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Format chapter 4, linting
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@ -31,10 +31,10 @@ without traps, so this is the easiest way to keep it accessible.
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Next time traders turn up, just remember to check out the tutorial
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on :ref:`tutorial-trading` for a guide to the process.
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First up, we need to move our booze production down stairs. I want to
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set up a trade depot upstairs and I’ve decided I don’t want to leave
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the depot outside, and I don’t want to dig out any more of our limited
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top-floor space just now. Of course, we have many options for how we
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First up, we need to move our booze production downstairs.
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I don’t want to dig out any more of our top-floor space just now,
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and rock walls can be smoothed and engraved later - which keeps
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dwarves happy. Of course, we have many options for how we
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expand the fortress, but we’ll go for simple right now, so lets get
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shifting stuff.
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@ -49,47 +49,42 @@ Here’s how I’ve plotted things out:
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:align: center
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Once that digging is done, set up the big food storage hall as a food
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stockpile. Then build a still downstairs using “b”, “w”, “l”. This
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should be easy-peasy for you now! Your next job is go to upstairs and
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remove the food stockpile and the still.
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stockpile. Then build a still downstairs using :kbd:`b`, :kbd:`w`,
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:kbd:`l`. This should be easy-peasy for you now! Your next job is go to
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upstairs and remove the old food stockpile and still.
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Look what the cat dragged in!
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=============================
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At some point you’re going to get immigrants. I got some right now.
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.. image:: images/dftutorial52.png
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:align: center
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:guilabel:`Some migrants have arrived.`
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Soon after the message a stream of new loafers streak into the
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fortress. And what’s the first thing they do? Eat and drink! Slacker
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bastards! This has me a little concerned about our food stocks, and if
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fortress. And what’s the first thing they do? Eat and drink!
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This has me a little concerned about our food stocks, and if
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this has happened to you, I suggest you do what I do and sort out some
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more booze and dig some more bedrooms downstairs and assign those new
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dwarfs to it. Next tutorial we’re also going to have our first close
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look at our dwarfs, but not until after we build ourselves a nice new
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farm and ensure we are overflowing with food (and food goods to produce
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booze out of).
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dwarfs to it.
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Outdoor farming for fun and profit
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==================================
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You know about farming inside, now how about farming outside? As you
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may recall we’ve had some plant gathering going on outside. In
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temperate climates that means we’re generally gathering strawberries.
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And once we’ve eaten strawberries, what do we have? Well, if you’re a
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dwarf, you end up with strawberry seeds. And wouldn’t it be great to
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plant them? Yes it would! Do we have some? I don’t know yet! But I
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think so!
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temperate climates that means we’re generally gathering berries.
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And once we’ve eaten berries, what do we have? Well, if you’re a
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dwarf, you end up with seeds. And wouldn’t it be great to
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plant them? Yes it would!
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We’ll cover looking at our stocks of goods later, by the way, so just
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trust me for now.
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But strawberries are going to require being planted outside, as they
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But berries are going to require being planted outside, as they
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love the sun don’t they? Of course, we don’t want to go outside where
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it could be nasty and dangerous, so what do we do?. We can’t really
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expect strawberries to grow in a dark cave, can we? So how about we
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compromise with these fruity demons. We’ll build an outdoor farm, but
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we’ll lock it off from the world with a wall and an entrance only
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available to us. Can’t we all just be friends?
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available to us.
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To achieve our goals we first need to dig some handy exit to the
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outdoors. Perhaps near our existing farm. This is what I did:
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@ -102,14 +97,14 @@ to be dug. Once the space is dug you’ll notice that the slope icons
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still exist around the exit. This could be a problem. If we built walls
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around a nicely enclosed farm now enemies would still be able to get to
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it from above, by walking down the slopes! So we need to remove the
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slopes. To remove it, we hit “d” for “Designations” and then “z” for
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“Remove Stairs/Ramps”.
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slopes. To remove it, we hit :kbd:`d` for :guilabel:`Designations`
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and then :kbd:`z` for :guilabel:`Remove Up Stairs/Ramps`.
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I’ve selected almost all of the slopes across the front of my fortress.
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I don’t want any surprises “dropping” in anywhere along our front. Here
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I don’t want any surprises 'dropping' in anywhere along our front. Here
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you can see my miners hard at work stripping away the outside ramps so
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there’s essentially a sharp drop between the level above and this
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level. That will keep us safe from wandering critters.
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level.
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.. image:: images/dftutorial54.png
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:align: center
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@ -121,45 +116,52 @@ with digging and ramp removal. Here’s my much tidier fortress entrance:
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:align: center
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Later on we might incorporate some complex defenses into this area.
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Perhaps later.
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.. note::
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Recent versions of Dwarf Fortress added the ability to climb,
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so to be truly secure a wall must smoothed natural stone,
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or built two levels high with an overhand at the top. Using
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stone blocks also helps.
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That's pretty tricky though, so for now we'll just hope the
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goblins don't bother.
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So, lets get on with this farm! We need to surround a nice large area
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with walls, right? Keep our dwarfs safe from wandering critters. To
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build walls we need to:
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* Hit “b”.
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* Hit “C” (that’s “shift+c”), or scroll through the list and look for
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“Wall/Floor/Stairs” and hit enter.
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* “Wall” is selected by default, hit enter.
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* Hit :kbd:`b`
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* Hit :kbd:`C`, (that’s :kbd:`Shift`-:kbd:`c`, remember the keys are
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case-sensitive), or scroll through the list and look for
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:guilabel:`Wall/Floor/Stairs/Track` and hit :kbd:`Enter`.
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* :guilabel:`Wall` is selected by default, hit :kbd:`Enter`.
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* You now have a green X. Like the farm plot you can change the size
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with “u”, “m”, “k” and “h”.
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* Hit “u” until you’ve got a max-height wall.
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* Place the wall right next to the entrance, hit enter (below you can
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with :kbd:`u`, :kbd:`m`, :kbd:`h` and :kbd:`k`.
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* Hit :kbd:`u` until you’ve got a max-height wall.
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* Place the wall right next to the entrance, hit :kbd:`Enter` (below you can
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see how I placed mine).
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* Scroll through the materials list using “alt”+”down arrow” and select
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limestone.
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* Hit enter until the list goes away and you see the wall outline.
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You’re selecting one limestone for each segment of the wall.
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* Hit “space” until the game resumes.
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* Select a material using :kbd:`=` and :kbd:`Enter`
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* Hit :kbd:`Enter` until the list goes away and you see the wall outline.
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You’re selecting one item for each segment of the wall.
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* Hit :kbd:`Esc` until the game resumes.
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You will now have a wall under construction! Again, hit “q” and move it
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You will now have a wall under construction! Again, hit :kbd:`q` and move it
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down your wall, you’ll see the construction status. Don’t worry, your
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dwarfs will get to the wall pretty quickly.
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While you’re waiting, clear all the trees and bushes from inside your
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soon-to-be farm space using “d”, “t” (cut down trees) and “d”, “p”
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(harvest plants).
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soon-to-be farm space using :kbd:`d`, :kbd:`t` to :guilabel:`Chop Down
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Trees` and :kbd:`d`, :kbd:`p` to :guilabel:`Gather Plants`.
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Once you’ve got this under way, build two lengths of wall across to the
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right go down a length and a bit, and back to the cliff face. Of
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course, use stone for each piece of the wall, no need on wasting wood
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we’ve worked hard to chop down. Here’s how my outdoor farm plot looks
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so far:
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right go down a length and a bit, and back to the cliff face.
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Here’s how my outdoor farm plot looks so far:
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.. image:: images/dftutorial56.png
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:align: center
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Isn’t it coming along nicely? Yes it is! Soon we’ll be able to hide
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Isn't it coming along nicely? Soon we’ll be able to hide
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inside and behind our walls and ignore the nasty outside world. Yay!
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Once your walls are complete you could easily build two 6×6 farm plots
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@ -171,7 +173,7 @@ the problem will go away.
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Oh, I’ve just noticed. Our farm plots will have holes in them anyway,
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there are white blobs on the ground which a farm square won’t be built
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on. If you hit “k” and move the cursor around you’ll see that those
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on. If you hit :kbd:`k` and move the cursor around you’ll see that those
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white spots are limestone. Clearly plants don’t like clinging to rock
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so no plot will grow there. Never mind, a holey farm isn’t really a big
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problem.
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@ -182,21 +184,23 @@ Here’s my private outdoors farm yard with the farm plots built as well:
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:align: center
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There you go! Beautiful! Now, just like farms inside, you need to
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specify what the fields will build (“q”). On the first, I’ve set
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specify what the fields will build (:kbd:`q`). On the first, I’ve set
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strawberries for every season (don’t forget to cycle through the
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seasons using “a”, “b”, “c”, “d”). When I tried to select strawberries
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seasons using :kbd:`a`, :kbd:`b` :kbd:`c`, :kbd:`d`).
