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306 lines
14 KiB
ReStructuredText
.. _chapter06:
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############
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It's a trap!
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############
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Traps form the majority of many people’s defences, so it’s best we get
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sorted and make some. First up, we will need a lot of mechanisms, so go
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find that mechanic’s workshop and fill it’s job queue with mechanisms.
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They’ll end up in a finished goods pile when done.
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Next, go to the Carpenter’s workshop and add a ton of cages (:kbd:`j` is the
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shortcut from the :guilabel:`Add Task` menu). Try and get ten built. Add another
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carpenter’s workshop to your workshop floor if you fancy, makes it
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easier to queue up more than a few of any item and get things made
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faster.
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Defence and Traps!
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==================
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You’ve got mechanisms, you’ve got cages, now lets make some traps! Head
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to the front entrance of your fort and we’ll get building traps and
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then ponder the various strategies one might employ in setting up the
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defence of your fortress. Follow along:
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* At the front entrance, hit :kbd:`b`.
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* Scroll to :guilabel:`Traps/Levers` and hit :kbd:`Enter`, or just hit :kbd:`T`.
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* You will now see a list of traps, lets briefly discuss them.
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:Stone-fall traps:
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These are simple one-shot traps that drop a big rock on an enemy’s
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head. These are great for a quickly built defence, but clearly, as
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one shot traps, a little limited. Note, with all traps, if your
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dwarfs fall onto them, unconscious, they will trigger the trap!
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:Weapon Trap:
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These will probably be your bread and butter as they will attack
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any enemy triggering them and with multiple weapons can be quite
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powerful.
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:Lever:
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Not a trap, but a device used to manually trigger things like
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bridges, cages, doors, floodgates, supports, etc. More on these
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later some time.
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:Pressure Plate:
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Can be part of a complex trap or can be used to trigger other
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objects when conditions are met (such as water being on them,
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creatures stepping on them, magma flowing over them, etc). More on
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those later too.
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:Cage Trap:
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What we’re going to be working with in a moment! A trap that
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catches the enemy in a cage. You can then do amusing things with
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the trapped bad guys, like tossing them off a tall bridge, dropping
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them into magma, or stripping them and using them for military
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sparing practice. Good fun!
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:Upright Spear/Spike:
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A peculiar sort of trap device that can only be triggered by a
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pressure plate or lever.
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You should read about :wiki:`traps <trap>` and :wiki:`trap design
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<trap_design>` on the wiki for a lot more detail, but only after you’ve
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completed this tutorial, ok?! For now, get back to work!
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* Scroll down to :guilabel:`Cage Trap` and hit :kbd:`Enter`.
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* You now have a green X, place it in front of your entrance somewhere
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with :kbd:`Enter`.
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* Do this a few times, you can see below how I’ve set a few traps to be
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built.
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.. image:: images/06-traps1.png
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:align: center
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This is hardly an impressive defence, but it will do for now. With luck
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it might help against any casual raiders, although sneaky 'trapavoid' monsters
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will still be able to sneak past your traps. To beef our defence up a
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bit we need to get some weapon traps installed as well as sort out some
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way to strike back at attackers who aren’t so gracious to step on all
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of our traps. So with that in mind, get producing a lot more mechanisms
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(at least 10) and follow along as we produce some trap components!
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Smelting and other dwarfy things!
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=================================
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This wouldn’t be a *dwarf* fortress if we didn’t fill the place with
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the clang of forge hammers and the stink of furnaces, right? Lets have
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some fun then and make some sharp things to hurt our enemies!
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.. note::
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If you haven't dug up any :guilabel:`Magentite` yet, this is a good
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time to go find it - it's a form of iron ore, and we can't smelt iron
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without any ore!
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First up, let me point out that item production can be fairly
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confusing. Essentially what we’re going to do is turn some wood into
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charcoal (at a wood furnace), then use the charcoal to turn metal ores
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into metal bars (at a smelter), then we’re going to use more charcoal
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to smith metal bars into items (at a metalsmith’s forge). As you can
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no doubt imagine the problem we will face is the charcoal bottleneck.
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It will take a lot of wood to fuel all our furnaces! Most of the time
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this problem is got around by players using magma smelters and magma
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forges. We haven’t struck magma yet, so we’re going to plough ahead
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with the hard way, at least for a while. The goal of all this is to
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produce a few fearsome trap components to fit out some weapon traps –
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think spinning disks from Indiana Jones! So follow along:
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* Find your wood furnace, hit :kbd:`q`, :kbd:`a`
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* Select :guilabel:`Make Charcoal`, on :kbd:`r` repeat.
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* With the job selected, :kbd:`Alt`-:kbd:`w` to open workflow.
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Set this to keep 5 to 10 charcoal bars available.
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* Now go to the smelter, and try to :kbd:`a`, :guilabel:`Add new task`.
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You'll see a list of the tasks available at this workshop. Note, the tasks
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will change as you uncover more ores or deplete older ores. For
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interest, note that you can set the workshop to melt objects you wish
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to dispose of (turns the object back into a metal bar). More on that
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some other time.
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* Chose :guilabel:`Smelt Magnetite Ore`, hit :kbd:`Enter`. Magnetite is
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a form of iron ore, so some of the rocks lying around will become iron bars.
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* Fill the queue and then fill it again (or build another smelter and
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fill both queues).
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* Once we’re done with this tutorial why not go and smelt all of that
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native platinum ore you saw on the list as well? If you’ve dug
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downstairs out you may have gold to smelt too!
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Your dwarfs should be pretty busy now, hauling charcoal, wood, ores and
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bars around. While you’re at it, make sure you’ve got enough wood around
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for charcoal by cutting more down outside!
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If you want to check your progress, go look at your Bar/Block stockpile
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and see what is being built up. If you suspect all of your production
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is in bins, use :kbd:`k`, find the bin, hit :kbd:`Enter` and look inside it.
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A little on food processing
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===========================
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While all this is going on, why not go to your farmer's workshop and
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add a task of :guilabel:`Process Plants (to bag)`. Set it on repeat.
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Then add a task of :guilabel:`Process Plants (to barrel)`, again,
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set it on repeat. Now some
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dwarves will process anything you’ve grown that needs processing. I won’t
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list those plants here now (go look at crops for all the detail), but
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suffice to say, some plants need to be processed so they can be eaten
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or used in other sorts of manufacture (eg, cloth making).
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Hopefully you’re not short on bags. If you are, try and pick up a bunch
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off a trader. Alternately, buy leather and/or cloth off a trader and
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using the Leather Workshop or Clothier’s Shop (we’ve not built one yet)
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make bags. Bags are very handy for storing seeds and processed plants,
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you can never have too many of them. They’re like barrels and bins in
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that way.
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I also just noticed that our farm entrance was entirely undefended,
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so I added some doors and cage traps. Hopefully that'll be enough!
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.. image:: images/06-traps-extra.png
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:align: center
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Back to the iron!
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=================
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With a few iron bars made, head on back to the smelter - we’re ready
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to rock! I hope, at this point, that you’ve not
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been invaded, attacked or otherwise molested. With our fortress around
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two years old now it’s likely you’ll start to see the odd goblin ambush
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– especially if you send your dwarfs outside a lot. I hope you survive
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those ambushes just fine! Perhaps we should have started this chapter
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sooner...
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Anyway, head over to your metalsmith’s forge, and:
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* Hit :kbd:`q`, :kbd:`a` You will now see a list! Explore the list,
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see all the neat things we can make! You might need to hit :kbd:`Tab`
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to expand the menu size so you can see everything.
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* Scroll to :guilabel:`Trap Components` and hit :kbd:`Enter`.
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* Scroll to :guilabel:`Iron`, hit :kbd:`Enter`.
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* Hit :kbd:`Tab`, :kbd:`Tab` so we can see the full item names.
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* Chose to make a :guilabel:`large, serrated Iron disc`.
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I love the sound of that!
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* Queue up three disks.
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At this point you might want to think about other items you’d like to
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make in due course. Hit :kbd:`a` again and then hit space to back down the
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make-item tree. Chose :guilabel:`Weapons and Ammunition`, chose
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:guilabel:`Iron` and let's
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make three Iron warhammers. These will come in handy once we start our
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military. I like warhammers because it’s funny to watch goblins fly a
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half dozen tiles and then expire in a heap.
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Once you’re confident your items are made, go back and make sure you’ve
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got some more charcoal in production, you’ve got more ore being smelted
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and add, under Armor, three suits of iron chainmail and three iron
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shields. This will all come in handy later.
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Oh, you may be getting annoyed at slow production. I know it’s been
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bugging me. Perhaps it’s time to pack your production rooms with more
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smelters and charcoal burners. One issue you’ll face is you need to make or
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buy an anvil off the traders in order for you to make another metalsmith's
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forge. Keep it in mind for your next trading deal.
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The other thing to consider is setting up Workflow for every step -
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automating complex industries like steelmaking (or soap) is exactly
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what it's designed for.
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Deploy Zee Traps!
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=================
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Once you’ve got your nice, big spikey discs, head back to your
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entrance. Get ready for trap placing fun!
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* Go to place another trap, a :guilabel:`Weapon Trap` this time.
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* Chose a mechanism.
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* A new screen will be displayed looking something like this:
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.. image:: images/06-traps2-place.png
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:align: center
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* From this screen you can chose the weapons you want to deploy with
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your trap. Facing goblins, we really only need one awesome iron disc
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per trap I think, but we’re able to select more if we wish.
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* Scroll to the :guilabel:`large, serrated Ir...` and hit :kbd:`Enter`,
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you’ll see :guilabel:`1/3 selected`. Weapon traps can have up to
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ten weapons each, but we need to save some for the other traps!
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* Hit :kbd:`d` for :guilabel:`Done Selecting`.
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* Your first weapon trap is now placed! Place three more.
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Weapon traps are great ways of getting rid of a bunch of trash weapons
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you might have lying around – this is particularly the case once you’ve
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killed off a few goblins and have their rubbish cluttering up your
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piles. When filling a trap with weapon trash you might want to put
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ten low-quality weapons per trap, to ensure maximum damage!
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Here are my traps, laid out. I’m actually going to add another row of
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slicey dicey weapon traps as I don’t have a military and I’m a bit
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paranoid. Do something similar!
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.. image:: images/06-traps3-types.png
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:align: center
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Well done on the trap placing! But we’re not done with our defences
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just yet. We need to stop our drunken citizens from casually strolling
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into an invading army - and that means the Burrows system!
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Learn to love Burrows
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=====================
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"Wait!" you're probably thinking, "Why do we need filthy burrows when
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we have a perfectly good fortress?". Well, I'm glad you asked!
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A burrow isn't a physical part of your fortress, it's a way of designating
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where dwarves are allowed to live and work. More importantly, you can
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set a :guilabel:`Civilian alert` to confine their movements too - perfect
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for stopping Urist McSuicidal from wandering off to make friends with a
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troll. Here's how to set it up:
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.. image:: images/06-burrow.gif
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:align: center
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Want some more detail? You're in the right place! Start by hitting
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:kbd:`w` for the burrows menu, and :kbd:`a` to add. As shown in the
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gif above, :kbd:`Enter` to designate is the important thing.
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Cover the whole underground area, since it's safe there, and
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:kbd:`n` name it something like "Inside".
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.. image:: images/06-burrow-simple.png
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:align: center
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The key feature here - for civilians, the military is complicated -
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is that on the left we have :guilabel:`ALERTS` and on the right we have
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:guilabel:`BURROWS`. This means that we can set non-military dwarves to
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be confined to a burrow, and change which if any that is with a single
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alert setting.
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This is the :kbd:`m` military :kbd:`a` alerts screen, which is also
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used for for civilian alerts.
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.. image:: images/06-burrow-explanation.png
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:align: center
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Now, let's set up a civilian alert in our new burrow, to make sure
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nobody gets caught on the wrong side of the traps:
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* :kbd:`c` to add an alert, then :kbd:`n` to name it.
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I called mine "Siege" because it's to use during a siege. Yep.
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* Now move the cursor to the :guilabel:`BURROWS` column, and hit
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:kbd:`Enter` to associate that burrow with your new alert.
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You'll see a green :guilabel:`A` next to the burrow when you have
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that alert selected.
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* Hit :kbd:`Esc` a couple of times to get out of the military menus.
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You're all set up! In case of invasion :kbd:`m`, :kbd:`a`, select the
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Siege alert, :kbd:`Enter`, and you should see a green :guilabel:`[CIV]`
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next to it.
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Congratulations, your civilians are now confined to the burrow!
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Watch any civilians who were outside drop what they were doing and come
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running back inside. Note they will not go for food, so your safe room
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may become a death sentence if there's no supplies (but that shouldn't
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be a problem by now, right?).
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When the 'fight' (against brave... traps) is over, come back and select
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:guilabel:`Inactive` and hit :kbd:`Enter` to cancel the alert and let
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your civilians back out of the burrow - that's all there is to it.
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Anyway, that’s enough to now. Get on with building lots of traps,
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making bags, armor, barrels, food, bins, shields, weapons and so on! Go
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to it, and I'll see you in `the next chapter! <chapter07>`.
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