From d8c9e1e558c0b7d2e1da4291643131771a1c409c Mon Sep 17 00:00:00 2001 From: PeridexisErrant Date: Mon, 2 Nov 2015 13:10:31 +1100 Subject: [PATCH] Fix encoding issues in magma tutorial --- tutorials/magma-tutorial.rst | 301 +++++++++++++++++------------------ 1 file changed, 150 insertions(+), 151 deletions(-) diff --git a/tutorials/magma-tutorial.rst b/tutorials/magma-tutorial.rst index 953ca71..1a3dc3f 100644 --- a/tutorials/magma-tutorial.rst +++ b/tutorials/magma-tutorial.rst @@ -1,6 +1,6 @@ -################ -‼Fun with Magma‼ -################ +################## +!!Fun with Magma!! +################## This tutorial covers navigating the caverns, locating magma, and raising it to the surface for use. It builds on the fort from the DF @@ -22,7 +22,7 @@ dangerous - substance in Dwarf Fortress. It eliminates much of the :guilabel:`fuel` needed for smelting and smithing, allows for mass production of steel, will burn your enemies to a crisp, and opens the possibility of creating infinite quantities of glass and clay objects. -It also tends to light everything on :guilabel:`‼Fire‼`, melt +It also tends to light everything on :guilabel:`!!Fire!!`, melt important parts of your fortress, and is usually located inaccessibly deep underground. But if you put in the work and understand magma's unique properties, you will discover how much fun magma adds to your @@ -52,28 +52,28 @@ anything directly below it so long as we are able to first :guilabel:`Miner`, and hit :kbd:`z` to :guilabel:`Go to Unit`. Hit :kbd:`p`, :kbd:`e` to bring up a list of work animals and hit :kbd:`Enter` to select a :guilabel:`Stay war dog`. -* Note: If you’ve pastured your war dogs in a spare room as I have (to +* Note: If you've pastured your war dogs in a spare room as I have (to save a few FPS), be sure to un-pasture them or else they will not join their new owners. -* It’s a good idea to create a burrow at the :guilabel:`Hatch` in +* It's a good idea to create a burrow at the :guilabel:`Hatch` in anticipation of stationing melee troops there. See DF Walkthrough Chapter 9.3 for instructions on using burrows to control troops. * Speaking of melee troops, we have enough cannon fodder to fill the ranks of our two melee squads. Hit :kbd:`m` and top off the ranks with new draftees. -* Don’t forget to ensure that we have enough arms and armor to issue +* Don't forget to ensure that we have enough arms and armor to issue to the troops. A full set of armor includes a :guilabel:`helm`, :guilabel:`mail shirt`, :guilabel:`breastplate`, :guilabel:`gauntlet` (each job makes a pair), :guilabel:`greaves` (each job makes a pair), :guilabel:`high boot` (each job makes a pair), and a :guilabel:`shield`. -* Take a second to edit the squads’ schedules to respond to combat +* Take a second to edit the squads' schedules to respond to combat alert states with :guilabel:`10 minimum` soldiers. Hit :kbd:`m`, :kbd:`s`, select :guilabel:`Prim. Kllzn. Gallery` with :kbd:`/`:kbd:`*`, and hit :kbd:`e`, :kbd:`*`, :kbd:`Shift+Enter`. Then hit :kbd:`c` to :guilabel:`Copy orders` and :kbd:`p` to paste them in for every month in each squad. Do the same thing for the other alerts, cycling between them with :kbd:`/`:kbd:`*`. -* Finally, if you’re up for it, create a ‘Miner’ military squad manned +* Finally, if you're up for it, create a military squad manned only by your Miners, assign as a uniform a metal helm and mail shirt, and keep their schedule on :guilabel:`Inactive`. This will cause the miners to don some protective gear to increase their chances of @@ -111,12 +111,12 @@ things. .. image:: images/Magma-Tut-1_4-Delving-for-Magma.png :align: center -It’s an olm, whatever that is. Notice that there’s no option to press +It's an olm, whatever that is. Notice that there's no option to press :kbd:`Enter` to look closer at it like you could with, for example, a dog. Furthermore, hitting :kbd:`u` and scrolling over to -:guilabel:`Others`, we see that there’s no mention of any -:guilabel:`Olm`. We can’t even hit :kbd:`s` and order a squad to -attack it on the map. We’ll find the same thing to be true for the +:guilabel:`Others`, we see that there's no mention of any +:guilabel:`Olm`. We can't even hit :kbd:`s` and order a squad to +attack it on the map. We'll find the same thing to be true for the frog-looking things in the water, called :guilabel:`cap hoppers`. Breathe a sigh of relief; these are just harmless vermin. In fact, @@ -131,10 +131,10 @@ mention whatever is at the bottom of the :guilabel:`downward passage`. Consequently we must close off access to the cavern before anything nasty shows up. Something unseen could be on its way up already, having sensed the minute change in pressure as long-closed stillness -is disturbed by