the entire dining room and walls using “enter”, move cursor,
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“enter”.
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* Hit :kbd:`d`.
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* Hit :kbd:`s` for :guilabel:`Smooth Stone`.
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* Select the entire dining room and walls using :kbd:`Enter`, move cursor,
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:kbd:`Enter`.
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The room will now look all flashy like this (until you back out of the
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menu, anyway):
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@ -147,13 +148,13 @@ menu, anyway):
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.. image:: images/dftutorial87.png
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:align: center
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Any dwarf with the “Stone detailing” labour on will now set about
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Any dwarf with the :guilabel:`Stone detailing` labour on will now set about
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smoothing the walls and floors. The next step, once the space is
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smooth, is to designate the room to be engraved using “d” and “e”.
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Engraved walls make dwarfs happy and increase the value of your
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fortress. You can even look at them by using “k” and hitting enter with
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smooth, is to designate the room to be engraved using :kbd:`d`, :kbd:`e`.
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Engraved walls make dwarves happy and increase the value of your
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fortress. You can even look at them by using :kbd:`k` and hitting enter with
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the engraving highlighted. Some walls have some quite amusing
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engravings (randomly generated and based on the history of your dwarfs
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engravings (randomly generated and based on the history of your dwarves
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and your fortress), so it’s worth looking around and finding the good
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ones. The better the quality of the engraving the more text there is to
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read, so keep an eye out for the engravings with the metal-bars icon
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@ -171,7 +172,7 @@ Pretty complete huh? Well, almost, I’m sort of tempted to make a stone
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pile and using custom settings have it as metal ores only. It would
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make things a bit tidier, but on the other hand probably doesn’t gain
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me that much efficiency right now. Be very careful with stone
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stockpiles, hauling stone can consume a heap of your dwarfs’ time,
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stockpiles, hauling stone can consume a heap of your dwarves’ time,
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which is a bit pointless.
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Hotel Califortress!
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@ -182,11 +183,11 @@ fortunately?) you’ve probably had a bunch of immigrants arrive over the
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course of the past couple of tutorials and they haven’t been assigned
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anywhere to live. We also don’t have any space dug out for the
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inevitable arrival of nobles, and these boys and girls are one set of
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dwarfs that need hard work to keep happy!
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dwarves that need hard work to keep happy!
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Fortunately we’ve dug down a few levels and we have a lot of nice rock
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down there. So lets go take some time to lay out some great bedrooms
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for our dwarfs. The majority of your rooms should be 2×2, but lets make
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for our dwarves. The majority of your rooms should be 2×2, but lets make
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some space for nobles too.
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Nobles usually want two-to-four rooms. So lets make things easy and
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@ -202,7 +203,7 @@ connect it up later once we’ve got the left side done. Second, my
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layout is pretty boring, go and check out some of the bedroom designs
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on the wiki. I love the fractal pattern! Very efficient! Finally,
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you’ll notice the big wide corridors for the main arterial routes.
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Dwarfs need space to move around, remember!
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dwarves need space to move around, remember!
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Also, remember that you will need a lot of new doors and beds for our
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beautiful hotel. While you’re at it, build a ton of tables and chairs
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@ -213,75 +214,17 @@ built way back in tutorial 1 or 2) with this level as well. Construct
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down stairs from the workshop floor and then designate Up/Down stairs
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till we’re all connected up.
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While that is being built (oh, we’re going to find some jems too,
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cool!) lets continue with…
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While that is being built (oh, we’re going to find some gems too,
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cool!) lets continue with-
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The Joy of Traps!
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=================
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Traps form the majority of many people’s defences, so it’s best we get
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sorted and make some. First up, we will need a lot of mechanisms, so go
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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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Dwarves and their strange moods!
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================================
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Oh dear! Something is going down in dwarf land!
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Next, go to the Carpenter’s workshop and add a ton of cages (“j” is the
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shortcut from the “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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:guilabel:`Endok Oltarisos, Tanner, withdraws from society...`
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While you’re at it, queue up a bunch of booze at the still too, we
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don’t want to run out, ok!
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Now would be a good time to go fiddle with Dwarf Manager. Sort out your
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profession groups, make sure your diggers have no job other than
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diggers and your masons and stone details are doing nothing but those
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jobs, after all, we want them to stay on task and not get distracted,
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right? Set all the peasants to haul jobs only, remove all hauling jobs
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but food hauling from your farmers, you get the picture!
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Here’s how I’ve got my lads and ladies sorted:
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.. image:: images/dftutorial90.png
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:align: center
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Couple of interesting points. First up, I’ve got 14 dwarfs assigned to
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the “Pleb” profession: All they do is haul stuff. The others are
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grouped around certain jobs – farming, crafting, digging, masonry/stone
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detailing, etc. In a few situations, for example, my “Foody” class, I
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have a dwarf who is good at cooking and another who is good at brewing,
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and to make life easier I’ve turned on both jobs for both dwarfs.
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Eventually they’ll be great at both, and it saves me a little admin
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with dozens of production classes. I engage in this sort of
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rationalisation frequently in my dwarf management.
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I’ve also got four dwarfs set to farm, and they only farm and haul
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food, nothing else. With nothing to distract them they will fill the
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fields with crops! I’ve also got at least one dwarf in there who has no
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farming skill, it’s never to soon to start training them up though!
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With so many dedicated haulers I can afford to leave some dwarfs to
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specialise in these various production tasks. But be careful of having
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to many dwarfs who aren’t doing anything, idle hands are the devil’s
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plaything, after all! Dwarfs with no jobs will eventually get bored and
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throw parties that tie up lots of time and dwarfs. If your dwarfs have
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little to do, set a few making stone blocks (blocks make any item made
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out of them more valuable and can also be stacked in bins, a great way
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to remove stone clutter) or have them out their harvesting plants,
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smoothing stone or whathaveyou. No need to have them lazing about!
