Fix encoding issues in magma tutorial

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PeridexisErrant 2015-11-02 13:10:31 +11:00
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commit d8c9e1e558

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