our miner’s pick. +is disturbed by our miner's pick. * Keeping the game paused, find the :guilabel:`Up/Down Stairway` - that’s been carved at the floor of the cavern. + that's been carved at the floor of the cavern. .. image:: images/Magma-Tut-1_5-Delving-for-Magma.png :align: center @@ -157,7 +157,7 @@ is disturbed by our miner’s pick. * Hit :kbd:`d`, :kbd:`x` and remove the dig up/down stair designation under the cavern floor. Leaving it there will cause a miner to merrily continue burrowing downward. -* Finally, amend the Inside burrow so dwarves don’t enter the caverns. +* Finally, amend the Inside burrow so dwarves don't enter the caverns. Hit :kbd:`w`, highlight the :guilabel:`Inside` burrow, hit :kbd:`Enter`, :kbd:`r` to change to :guilabel:`Currently erasing`, and erase the Inside burrow for all of z-level -20 as well as for any @@ -168,7 +168,7 @@ only a downward stairway into the caverns. We must cover that up with a hatch and forbid it as quickly as possible to seal the cavern. Alternatively, we could build a floor over it with the closest available rock, so if you do not have a :guilabel:`Floor Hatch` on -hand, that’s the best backup plan. +hand, that's the best backup plan. * Use :kbd:`.` to advance time tick by tick or unpause and repause in rapid succession. Advance time only long enough for the designations @@ -186,9 +186,9 @@ If nothing came up from below, exhale and toast the dwarf who affixed that :guilabel:`Floor Hatch` because no creature can get through it so long as it remains :guilabel:`Forbidden`. -The first cavern layer’s muddy floor would make excellent underground -farms and there’s probably exotic things to trap down there, but for -now we have to continue the magma hunt. Let’s find a pillar thick +The first cavern layer's muddy floor would make excellent underground +farms and there's probably exotic things to trap down there, but for +now we have to continue the magma hunt. Let's find a pillar thick enough to run a stairwell bypass through and link it back up to the main stairwell under the cavern floor. I see an appropriate one just east of our main up/down stairwell. @@ -225,25 +225,25 @@ east of our main up/down stairwell. buffers if something makes it in from below. Unpause the game and allow your miners to dig deeper. We are only at -z-level -20; there’s a very long way still to go. +z-level -20; there's a very long way still to go. .. image:: images/Magma-Tut-1_12-Delving-for-Magma.png :align: center .. image:: images/Magma-Tut-1_13-Delving-for-Magma.png :align: center -We’ve hit a second cavern layer and another downward passage. Like +We've hit a second cavern layer and another downward passage. Like before, keep the game paused until you set up your dig designations to secure the breach. -* Hit :kbd:`u` and scroll to :guilabel:`Others` to see if there’s any +* Hit :kbd:`u` and scroll to :guilabel:`Others` to see if there's any immediate threats. Thankfully, nothing is immediately visible. There are lots of :guilabel:`bats`, though, which are icky. Better seal this up fast. * Repeat the steps above to seal the stairwell. Remove the up stairs above the breached stairwell, dig upward stairs to reconnect with the stairwell, throw a hatch or floor over the breach, and bypass. -* Don’t forget to delete the sections of the :guilabel:`Internal` +* Don't forget to delete the sections of the :guilabel:`Internal` burrow, remove the dig designation under the cavern floor, and cover all downward staircases with a floor hatch. @@ -275,7 +275,7 @@ Not long after the second cavern, we stumble into a third. As usual, hit :kbd:`u` and scroll over to :guilabel:`Others` to see if some miners are about to meet a bloody end. -There’s a new creature on the :guilabel:`Others` list, a +There's a new creature on the :guilabel:`Others` list, a :guilabel:`Jabberer`. Hit :kbd:`v` to examine it. | :guilabel:`A huge monster that lurks in caverns deep under the earth.` @@ -293,26 +293,26 @@ Hit :kbd:`u` again, highlight the :guilabel:`Jabberer`, and hit .. image:: images/Magma-Tut-1_20-Delving-for-Magma.png :align: center -It’s not far from the breach we made in the caverns, but it’s our -lucky day – unlike the other breaches we made in the upper caverns +It's not far from the breach we made in the caverns, but it's our +lucky day - unlike the other breaches we made in the upper caverns that led directly onto the cavern floor, this one is in a rock pillar one z-level above the cavern floor. Unless the Jabberer can climb, it cannot path into the fortress. -* Pray to Armok that this Jabberer hasn’t been training its +* Pray to Armok that this Jabberer hasn't been training its :guilabel:`climb` skill and make the usual designations to seal and bypass the cavern layer, remembering to place hatches and trim the :guilabel:`Inside` burrow. -* Keep an eye on the monster – place your cursor over it with :kbd:`v` +* Keep an eye on the monster - place your cursor over it with :kbd:`v` and hit :kbd:`f` to :guilabel:`follow` it. If it starts moving toward the breach, we must immediately evacuate the up-down staircase and - seal the floor hatches we’ve placed. + seal the floor hatches we've placed. A Sea of Fire ============= Let's push further downward and locate that elusive magma. So far -we’ve had no luck finding magma close to the surface, so we’ll +we've had no luck finding magma close to the surface, so we'll continue mining down until we encounter signs of it. * Reconnect the bypass staircase to the main up/down staircase, @@ -334,7 +334,7 @@ the other side. was cancelled. * Hit :kbd:`x` and erase all remaining dig designations on that level and below it. -* Designate an up/down staircase on the cancelled tile. Let’s get a +* Designate an up/down staircase on the cancelled tile. Let's get a look at that magma. .. image:: images/Magma-Tut-3_2-A-Sea-of-Fire.png @@ -343,26 +343,26 @@ the other side. .. image:: images/Magma-Tut-3_3-A-Sea-of-Fire.png :align: center -We’ve found what we’ve been looking for - the magma sea at the bottom +We've found what we've been looking for - the magma sea at the bottom of the world. .. image:: images/Magma-Tut-3_4-A-Sea-of-Fire.png :align: center -Actually, we’ve found quite a bit more than what we’ve been looking +Actually, we've found quite a bit more than what we've been looking for. :guilabel:`Adamantine` is the strongest, sharpest, and lightest metal in existence, but it requires special precautions to exploit. Adamantine is beyond the scope of this tutorial and can be very -dangerous, so we’ll leave it alone and focus on working with magma. +dangerous, so we'll leave it alone and focus on working with magma. The magma sea is full of nasty critters, just like the caverns, so -let’s seal it off until we’re prepared to deal with it on our own +let's seal it off until we're prepared to deal with it on our own terms. * Follow the same procedure as before, removing the up stairs, fixing a floor hatch or building a floor, and rerouting back to the main up/down staircase. -* If you get a warm stone cancellation, verify that you’re not digging +* If you get a warm stone cancellation, verify that you're not digging into the magma sea itself and re-designate the tile to override it. Take some time to get acquainted with the magma sea and its @@ -375,9 +375,9 @@ are hotter even than magma, so when a dwarf transports a caged one to a stockpile, the cage burns away and looses the fire snake to ignite everything as it wiggles around. -We didn’t risk the fortress dodging Jabberers and other forgotten -horrors just to admire the view. The magma sea isn’t much good to us -all the way down here. To harness magma’s potential, we need to raise +We didn't risk the fortress dodging Jabberers and other forgotten +horrors just to admire the view. The magma sea isn't much good to us +all the way down here. To harness magma's potential, we need to raise it to the surface. A Well-Laid Foundation @@ -391,34 +391,34 @@ also consider the temperature of magma when building the pump stack, using only magma-safe materials whose melting point is higher than the temperature of magma. -Before we start digging, it’s a good idea to start building the +Before we start digging, it's a good idea to start building the materials needed for a pump stack. A single :guilabel:`Screw Pump` (:kbd:`b`, :kbd:`M`, :kbd:`s`), as the game calls it, is built with one :guilabel:`Block`, one :guilabel:`Enormous Corkscrew`, and one :guilabel:`Pipe Section`. Each of these must be made out of a magma-safe material or else the pump will deconstruct when it touches magma. Additionally, we will need a supply of magma-safe doors to seal -the pumps’ output chambers. +the pumps' output chambers. The :guilabel:`Blocks` and :guilabel:`Doors` can be made out of some kind of magma-safe rock, and I noticed that we have lots of :guilabel:`quartzite` available on the upper levels of our fortress. -* Stick three or more Mason’s Workshops in the quarry area at level +* Stick three or more Mason's Workshops in the quarry area at level -9. There is lots of quartzite already on the ground, but we probably will need to mine for more eventually. * Streamline the production process by creating a quartzite-only - stockpile around the Mason’s Workshopes. Hit :kbd:`p`, :kbd:`t` to - create a custom stockpile that only allows :guilabel:`quartzite`. It’s + stockpile around the Mason's Workshopes. Hit :kbd:`p`, :kbd:`t` to + create a custom stockpile that only allows :guilabel:`quartzite`. It's found in the :guilabel:`Stone` -> :guilabel:`Other Stone` submenu. * Hit :kbd:`q` over the quartzite stockpile, :kbd:`w`, and change the maximum wheelbarrows to 20. * Speaking of which, hit :kbd:`j`, :kbd:`m`, :kbd:`q` and put in an - order for 30 wooden wheelbarrows. Go to the Carpenter’s Workshop and + order for 30 wooden wheelbarrows. Go to the Carpenter's Workshop and cancel some of the bucket orders to make room in the queue. * Configure the quartzite stockpile to :guilabel:`give to` the three - Mason’s Workshops. Hit :kbd:`q` over the quartzite stockpile, - :kbd:`g`, and :kbd:`Enter` over each Mason’s Workshop you just built. + Mason's Workshops. Hit :kbd:`q` over the quartzite stockpile, + :kbd:`g`, and :kbd:`Enter` over each Mason's Workshop you just built. This is what you should see: .. image:: images/Magma-Tut-4_1-Foundation.png @@ -428,26 +428,26 @@ Now, the only source that these workshops will use when executing jobs is the linked quartzite stockpile. This ensures that all products made here will be magma safe. -* At the three mason’s workshops, add orders for an additional 150 +* At the three mason's workshops, add orders for an additional 150 :guilabel:`doors` and an additional 150 :guilabel:`blocks.` You will need to edit the current workflow ranges to accomplish this. * Make sure to delete the orders for doors and blocks at the two - Masons’ Workshops on z-level -5. Otherwise we may fall short of our + Masons' Workshops on z-level -5. Otherwise we may fall short of our magma-safe door and block targets. Magma-safe :guilabel:`Enormous Corkscrews` and :guilabel:`Pipe -Sections` are more difficult to produce. We have two options – forge -them from iron at a Metalsmith’s Forge, or make them from glass at a +Sections` are more difficult to produce. We have two options - forge +them from iron at a Metalsmith's Forge, or make them from glass at a Glass Furnace. Although we have the infrastructure already in place to -start making iron components, we shouldn’t expend our finite iron ore +start making iron components, we shouldn't expend our finite iron ore reserves on corkscrews and pipe sections. Each corkscrew takes one bar of iron to produce and each pipe section takes three, so making 127 of each out of iron would take 508 iron bars total! Glassmaking requires only sand, which is infinite, and 127 units of charcoal for fuel. Therefore, the glass option is clearly the better course of action. -Let’s start beefing up our glass production facilities. Yellow sand is -found on z-level -2, so that’s where we will locate our Glass Furnaces. +Let's start beefing up our glass production facilities. Yellow sand is +found on z-level -2, so that's where we will locate our Glass Furnaces. * Build a set of three Glass Furnaces to pump out :guilabel:`Screw Pump` components and another five to run :guilabel:`Collect Sand` jobs @@ -463,13 +463,13 @@ found on z-level -2, so that’s where we will locate our Glass Furnaces. run of 150 :guilabel:`Make green glass tube` and :guilabel:`Make enormous green glass corkscrew`. * On the five spam Glass Furnaces, order :guilabel:`Collect Sand` with - a Workflow limit of 25-30 :guilabel:`powder of any sand`. It’s + a Workflow limit of 25-30 :guilabel:`powder of any sand`. It's important to keep sand bags available or glass production will cease. * Sand collection and storage requires lots of bags, so increase the - workflow limit for bags at the Clothier’s Shop to 30-40. -* If the clothiers can’t keep up, we’ll have to resort to making - leather bags and micromanaging the Farmer’s Workshop to supply our - clothesmaking industry. For this reason, it’s also a good idea to + workflow limit for bags at the Clothier's Shop to 30-40. +* If the clothiers can't keep up, we'll have to resort to making + leather bags and micromanaging the Farmer's Workshop to supply our + clothesmaking industry. For this reason, it's also a good idea to clean out all traders of cloth and leather. Bags are critical to our magma ambitions! * Hit :kbd:`i`, :kbd:`e`, fill the glass factory with a zone, and hit @@ -478,22 +478,22 @@ found on z-level -2, so that’s where we will locate our Glass Furnaces. Now to expand our charcoal production capacity. Each operation at the Glass Furnaces burns a unit of fuel, and right now we have only a -single Wood Furnace supplying the fort. Let’s build some more to keep +single Wood Furnace supplying the fort. Let's build some more to keep up with the demand for charcoal. * Place four new Wood Furnaces in our stockpile room close to the wood. We have a large excess of space in our Armor and Ammo stockpiles, so cut into those to make room for the Wood Furnaces. * 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! -