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When I tried to select strawberries
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on the second field they were red, suggesting to me we won’t have
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enough seeds that this isn’t the season for planting those items
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(thanks commenter Ookpik! See comments for more info). So instead, I
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So instead, I
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selected some other random plant. Not sure we’ve got seeds for those,
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but we’ll find out all about that later! And later on you can come back
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and fix up some better planting instructions. Oh, don’t select “Seas
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Fert” or “Fertilize”. We don’t have any fertilizer yet.
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and fix up some better planting instructions. Oh, don’t select
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:guilabel:`Seas Fert` or :guilabel:`Fertilize`.
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We don’t have any fertilizer yet.
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While I remember things, lets take a moment to build a wall along the
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top edge above our outside farm. We don’t want any goblins walking up
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to the edge of the cliff, looking down, and shooting up our farmers
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with their crossbows! So go up a level, using good-old “shift”+”<” and
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with their crossbows! So go up a level, using good-old :kbd:`<` and
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plan out your wall. Here I’ve built a wall (after stripping trees,
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which should once and for all block off any possible approach to my farm.
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@ -205,7 +209,7 @@ which should once and for all block off any possible approach to my farm.
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But what’s this, we have a problem! Can you spot what it is? Yup, our
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stupid dwarf has gone and got himself stuck on the wrong side of the
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wall. He can’t get out! Now, we could use the “b”, “C” menu to
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wall. He can’t get out! Now, we could use the :kbd:`b`, :kbd:`C` menu to
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construct some up stairs to him (and then down stairs to connect from
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this level down to the upstairs), but how about I show you a handy trick…
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@ -213,19 +217,19 @@ You see, dwarfs getting stuck will happen to you a lot unless you take
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countermeasure. Here’s how you fix our current problem, and how prevent
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it from happening again:
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* Hit “d”.
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* Hit “n” for “Remove construction”.
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* Select a single wall space and hit enter.
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* Hit :kbd:`d`
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* Hit :kbd:`n` for :guilabel:`Remove Building`.
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* Select a single wall space and hit :kbd:`Enter`.
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* Once the wall space is removed you’ll have a gap. On the inside of
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the wall gap (where we don’t want our dwarf to stand), set a wall to be
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built that completely covers the gap.
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* Resume the game and then immediately pause it.
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* Hit “q” and move down each piece of your fake-wall and hit “s” to
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“Suspend construction” of each segment. Dwarfs don’t like standing
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* Hit :kbd:`q` and move down each piece of your fake-wall and hit :kbd:`s` to
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:guilabel:`Suspend Construction` of each segment. Dwarfs don’t like standing
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where buildings are due to be placed, so this means when our dwarf
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comes back to fill in the gap he won’t lock himself in again.
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Here’s how my gap and “fake” wall look. You can see my X over a fake
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Here’s how my gap and 'fake' wall look. You can see my X over a fake
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wall segment, and on the right, the wall segment is suspended:
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.. image:: images/dftutorial59.png
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@ -233,7 +237,7 @@ wall segment, and on the right, the wall segment is suspended:
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You can now build a single wall space to close the gap and our dwarf
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won’t get trapped. Once you’ve done that, go back over each wall space
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with “q” and hit “x” to remove the suspended wall spaces. Look here,
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with :kbd:`q` and hit :kbd:`x` to remove the suspended wall spaces. Look here,
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job done! Dwarfs safe!
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.. image:: images/dftutorial60.png
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@ -242,9 +246,6 @@ job done! Dwarfs safe!
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And when I go down and look at my fresh outside farm plot, something is
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being planted! Great!
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That’s all for now. We’ve got traders in our trade depot and we need to
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sort out all these scummy immigrants. That will take a while, so lets
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leave all of that for Part 5.
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I'll see you next time in, to look at expanding our industries to something
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truly impressive!
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Until then go make a bunch of crafts, get the booze flowing and wait on
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my return!
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@ -122,7 +122,7 @@ Special text:
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with the special style. Keys are case sensitive, so ``:kbd:`Shift```
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should never be used (unlike :kbd:`Esc`, :kbd:`Space`, etc.).
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* For in-game text, use the ``:guilabel:`In game text``` directive, which
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is rendered with the appropriate font and background. Ensure that the phrasing
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is rendered with the appropriate font and background. Ensure that phrasing
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and capitalisation matches DF exactly (except ``'``, which renders as
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:guilabel:`'` - leave it out). Don't use this style for ASCII art, only
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ingame menus which should be read as text.
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