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Hang on a second.. weren’t we meant to be talking about traps? Yes! I
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think we were! So, with cages and mechanisms built lets get on and make
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some cage traps…
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Dwarfs and their strange moods!
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===============================
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…or not! Oh dear! Something is going down in dwarf land!
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.. image:: images/dftutorial91.png
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:align: center
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If you get a dwarf in a strange mood, find them using “u”, looking for
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their name, and then “c”. You will see the dwarf flashing with a grey
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If you get a dwarf in a strange mood, find them using :kbd:`u`, looking for
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their name, and then :kbd:`c`. You will see the dwarf flashing with a grey
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exclamation mark (red is very bad, by the way). Follow this dwarf
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closesly. This dwarf has got a strange mood and is off to claim a
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workshop to start building some amazing object based on their whim and
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@ -294,12 +237,12 @@ sooner or later.
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Right, my dwarf, Endok Oltarisos has rushed off to claim a leather
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workshop. No surprise, he’s a tanner after all. Once he claims the
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workshop you can “q” and see the status of the workshop, and if you
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workshop you can :kbd:`q` and see the status of the workshop, and if you
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wait, it will scroll through what items the dwarf is looking for. Endok
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is looking for “stacked leather” and “skeletons”. I’m not sure if I’ve
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got any. I’ll find out pretty quickly though, the dwarf will either run
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off and start fetching stuff, or sit in the workshop, seemingly doing
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nothing…
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is looking for :guilabel:`stacked leather` and :guilabel:`skeletons`.
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I’m not sure if I’ve got any. I’ll find out pretty quickly though,
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the dwarf will either run off and start fetching stuff, or sit in
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the workshop, seemingly doing nothing…
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.. image:: images/dftutorial92.png
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:align: center
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@ -309,36 +252,30 @@ and the bones, I think he’s grabbed some from the refuse pile.
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Thankfully, my worries about the dwarf not getting stuff are put to
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rest when I get this message:
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.. image:: images/dftutorial93.png
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:align: center
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:guilabel:`Endok Oltarisos has begun a mysterious construction!`
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Endok has begun a mysterious construction! Great! Now we just wait and
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see what crazy object the dwarf produces. With luck it will be useful!
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.. image:: images/dftutorial94.png
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:align: center
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:guilabel:`Endok Oltarisos, Tanner, has created Modonnokoi, a dog
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leather cap!`
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..or maybe not! Our dwarf has made a cap, a simple hat, out of dog
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leather! Damn! On the plus side though the dwarf has become a legendary
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tanner. If they gain skill from a mood it often leaves them
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“Legendary”, which is pretty neat. With legendary skill I could use
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Endok to make leather armour and it would be as good as metal armour,
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handy.
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Legendary, which is pretty neat. With legendary skill I could use
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Endok to make leather armour and it would be almost as good as metal armour.
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Lets look at the item. If we hit “l” we get a “list” of artefacts. With
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Lets look at the item. If we hit :kbd:`l` we get a list of artefacts. With
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only one artefact there’s no list, so we can go straight in to hitting
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“v” to “View”.
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Behold! Triberiddle, the dog leather cap (click on the picture here if
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you can’t read the text)!
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:kbd:`v` to :guilabel`View`. Behold! Triberiddle, the dog leather cap!
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.. image:: images/dftutorial95.png
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:align: center
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A nice hat depicting when one of the trade caravan guards shot a
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goblin. No one will wear it though, it’s an :wiki:`artifact`, only
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champions consider themselves important enough to grab artifacts from
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stock piles.
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goblin. No one will wear it though, it’s an :wiki:`artifact`, and only
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champions are important enough to grab artifacts from stockpiles.
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We were lucky this time with our moody dwarf. He was able to get
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everything he needed to make his artifact. If he couldn’t find it he
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@ -348,14 +285,13 @@ available, in his room. When you see the dwarf start to go crazy
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sign) it’s time to either assign the dwarf some war dogs (more on that
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later) or to construct some walls and wall them in to their workshop,
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or to lock the door on their quarters. At some point the dwarf will go
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beserk and either get attacked by nearby military dwarfs or war dogs,
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beserk and either get attacked by nearby military dwarves or war dogs,
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or if locked inside, slowly starve to death.
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If the crazy dwarf is ignored they will destroy stuff and attack
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dwarfs, probably killing a couple before they are put down, so watch
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dwarves, probably killing a couple before they are put down, so watch
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those moody stunties closely!
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…Hang on a second, weren’t we supposed to be doing something about
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traps? Bugger! We’re out of time. How about next time? OK? Seriously? I
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really promise we’ll get to traps, ok!
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In the next chapter, we'll cover traps - which are used to 'mine' a
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kind of iron ore the community calls "goblinite". See you then!
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@ -3,10 +3,16 @@ It's a trap!
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############
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I promised traps, and damn traps we will have! And not of the Star Wars
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or Thai kind, but of the Dwarf Fortress kind! I’m two bottles of beer
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||||
and a glass of absinthe into the evening, so lets get on with it before
|
||||
things get worse!
|
||||
Traps form the majority of many people’s defences, so it’s best we get
|
||||
sorted and make some. First up, we will need a lot of mechanisms, so go
|
||||
find that mechanic’s workshop and fill it’s job queue with mechanisms.
|
||||
They’ll end up in a finished goods pile when done.
|
||||
|
||||
Next, go to the Carpenter’s workshop and add a ton of cages (:kbd:`j` is the
|
||||
shortcut from the “Add Task” menu). Try and get ten built. Add another
|
||||
carpenter’s 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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue