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Fix encoding issues in magma tutorial
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@ -1,6 +1,6 @@
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################
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‼Fun with Magma‼
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################
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##################
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!!Fun with Magma!!
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##################
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This tutorial covers navigating the caverns, locating magma, and
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raising it to the surface for use. It builds on the fort from the DF
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@ -22,7 +22,7 @@ dangerous - substance in Dwarf Fortress. It eliminates much of the
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:guilabel:`fuel` needed for smelting and smithing, allows for mass
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production of steel, will burn your enemies to a crisp, and opens the
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possibility of creating infinite quantities of glass and clay objects.
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It also tends to light everything on :guilabel:`‼Fire‼`, melt
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It also tends to light everything on :guilabel:`!!Fire!!`, melt
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important parts of your fortress, and is usually located inaccessibly
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deep underground. But if you put in the work and understand magma's
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unique properties, you will discover how much fun magma adds to your
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@ -52,28 +52,28 @@ anything directly below it so long as we are able to
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first :guilabel:`Miner`, and hit :kbd:`z` to :guilabel:`Go to Unit`.
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Hit :kbd:`p`, :kbd:`e` to bring up a list of work animals and hit
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:kbd:`Enter` to select a :guilabel:`Stay war dog`.
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* Note: If you’ve pastured your war dogs in a spare room as I have (to
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* Note: If you've pastured your war dogs in a spare room as I have (to
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save a few FPS), be sure to un-pasture them or else they will not join
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their new owners.
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* It’s a good idea to create a burrow at the :guilabel:`Hatch` in
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* It's a good idea to create a burrow at the :guilabel:`Hatch` in
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anticipation of stationing melee troops there. See DF Walkthrough
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Chapter 9.3 for instructions on using burrows to control troops.
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* Speaking of melee troops, we have enough cannon fodder to fill the
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ranks of our two melee squads. Hit :kbd:`m` and top off the ranks with
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new draftees.
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* Don’t forget to ensure that we have enough arms and armor to issue
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* Don't forget to ensure that we have enough arms and armor to issue
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to the troops. A full set of armor includes a :guilabel:`helm`,
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:guilabel:`mail shirt`, :guilabel:`breastplate`, :guilabel:`gauntlet`
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(each job makes a pair), :guilabel:`greaves` (each job makes a pair),
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:guilabel:`high boot` (each job makes a pair), and a :guilabel:`shield`.
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* Take a second to edit the squads’ schedules to respond to combat
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* Take a second to edit the squads' schedules to respond to combat
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alert states with :guilabel:`10 minimum` soldiers. Hit :kbd:`m`,
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:kbd:`s`, select :guilabel:`Prim. Kllzn. Gallery` with
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:kbd:`/`:kbd:`*`, and hit :kbd:`e`, :kbd:`*`, :kbd:`Shift+Enter`. Then
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hit :kbd:`c` to :guilabel:`Copy orders` and :kbd:`p` to paste them in
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for every month in each squad. Do the same thing for the other alerts,
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cycling between them with :kbd:`/`:kbd:`*`.
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* Finally, if you’re up for it, create a ‘Miner’ military squad manned
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* Finally, if you're up for it, create a military squad manned
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only by your Miners, assign as a uniform a metal helm and mail shirt,
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and keep their schedule on :guilabel:`Inactive`. This will cause the
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miners to don some protective gear to increase their chances of
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@ -111,12 +111,12 @@ things.
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.. image:: images/Magma-Tut-1_4-Delving-for-Magma.png
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:align: center
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It’s an olm, whatever that is. Notice that there’s no option to press
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It's an olm, whatever that is. Notice that there's no option to press
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:kbd:`Enter` to look closer at it like you could with, for example, a
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dog. Furthermore, hitting :kbd:`u` and scrolling over to
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:guilabel:`Others`, we see that there’s no mention of any
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:guilabel:`Olm`. We can’t even hit :kbd:`s` and order a squad to
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attack it on the map. We’ll find the same thing to be true for the
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:guilabel:`Others`, we see that there's no mention of any
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:guilabel:`Olm`. We can't even hit :kbd:`s` and order a squad to
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attack it on the map. We'll find the same thing to be true for the
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frog-looking things in the water, called :guilabel:`cap hoppers`.
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Breathe a sigh of relief; these are just harmless vermin. In fact,
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@ -131,10 +131,10 @@ mention whatever is at the bottom of the :guilabel:`downward passage`.
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Consequently we must close off access to the cavern before anything
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nasty shows up. Something unseen could be on its way up already,
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having sensed the minute change in pressure as long-closed stillness
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is disturbed by our miner’s pick.
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is disturbed by our miner's pick.
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* Keeping the game paused, find the :guilabel:`Up/Down Stairway`
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that’s been carved at the floor of the cavern.
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that's been carved at the floor of the cavern.
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.. image:: images/Magma-Tut-1_5-Delving-for-Magma.png
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:align: center
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@ -157,7 +157,7 @@ is disturbed by our miner’s pick.
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* Hit :kbd:`d`, :kbd:`x` and remove the dig up/down stair designation
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under the cavern floor. Leaving it there will cause a miner to merrily
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continue burrowing downward.
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* Finally, amend the Inside burrow so dwarves don’t enter the caverns.
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* Finally, amend the Inside burrow so dwarves don't enter the caverns.
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Hit :kbd:`w`, highlight the :guilabel:`Inside` burrow, hit
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:kbd:`Enter`, :kbd:`r` to change to :guilabel:`Currently erasing`, and
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erase the Inside burrow for all of z-level -20 as well as for any
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@ -168,7 +168,7 @@ only a downward stairway into the caverns. We must cover that up with
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a hatch and forbid it as quickly as possible to seal the cavern.
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Alternatively, we could build a floor over it with the closest
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available rock, so if you do not have a :guilabel:`Floor Hatch` on
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hand, that’s the best backup plan.
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hand, that's the best backup plan.
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* Use :kbd:`.` to advance time tick by tick or unpause and repause in
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rapid succession. Advance time only long enough for the designations
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@ -186,9 +186,9 @@ If nothing came up from below, exhale and toast the dwarf who affixed
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that :guilabel:`Floor Hatch` because no creature can get through it so
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long as it remains :guilabel:`Forbidden`.
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The first cavern layer’s muddy floor would make excellent underground
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farms and there’s probably exotic things to trap down there, but for
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now we have to continue the magma hunt. Let’s find a pillar thick
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The first cavern layer's muddy floor would make excellent underground
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farms and there's probably exotic things to trap down there, but for
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now we have to continue the magma hunt. Let's find a pillar thick
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enough to run a stairwell bypass through and link it back up to the
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main stairwell under the cavern floor. I see an appropriate one just
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east of our main up/down stairwell.
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@ -225,25 +225,25 @@ east of our main up/down stairwell.
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buffers if something makes it in from below.
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Unpause the game and allow your miners to dig deeper. We are only at
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z-level -20; there’s a very long way still to go.
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z-level -20; there's a very long way still to go.
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.. image:: images/Magma-Tut-1_12-Delving-for-Magma.png
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:align: center
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.. image:: images/Magma-Tut-1_13-Delving-for-Magma.png
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:align: center
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We’ve hit a second cavern layer and another downward passage. Like
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We've hit a second cavern layer and another downward passage. Like
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before, keep the game paused until you set up your dig designations to
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secure the breach.
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* Hit :kbd:`u` and scroll to :guilabel:`Others` to see if there’s any
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* Hit :kbd:`u` and scroll to :guilabel:`Others` to see if there's any
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immediate threats. Thankfully, nothing is immediately visible. There
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are lots of :guilabel:`bats`, though, which are icky. Better seal this
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up fast.
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* Repeat the steps above to seal the stairwell. Remove the up stairs
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above the breached stairwell, dig upward stairs to reconnect with the
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stairwell, throw a hatch or floor over the breach, and bypass.
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* Don’t forget to delete the sections of the :guilabel:`Internal`
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* Don't forget to delete the sections of the :guilabel:`Internal`
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burrow, remove the dig designation under the cavern floor, and cover
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all downward staircases with a floor hatch.
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@ -275,7 +275,7 @@ Not long after the second cavern, we stumble into a third. As usual,
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hit :kbd:`u` and scroll over to :guilabel:`Others` to see if some
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miners are about to meet a bloody end.
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There’s a new creature on the :guilabel:`Others` list, a
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There's a new creature on the :guilabel:`Others` list, a
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:guilabel:`Jabberer`. Hit :kbd:`v` to examine it.
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| :guilabel:`A huge monster that lurks in caverns deep under the earth.`
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@ -293,26 +293,26 @@ Hit :kbd:`u` again, highlight the :guilabel:`Jabberer`, and hit
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.. image:: images/Magma-Tut-1_20-Delving-for-Magma.png
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:align: center
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It’s not far from the breach we made in the caverns, but it’s our
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lucky day – unlike the other breaches we made in the upper caverns
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It's not far from the breach we made in the caverns, but it's our
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lucky day - unlike the other breaches we made in the upper caverns
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that led directly onto the cavern floor, this one is in a rock pillar
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one z-level above the cavern floor. Unless the Jabberer can climb, it
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cannot path into the fortress.
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* Pray to Armok that this Jabberer hasn’t been training its
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* Pray to Armok that this Jabberer hasn't been training its
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:guilabel:`climb` skill and make the usual designations to seal and
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bypass the cavern layer, remembering to place hatches and trim the
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:guilabel:`Inside` burrow.
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* Keep an eye on the monster – place your cursor over it with :kbd:`v`
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* Keep an eye on the monster - place your cursor over it with :kbd:`v`
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and hit :kbd:`f` to :guilabel:`follow` it. If it starts moving toward
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the breach, we must immediately evacuate the up-down staircase and
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seal the floor hatches we’ve placed.
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seal the floor hatches we've placed.
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A Sea of Fire
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=============
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Let's push further downward and locate that elusive magma. So far
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we’ve had no luck finding magma close to the surface, so we’ll
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we've had no luck finding magma close to the surface, so we'll
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continue mining down until we encounter signs of it.
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* Reconnect the bypass staircase to the main up/down staircase,
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@ -334,7 +334,7 @@ the other side.
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was cancelled.
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* Hit :kbd:`x` and erase all remaining dig designations on that level
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and below it.
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* Designate an up/down staircase on the cancelled tile. Let’s get a
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* Designate an up/down staircase on the cancelled tile. Let's get a
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look at that magma.
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.. image:: images/Magma-Tut-3_2-A-Sea-of-Fire.png
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@ -343,26 +343,26 @@ the other side.
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.. image:: images/Magma-Tut-3_3-A-Sea-of-Fire.png
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:align: center
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We’ve found what we’ve been looking for - the magma sea at the bottom
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We've found what we've been looking for - the magma sea at the bottom
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of the world.
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.. image:: images/Magma-Tut-3_4-A-Sea-of-Fire.png
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:align: center
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Actually, we’ve found quite a bit more than what we’ve been looking
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Actually, we've found quite a bit more than what we've been looking
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for. :guilabel:`Adamantine` is the strongest, sharpest, and lightest
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metal in existence, but it requires special precautions to exploit.
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Adamantine is beyond the scope of this tutorial and can be very
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dangerous, so we’ll leave it alone and focus on working with magma.
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dangerous, so we'll leave it alone and focus on working with magma.
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The magma sea is full of nasty critters, just like the caverns, so
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let’s seal it off until we’re prepared to deal with it on our own
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let's seal it off until we're prepared to deal with it on our own
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terms.
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* Follow the same procedure as before, removing the up stairs, fixing
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a floor hatch or building a floor, and rerouting back to the main
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up/down staircase.
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* If you get a warm stone cancellation, verify that you’re not digging
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* If you get a warm stone cancellation, verify that you're not digging
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into the magma sea itself and re-designate the tile to override it.
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Take some time to get acquainted with the magma sea and its
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@ -375,9 +375,9 @@ are hotter even than magma, so when a dwarf transports a caged one to
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a stockpile, the cage burns away and looses the fire snake to ignite
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everything as it wiggles around.
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We didn’t risk the fortress dodging Jabberers and other forgotten
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horrors just to admire the view. The magma sea isn’t much good to us
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all the way down here. To harness magma’s potential, we need to raise
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We didn't risk the fortress dodging Jabberers and other forgotten
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horrors just to admire the view. The magma sea isn't much good to us
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all the way down here. To harness magma's potential, we need to raise
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it to the surface.
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A Well-Laid Foundation
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@ -391,34 +391,34 @@ also consider the temperature of magma when building the pump stack,
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using only magma-safe materials whose melting point is higher than the
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temperature of magma.
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Before we start digging, it’s a good idea to start building the
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Before we start digging, it's a good idea to start building the
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materials needed for a pump stack. A single :guilabel:`Screw Pump`
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(:kbd:`b`, :kbd:`M`, :kbd:`s`), as the game calls it, is built with
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one :guilabel:`Block`, one :guilabel:`Enormous Corkscrew`, and one
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:guilabel:`Pipe Section`. Each of these must be made out of a
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magma-safe material or else the pump will deconstruct when it touches
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magma. Additionally, we will need a supply of magma-safe doors to seal
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the pumps’ output chambers.
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the pumps' output chambers.
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The :guilabel:`Blocks` and :guilabel:`Doors` can be made out of some
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kind of magma-safe rock, and I noticed that we have lots of
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:guilabel:`quartzite` available on the upper levels of our fortress.
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* Stick three or more Mason’s Workshops in the quarry area at level
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* Stick three or more Mason's Workshops in the quarry area at level
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-9. There is lots of quartzite already on the ground, but we probably
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will need to mine for more eventually.
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* Streamline the production process by creating a quartzite-only
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stockpile around the Mason’s Workshopes. Hit :kbd:`p`, :kbd:`t` to
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create a custom stockpile that only allows :guilabel:`quartzite`. It’s
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stockpile around the Mason's Workshopes. Hit :kbd:`p`, :kbd:`t` to
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create a custom stockpile that only allows :guilabel:`quartzite`. It's
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found in the :guilabel:`Stone` -> :guilabel:`Other Stone` submenu.
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* Hit :kbd:`q` over the quartzite stockpile, :kbd:`w`, and change the
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maximum wheelbarrows to 20.
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* Speaking of which, hit :kbd:`j`, :kbd:`m`, :kbd:`q` and put in an
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order for 30 wooden wheelbarrows. Go to the Carpenter’s Workshop and
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order for 30 wooden wheelbarrows. Go to the Carpenter's Workshop and
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cancel some of the bucket orders to make room in the queue.
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* Configure the quartzite stockpile to :guilabel:`give to` the three
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Mason’s Workshops. Hit :kbd:`q` over the quartzite stockpile,
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:kbd:`g`, and :kbd:`Enter` over each Mason’s Workshop you just built.
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Mason's Workshops. Hit :kbd:`q` over the quartzite stockpile,
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:kbd:`g`, and :kbd:`Enter` over each Mason's Workshop you just built.
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This is what you should see:
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.. image:: images/Magma-Tut-4_1-Foundation.png
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@ -428,26 +428,26 @@ Now, the only source that these workshops will use when executing jobs
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is the linked quartzite stockpile. This ensures that all products made
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here will be magma safe.
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* At the three mason’s workshops, add orders for an additional 150
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* At the three mason's workshops, add orders for an additional 150
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:guilabel:`doors` and an additional 150 :guilabel:`blocks.` You will
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need to edit the current workflow ranges to accomplish this.
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* Make sure to delete the orders for doors and blocks at the two
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Masons’ Workshops on z-level -5. Otherwise we may fall short of our
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Masons' Workshops on z-level -5. Otherwise we may fall short of our
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magma-safe door and block targets.
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Magma-safe :guilabel:`Enormous Corkscrews` and :guilabel:`Pipe
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Sections` are more difficult to produce. We have two options – forge
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them from iron at a Metalsmith’s Forge, or make them from glass at a
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Sections` are more difficult to produce. We have two options - forge
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them from iron at a Metalsmith's Forge, or make them from glass at a
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Glass Furnace. Although we have the infrastructure already in place to
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start making iron components, we shouldn’t expend our finite iron ore
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start making iron components, we shouldn't expend our finite iron ore
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reserves on corkscrews and pipe sections. Each corkscrew takes one bar
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of iron to produce and each pipe section takes three, so making 127 of
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each out of iron would take 508 iron bars total! Glassmaking requires
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only sand, which is infinite, and 127 units of charcoal for fuel.
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Therefore, the glass option is clearly the better course of action.
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Let’s start beefing up our glass production facilities. Yellow sand is
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found on z-level -2, so that’s where we will locate our Glass Furnaces.
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Let's start beefing up our glass production facilities. Yellow sand is
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found on z-level -2, so that's where we will locate our Glass Furnaces.
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* Build a set of three Glass Furnaces to pump out :guilabel:`Screw
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Pump` components and another five to run :guilabel:`Collect Sand` jobs
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@ -463,13 +463,13 @@ found on z-level -2, so that’s where we will locate our Glass Furnaces.
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run of 150 :guilabel:`Make green glass tube` and :guilabel:`Make
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enormous green glass corkscrew`.
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* On the five spam Glass Furnaces, order :guilabel:`Collect Sand` with
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a Workflow limit of 25-30 :guilabel:`powder of any sand`. It’s
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a Workflow limit of 25-30 :guilabel:`powder of any sand`. It's
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important to keep sand bags available or glass production will cease.
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* Sand collection and storage requires lots of bags, so increase the
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workflow limit for bags at the Clothier’s Shop to 30-40.
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* If the clothiers can’t keep up, we’ll have to resort to making
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leather bags and micromanaging the Farmer’s Workshop to supply our
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clothesmaking industry. For this reason, it’s also a good idea to
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workflow limit for bags at the Clothier's Shop to 30-40.
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* If the clothiers can't keep up, we'll have to resort to making
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leather bags and micromanaging the Farmer's Workshop to supply our
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clothesmaking industry. For this reason, it's also a good idea to
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clean out all traders of cloth and leather. Bags are critical to our
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magma ambitions!
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* Hit :kbd:`i`, :kbd:`e`, fill the glass factory with a zone, and hit
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@ -478,22 +478,22 @@ found on z-level -2, so that’s where we will locate our Glass Furnaces.
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Now to expand our charcoal production capacity. Each operation at the
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Glass Furnaces burns a unit of fuel, and right now we have only a
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single Wood Furnace supplying the fort. Let’s build some more to keep
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single Wood Furnace supplying the fort. Let's build some more to keep
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up with the demand for charcoal.
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* Place four new Wood Furnaces in our stockpile room close to the
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wood. We have a large excess of space in our Armor and Ammo
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stockpiles, so cut into those to make room for the Wood Furnaces.
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* Queue up a :guilabel:`Make Charcoal` job in each and change the
|
||||
Workflow limits to 55-60. There’s currently plenty of excess wood
|
||||
Workflow limits to 55-60. There's currently plenty of excess wood
|
||||
laying around outside, but it never hurts to chop down more old growth
|
||||
forest. Wood stock is something we’ll need to keep an eye on.
|
||||
forest. Wood stock is something we'll need to keep an eye on.
|
||||
|
||||
.. image:: images/Magma-Tut-4_3-Foundation.png
|
||||
:align: center
|
||||
|
||||
Let’s do something to mitigate the extreme distances involved in
|
||||
hauling the pump components. We’ll make a large stockpile midway to
|
||||
Let's do something to mitigate the extreme distances involved in
|
||||
hauling the pump components. We'll make a large stockpile midway to
|
||||
the magma sea to store our quartzite :guilabel:`doors`, quartzite
|
||||
:guilabel:`blocks`, glass :guilabel:`tubes`, and glass
|
||||
:guilabel:`enormous corkscrews`.
|
||||
|
@ -502,25 +502,25 @@ the magma sea to store our quartzite :guilabel:`doors`, quartzite
|
|||
tubes, and corkscrews, as well as some space for blocks which will be
|
||||
neatly packed into bins. We will need 150 of each, so size the rooms
|
||||
accordingly
|
||||
* While you’re down here, hit :kbd:`H` and make a hotkey for this spot.
|
||||
* While you're down here, hit :kbd:`H` and make a hotkey for this spot.
|
||||
* I accidentally carved my way into the caverns at this point. If that
|
||||
happens to you, immediately wall up the breach (:kbd:`b`, :kbd:`C`,
|
||||
:kbd:`w`) and modify the dig designation to leave at least a 1-tile
|
||||
wall between the caverns and fortress. Here’s my setup:
|
||||
wall between the caverns and fortress. Here's my setup:
|
||||
|
||||
.. image:: images/Magma-Tut-4_4-Foundation.png
|
||||
:align: center
|
||||
|
||||
You’ll end up with :guilabel:`marble`, :guilabel:`sphalerite`, and
|
||||
You'll end up with :guilabel:`marble`, :guilabel:`sphalerite`, and
|
||||
other detritus strewn everywhere. We need that space for our
|
||||
stockpiles, so let’s clear it:
|
||||
stockpiles, so let's clear it:
|
||||
|
||||
* Hit :kbd:`i` and designate a 1x1 tile zone in a corner of one of the
|
||||
rooms, :guilabel:`Place` it with :kbd:`Enter`.
|
||||
* Hit :kbd:`d` to make it a garbage dump. Hit :kbd:`d`, :kbd:`b`,
|
||||
:kbd:`d` and mark everything you dug out to be dumped.
|
||||
|
||||
Let’s set up our stockpiles, starting with the quartzite doors.
|
||||
Let's set up our stockpiles, starting with the quartzite doors.
|
||||
|
||||
* Hit :kbd:`p`, :kbd:`t`, and use :kbd:`d` to disable everything in
|
||||
the first column. Everything should be dark gray.
|
||||
|
@ -550,7 +550,7 @@ disabled when setting the parameters. If you prefer, instead of
|
|||
starting with :kbd:`p`, :kbd:`t`, you can place the stockpiles first
|
||||
and use :kbd:`q` to edit the options. Below are sets of keystrokes
|
||||
certain to result in the proper stockpile in case you get lost, but
|
||||
it’s a good idea to figure it out on your own.
|
||||
it's a good idea to figure it out on your own.
|
||||
|
||||
* Quartzite blocks: :kbd:`p`, :kbd:`t`, move to and hit :kbd:`d` on
|
||||
everything in the left column, move to :guilabel:`Bars/Blocks`,
|
||||
|
@ -576,7 +576,7 @@ it’s a good idea to figure it out on your own.
|
|||
Quality`, :kbd:`p`, move to :guilabel:`Total Quality`, :kbd:`p`,
|
||||
:kbd:`Escape`, and place the stockpile.
|
||||
|
||||
There’s some housekeeping to do before we’re done with stockpile
|
||||
There's some housekeeping to do before we're done with stockpile
|
||||
configuration. We have to disable quartzite doors, quartzite blocks,
|
||||
glass tubes, and glass corkscrews from our other stockpiles or else
|
||||
these products will wind up in our existing stockpiles instead of our
|
||||
|
@ -603,9 +603,9 @@ new ones.
|
|||
Stacks on Stacks
|
||||
================
|
||||
|
||||
Let’s turn our attention to digging out the pump stack casing. First,
|
||||
we should go over pump operation in order to understand what we’re
|
||||
doing. A pump lifts liquids – water or magma – from the level below it
|
||||
Let's turn our attention to digging out the pump stack casing. First,
|
||||
we should go over pump operation in order to understand what we're
|
||||
doing. A pump lifts liquids - water or magma - from the level below it
|
||||
up to its level. In the image below, water is pumped from the right to
|
||||
the left and is retained on the pump's level.
|
||||
|
||||
|
@ -619,7 +619,7 @@ The other is passable to allow a dwarf access to the pump. If we build
|
|||
a pump so that its passable tile rests not on a floor but atop the
|
||||
impassible tile of a pump below, the upper pump will transmit power
|
||||
downward to the lower pump. This power transmission property is the
|
||||
key to the pump stack’s utility because it allows us to stack an
|
||||
key to the pump stack's utility because it allows us to stack an
|
||||
infinite number on top of one another.
|
||||
|
||||
.. image:: images/Magma-Tut-5_2-Stacks.png
|
||||
|
@ -639,9 +639,9 @@ degrees in order to draw from the output water of the first pump.
|
|||
Therefore, when digging out the casing for our pump stack, we have to
|
||||
ensure that:
|
||||
|
||||
* Each pump’s intake tile has been channeled out to allow access to
|
||||
* Each pump's intake tile has been channeled out to allow access to
|
||||
the magma beneath it,
|
||||
* Each pump’s passable tile has been channeled out to allow power
|
||||
* Each pump's passable tile has been channeled out to allow power
|
||||
transmission downward, and
|
||||
* Dwarves can access the passable tile of the pump as well as the
|
||||
output tile for maintenance and installation.
|
||||
|
@ -652,27 +652,27 @@ the process of digging the pump stack casing.
|
|||
.. image:: images/Magma-Tut-5_4-Stacks.gif
|
||||
:align: center
|
||||
|
||||
We’ll use a modified design from the one above:
|
||||
We'll use a modified design from the one above:
|
||||
|
||||
.. image:: images/Magma-Tut-5_5-Stacks.png
|
||||
:align: center
|
||||
:alt: Designated – Bottom
|
||||
:alt: Designated - Bottom
|
||||
|
||||
.. image:: images/Magma-Tut-5_6-Stacks.png
|
||||
:align: center
|
||||
:alt: Designated – Top
|
||||
:alt: Designated - Top
|
||||
|
||||
.. image:: images/Magma-Tut-5_7-Stacks.png
|
||||
:align: center
|
||||
:alt: Dug out – Bottom
|
||||
:alt: Dug out - Bottom
|
||||
|
||||
.. image:: images/Magma-Tut-5_8-Stacks.png
|
||||
:align: center
|
||||
:alt: Dug out – Top
|
||||
:alt: Dug out - Top
|
||||
|
||||
.. image:: images/Magma-Tut-5_9-Stacks.png
|
||||
:align: center
|
||||
:alt: Populated – Bottom
|
||||
:alt: Populated - Bottom
|
||||
|
||||
.. image:: images/Magma-Tut-5_10-Stacks.png
|
||||
:align: center
|
||||
|
@ -680,10 +680,10 @@ We’ll use a modified design from the one above:
|
|||
|
||||
Some notes about the design:
|
||||
|
||||
* Our design incorporates ‼Science‼ to mitigate framerate loss. Pump
|
||||
stacks are notorious for plunging the game’s framerate into single
|
||||
digits, so we’ve used a 3x1 output zone for each pump instead of the
|
||||
previous illustrations’ 1x1 zone.
|
||||
* Our design incorporates ‼Science‼ to mitigate framerate loss. Pump
|
||||
stacks are notorious for plunging the game's framerate into single
|
||||
digits, so we've used a 3x1 output zone for each pump instead of the
|
||||
previous illustrations' 1x1 zone.
|
||||
* The quartzite door blocks access to the output zone of each pump.
|
||||
When built, each must be forbidden and made pet impassible to prevent
|
||||
magma leaks.
|
||||
|
@ -695,13 +695,13 @@ Some notes about the design:
|
|||
|
||||
The first order of business is to locate a suitable vertical route for
|
||||
our pump stack. Including the outer walls, we need 6x7 tiles of space
|
||||
for our design. Let’s look for a solid 6x7 column of rock that runs
|
||||
for our design. Let's look for a solid 6x7 column of rock that runs
|
||||
from magma to open air.
|
||||
|
||||
* Hit :kbd:`F3` and go down the rest of the way to the very bottom of
|
||||
your pump stack. Start moving up and see if any routes stand out. It’s
|
||||
your pump stack. Start moving up and see if any routes stand out. It's
|
||||
best to keep the pump stack well away from the central staircase in
|
||||
order to dodge the upper levels’ bedrooms, quarry, and stockpile rooms.
|
||||
order to dodge the upper levels' bedrooms, quarry, and stockpile rooms.
|
||||
* After ten minutes of scrolling up and down the map, I found a
|
||||
suitable route to the north of the central stairwell. Run an up/down
|
||||
stairway from z-level -1 to z-level -126 through the location marked
|
||||
|
@ -721,7 +721,7 @@ from magma to open air.
|
|||
.. image:: images/Magma-Tut-5_13-Stacks.png
|
||||
:align: center
|
||||
|
||||
Now, let’s dig out the magma intake pool below the bottom-most level
|
||||
Now, let's dig out the magma intake pool below the bottom-most level
|
||||
of the pump stack. We will use :guilabel:`Fortifications` to keep out
|
||||
the magma creatures and channel from above to safely flood the intake
|
||||
pool.
|
||||
|
@ -740,7 +740,7 @@ pool.
|
|||
above. Dig an access tunnel above the :guilabel:`Fortifications`.
|
||||
* From the access tunnel level, channel out the tiles to the west of
|
||||
the :guilabel:`Fortifications`. Make sure not to channel out tiles
|
||||
that are not in front of fortifications or you’ll expose the fortress
|
||||
that are not in front of fortifications or you'll expose the fortress
|
||||
to the magma sea and wind up with flaming crabs in your basement.
|
||||
|
||||
.. image:: images/Magma-Tut-5_15-Stacks.png
|
||||
|
@ -749,16 +749,16 @@ pool.
|
|||
* The level below will flood with magma. Block off the access tunnel
|
||||
with a constructed wall to seal it.
|
||||
|
||||
Now, let’s dig out the last 120 z-levels of the pump stack casing.
|
||||
Now, let's dig out the last 120 z-levels of the pump stack casing.
|
||||
|
||||
.. image:: images/Magma-Tut-5_16-Stacks.gif
|
||||
:align: center
|
||||
|
||||
Actually, let’s not. This may be the most tedious, mind-numbing task
|
||||
in any video game you’ll ever play. Fortunately, we have the Quickfort
|
||||
utility to do it all for us, and today is your lucky day – I’ve
|
||||
Actually, let's not. This may be the most tedious, mind-numbing task
|
||||
in any video game you'll ever play. Fortunately, we have the Quickfort
|
||||
utility to do it all for us, and today is your lucky day - I've
|
||||
committed our pump stack design to a series of blueprints using the
|
||||
Picturefort utility so you don’t have to!
|
||||
Picturefort utility so you don't have to!
|
||||
|
||||
* Download Pump Stack - Quickfort - DF Magma Tutorial.xlsx to a
|
||||
convenient location. We will use this file as a blueprint to dig the
|
||||
|
@ -773,42 +773,42 @@ Picturefort utility so you don’t have to!
|
|||
over the first two levels of pump stack casing.
|
||||
* Hit :kbd:`Alt+F` and open Pump Stack - Quickfort - DF Magma
|
||||
Tutorial.xlsx from the convenient location you extracted it to. Then
|
||||
select Pump Stack – Dig from the list on the left and click OK.
|
||||
select Pump Stack - Dig from the list on the left and click OK.
|
||||
* Take a moment to read the Quickfort cursor tooltip, and then hit
|
||||
:kbd:`Alt+D` to execute the macro.
|
||||
|
||||
.. image:: images/Magma-Tut-5_17-Stacks.gif
|
||||
:align: center
|
||||
|
||||
Quickfort’s magic designates the dig squares for us automatically!
|
||||
Quickfort's magic designates the dig squares for us automatically!
|
||||
Take a moment to appreciate how the old-timer Urists had to designate
|
||||
all this by hand. ‘You kids have it too easy,' they’d tell ya, ‘makes
|
||||
ya soft and complacent!' But we digress – let’s finish digging out the
|
||||
all this by hand. 'You kids have it too easy,' they'd tell ya, 'makes
|
||||
ya soft and complacent!' But we digress - let's finish digging out the
|
||||
pump stack casing.
|
||||
|
||||
Our macro has two steps – first it digs the ‘Lower’-type pump stack,
|
||||
then it moves up a level and digs the ‘Upper’-type pump stack, and
|
||||
Our macro has two steps - first it digs the 'Lower'-type pump stack,
|
||||
then it moves up a level and digs the 'Upper'-type pump stack, and
|
||||
finally moves up another level to be ready for the next operation. Our
|
||||
job is to ensure that we start each operation on a fresh, undesignated
|
||||
level. If we get the dig designations out of order, the pump stack
|
||||
will not work.
|
||||
|
||||
* We’ve designated two levels to be dug out so far, so place the
|
||||
* We've designated two levels to be dug out so far, so place the
|
||||
cursor on the :guilabel:`Up/Down Stair` above the top level
|
||||
designated: z-level -122.
|
||||
* Hit :kbd:`d` to activate :guilabel:`Mine` mode, and hit
|
||||
:kbd:`Alt+D`. Quickfort will designate two levels to be dug out and
|
||||
spit the cursor out on the fresh layer above the top level designated.
|
||||
* Ensure that the cursor is resting on the :guilabel:`Up/Down Stair
|
||||
where Quickfort spit it out (just don’t move it). Hit :kbd:`Alt+D`
|
||||
where Quickfort spit it out (just don't move it). Hit :kbd:`Alt+D`
|
||||
again to execute another two levels.
|
||||
* Continue hitting :kbd:`Alt+D` in this manner until we end up on
|
||||
z-level -1. Then, remove the dig designation created by Quickfort on
|
||||
z-level -1. We will save this level for power-related mechanical
|
||||
linkages.
|
||||
* Finally, go back through each level and ensure that we haven’t made
|
||||
* Finally, go back through each level and ensure that we haven't made
|
||||
any mistakes. Check the dig designations against the patterns above.
|
||||
When you’re satisfied, unpause and let the miners get to work.
|
||||
When you're satisfied, unpause and let the miners get to work.
|
||||
* If you get spammed with :guilabel:`Urist McPickaxe, Miner, cancels
|
||||
Dig: Inappropriate dig square`, just ignore it. Our design does not
|
||||
require babying to be dug out correctly.
|
||||
|
@ -818,8 +818,8 @@ will not work.
|
|||
our design can cause dwarves to suspend door construction.
|
||||
|
||||
Placement of the pumps can be the most time-consuming part of building
|
||||
the pump stack. Each pump requires an Architect to ‘design’ it and
|
||||
then a Mechanic to put it together. To mitigate this, let’s install a
|
||||
the pump stack. Each pump requires an Architect to 'design' it and
|
||||
then a Mechanic to put it together. To mitigate this, let's install a
|
||||
:guilabel:`Gear Assembly` above the top of the pump stack. This will
|
||||
anchor it from above, allowing pumps to be built from above and below
|
||||
simultaneously, thereby halving the time required to complete the
|
||||
|
@ -827,7 +827,7 @@ stack.
|
|||
|
||||
An added benefit of two anchor points is that if one pump deconstructs
|
||||
due to, for example, accidentally being built from non-magma-safe
|
||||
materials, the entire stack shouldn’t also deconstruct for lack of a
|
||||
materials, the entire stack shouldn't also deconstruct for lack of a
|
||||
foundation.
|
||||
|
||||
* On z-level -1, channel out the tile leading to where the impassible
|
||||
|
@ -845,7 +845,7 @@ foundation.
|
|||
.. image:: images/Magma-Tut-5_19-Stacks.png
|
||||
:align: center
|
||||
|
||||
It’s time to build the pumps and place the doors. We’ll do the first
|
||||
It's time to build the pumps and place the doors. We'll do the first
|
||||
two levels manually to illustrate important considerations that need
|
||||
be taken and then use Quickfort to finish the stack.
|
||||
|
||||
|
@ -867,7 +867,7 @@ look like this:
|
|||
* Hit :kbd:`Enter`.
|
||||
* Make absolutely sure you choose only magma-safe components made from
|
||||
magma-safe materials! Otherwise, the whole stack will fall apart the
|
||||
instant it’s activated. Use only :guilabel:`quartzite blocks`,
|
||||
instant it's activated. Use only :guilabel:`quartzite blocks`,
|
||||
:guilabel:`enormous green glass corkscrews`, and :guilabel:`green
|
||||
glass tubes`.
|
||||
* Finish it off by placing a :guilabel:`quartzite door` in the tile
|
||||
|
@ -878,16 +878,16 @@ look like this:
|
|||
with the pump turned 180 degrees so that the impassible tile seals the
|
||||
3x1 output chamber.
|
||||
|
||||
Keep going if you want – it helps to do a few levels manually to
|
||||
really understand why a pump stack works. When you’re ready, let’s
|
||||
Keep going if you want - it helps to do a few levels manually to
|
||||
really understand why a pump stack works. When you're ready, let's
|
||||
finish building with Quickfort.
|
||||
|
||||
First, delete the Workflow orders for glass tubes, corkscrews,
|
||||
quartzite blocks, and quartzite doors. We don’t want to keep producing
|
||||
quartzite blocks, and quartzite doors. We don't want to keep producing
|
||||
these as they are used to construct the pump stack, and the number of
|
||||
items in the game impacts framerate.
|
||||
|
||||
Quickfort does not yet permit manual material selection – whatever is
|
||||
Quickfort does not yet permit manual material selection - whatever is
|
||||
first on the list is used when build orders are put in, and the
|
||||
materials are sorted only by distance. That opens the possibility that
|
||||
we could unknowingly use a non magma-safe door or block in our pump
|
||||
|
@ -899,12 +899,12 @@ stack. Therefore, we need to forbid all non-quartzite doors and blocks.
|
|||
* Do the same for blocks.
|
||||
* We can check our success by starting to build a pump/door and
|
||||
verifying that quartzite is the only option for either.
|
||||
* Build the pump stack. Ensure that you start on a ‘Lower’-type level
|
||||
* Build the pump stack. Ensure that you start on a 'Lower'-type level
|
||||
with the 3x1 output chamber to the right.
|
||||
* Hit :kbd:`Alt+F`, load Pump Stack - Quickfort - DF Magma
|
||||
Tutorial.xlsx, and select Pump Stack – Build from the menu on the left.
|
||||
Tutorial.xlsx, and select Pump Stack - Build from the menu on the left.
|
||||
* Read the tooltip instructions, hit :kbd:`b`, :kbd:`o`, place the
|
||||
cursor on the pump stack’s :guilabel:`Up/Down Staircase`, and hit
|
||||
cursor on the pump stack's :guilabel:`Up/Down Staircase`, and hit
|
||||
:kbd:`Alt+D`.
|
||||
* When the Quickfort macro spits us out on the next level after
|
||||
executing the build commands, hit :kbd:`Alt+D` again, and repeat until
|
||||
|
@ -921,17 +921,17 @@ of 1240 required power. Additionally, the mechanical linkages
|
|||
necessary to transmit all that power push our power generation needs
|
||||
well above 1500.
|
||||
|
||||
We’ll use :guilabel:`Water Wheels` for power generation.
|
||||
We'll use :guilabel:`Water Wheels` for power generation.
|
||||
Unsurprisingly, these require flowing water. The only natural flowing
|
||||
water on the map is the river in the northwest, which is exposed to
|
||||
invaders. Another option is to create an artificial underground river
|
||||
that empties into the caverns, but these only work well with low-flow
|
||||
sources like aquifers (that’s right – aquifers are useful!).
|
||||
Unfortunately, the high flow rate of our river will break the game’s
|
||||
sources like aquifers (that's right - aquifers are useful!).
|
||||
Unfortunately, the high flow rate of our river will break the game's
|
||||
water flow model, resulting in no power.
|
||||
|
||||
We will install about 30 :guilabel:`Water Wheels` (:kbd:`b`, :kbd:`M`,
|
||||
:kbd:`w`) along the river. This almost certainly is overkill – 17
|
||||
:kbd:`w`) along the river. This almost certainly is overkill - 17
|
||||
would probably be fine, but more power never hurts and we have tons of
|
||||
wood.
|
||||
|
||||
|
@ -953,18 +953,18 @@ for our purposes!
|
|||
Let's transmit all this power to our pump stack by means of
|
||||
:guilabel:`Horizontal Axles`, :guilabel:`Vertical Axles`, and
|
||||
:guilabel:`Gear Assemblies`. Doing so means creating a permanent
|
||||
opening in our fortress, so we’ll have to build walls to deter invaders.
|
||||
opening in our fortress, so we'll have to build walls to deter invaders.
|
||||
|
||||
* Find the two gear assemblies at the top of the pump stack. Dig a
|
||||
tunnel ten or so tiles north, then dig an :guilabel:`Upward Ramp`
|
||||
(:kbd:`d`, :kbd:`r`).
|
||||
* Remove the ramp when it’s dug out. In its place, build a
|
||||
* Remove the ramp when it's dug out. In its place, build a
|
||||
:guilabel:`Gear Assembly`.
|
||||
|
||||
We’ll now have a hole in our fortress that we cannot plug – the space
|
||||
will be occupied by a :guilabel:`Vertical Axle`. Let’s build a small
|
||||
tower around it to mitigate the danger. It’s a great idea to add traps
|
||||
as well. Here’s a design I came up with (the access stairs will be
|
||||
We'll now have a hole in our fortress that we cannot plug - the space
|
||||
will be occupied by a :guilabel:`Vertical Axle`. Let's build a small
|
||||
tower around it to mitigate the danger. It's a great idea to add traps
|
||||
as well. Here's a design I came up with (the access stairs will be
|
||||
removed after axle and gear installation):
|
||||
|
||||
.. image:: images/Magma-Tut-6_2-Deus-Ex-Machina.png
|
||||
|
@ -973,7 +973,7 @@ removed after axle and gear installation):
|
|||
.. image:: images/Magma-Tut-6_3-Deus-Ex-Machina.png
|
||||
:align: center
|
||||
|
||||
Let’s build a series of axles and gear assemblies to transmit power to
|
||||
Let's build a series of axles and gear assemblies to transmit power to
|
||||
the pump stack. Use :guilabel:`Gear Assemblies` for junctions,
|
||||
:guilabel:`Horizontal Axles` to connect power on the same z-level, and
|
||||
:guilabel:`Vertical Axles` to connect between the z-levels. Always
|
||||
|
@ -982,7 +982,7 @@ build from the bottom up, as well.
|
|||
* Start by building a :guilabel:`Vertical Axle` over the channeled-out
|
||||
over the underground gear assembly in our tower.
|
||||
* One z-level above that, build a :guilabel:`Gear Assembly`.
|
||||
* Remember: build from bottom up – determine the path of the axle
|
||||
* Remember: build from bottom up - determine the path of the axle
|
||||
leading out over the tower, then build a :guilabel:`Gear Assembly` on
|
||||
the ground outside it to transmit the power over the walls.
|
||||
* Go up a z-level and build a :guilabel:`Gear Assembly` on top of that one.
|
||||
|
@ -993,16 +993,16 @@ build from the bottom up, as well.
|
|||
* When the machinery is completed, remove (:kbd:`d`, :kbd:`n`) the
|
||||
access stairs on the tower.
|
||||
|
||||
We must also devise a way to turn off power to the pump stack. Let’s
|
||||
We must also devise a way to turn off power to the pump stack. Let's
|
||||
connect a :guilabel:`Lever` to the :guilabel:`Gear Assembliy` below
|
||||
the tower. Pulling it will disengage the gear assembly and break the
|
||||
‘chain’ of power to the pumps. Just be sure not to hook the lever to
|
||||
the supporting gear assembly to the south of the pump stack gear –
|
||||
'chain' of power to the pumps. Just be sure not to hook the lever to
|
||||
the supporting gear assembly to the south of the pump stack gear -
|
||||
disconnecting that one may cause the pump stack to collapse for sudden
|
||||
lack of a foundation.
|
||||
|
||||
* After connecting the lever to the gear assembly, :guilabel:`Pull the
|
||||
Lever` to disengage the gear. We don’t want to pump magma before we
|
||||
Lever` to disengage the gear. We don't want to pump magma before we
|
||||
decide where it will go!
|
||||
* Complete the power linkage with a :guilabel:`Horizontal Axle`
|
||||
leading from the disengaged gear assembly to the gear assembly atop
|
||||
|
@ -1028,13 +1028,13 @@ Here is an overview of the setup I devised:
|
|||
With power connected, the only thing we have left to do is dig tunnels
|
||||
to direct the pumped magma and throw the master power lever.
|
||||
|
||||
‼Tower of Babel‼
|
||||
================
|
||||
Tower of Babel
|
||||
==============
|
||||
|
||||
Magma has a wide range of applications, but for now, I’ve dug out a
|
||||
Magma has a wide range of applications, but for now, I've dug out a
|
||||
massive magma-powered factory that will handle all smelting, forging,
|
||||
glassmaking, and kiln operations of the fortress. The specific layout
|
||||
of your magma infrastructure is completely up to you! Perhaps you’d
|
||||
of your magma infrastructure is completely up to you! Perhaps you'd
|
||||
rather build a magma weapon?
|
||||
|
||||
.. image:: images/Magma-Tut-7_1-Tower-of-Babel.png
|
||||
|
@ -1043,13 +1043,13 @@ rather build a magma weapon?
|
|||
.. image:: images/Magma-Tut-7_2-Tower-of-Babel.png
|
||||
:align: center
|
||||
|
||||
Before activating our pump stack, it’s a good idea to
|
||||
Before activating our pump stack, it's a good idea to
|
||||
:guilabel:`Forbid` and :guilabel:`Keep Tightly Closed` the doors on
|
||||
each level of the stack. Otherwise, a cat or child will open one and
|
||||
run flaming throughout the fortress, igniting everything and
|
||||
horrifying everyone.
|
||||
|
||||
With that done, it’s time to turn it all on!
|
||||
With that done, it's time to turn it all on!
|
||||
|
||||
* Verify that no one is in the magma tubes. Pumps work fast and leave
|
||||
little time to get away. Use :kbd:`d`, :kbd:`o`, :kbd:`r` to restrict
|
||||
|
@ -1059,14 +1059,14 @@ With that done, it’s time to turn it all on!
|
|||
.. image:: images/Magma-Tut-7_3-Tower-of-Babel.png
|
||||
:align: center
|
||||
|
||||
The magma flows! It’s working! And our frames per second is in the
|
||||
The magma flows! It's working! And our frames per second is in the
|
||||
teens! Turn off the pumps to fix that, by the way.
|
||||
|
||||
Surface magma is the key to true mass production of steel, glass, and
|
||||
clay products. We can also weaponize it to burn our enemies into
|
||||
:guilabel:`Piles of Ash`(search the internet for :guilabel:`Magma
|
||||
Mist`), combine it with water to create :guilabel:`obsidian`, or make
|
||||
an awesome magma moat. Let’s start by relocating our smelting,
|
||||
an awesome magma moat. Let's start by relocating our smelting,
|
||||
forging, glassmaking, and kilns to the magma factory floor and setting
|
||||
up steel production.
|
||||
|
||||
|
@ -1077,12 +1077,12 @@ up steel production.
|
|||
* Each magma-powered workshop requires a channeled-out tile leading to
|
||||
the magma below. For maximum safety, plan out your channeling so that
|
||||
the workshops' impassible tiles cover the exposed magma.
|
||||
* Delete the old smelters and forges – they are obsolete now.
|
||||
* Delete the old smelters and forges - they are obsolete now.
|
||||
|
||||
Below is an example layout for steel production using magma-powered
|
||||
workshops. I connected the various stockpiles to the appropriate
|
||||
workshops, but that’s not strictly necessary and may be more trouble
|
||||
than it’s worth. I also dug an additional magma tunnel to accommodate
|
||||
workshops, but that's not strictly necessary and may be more trouble
|
||||
than it's worth. I also dug an additional magma tunnel to accommodate
|
||||
a lower level dedicated to magma forges. The new magma tunnel doubles
|
||||
as a trap, too!
|
||||
|
||||
|
@ -1095,7 +1095,7 @@ as a trap, too!
|
|||
.. image:: images/Magma-Tut-7_6-Tower-of-Babel.png
|
||||
:align: center
|
||||
|
||||
This is just the beginning of magma’s possibilities! I decided to
|
||||
This is just the beginning of magma's possibilities! I decided to
|
||||
start converting my outdoor garden to a greenhouse with the addition
|
||||
of a roof made from :guilabel:`Clear Glass` blocks. No more pesky
|
||||
goblins digging in my potatoes!
|
||||
|
@ -1103,13 +1103,12 @@ goblins digging in my potatoes!
|
|||
.. image:: images/Magma-Tut-7_6-Tower-of-Babel.png
|
||||
:align: center
|
||||
|
||||
My steel production is coming along so well that I’ve had to clear cut
|
||||
My steel production is coming along so well that I've had to clear cut
|
||||
the entire map of trees, too. What fun! Once my squads are outfitted,
|
||||
I plan on taking control of the caverns and maybe mining the
|
||||
Adamantine pillar we found in the magma sea.
|
||||
|
||||
Good luck with your own magma-fueled adventures and congratulations on
|
||||
completing this tutorial! If you have a chance, I hope you post your
|
||||
volcanic contraptions and resulting ‼Fun‼ on the Bay 12 forums. Praise
|
||||
volcanic contraptions and resulting Fun on the Bay 12 forums. Praise
|
||||
Armok and strike the earth!
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue