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ReStructuredText
1122 lines
49 KiB
ReStructuredText
##################
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!!Fun with Magma!!
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##################
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This tutorial covers navigating the caverns, locating magma, and
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raising it to the surface for use. It builds on the fort from the DF
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Walkthrough Pack and picks up at the end of Chapter 9 of the DF
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Walkthrough.
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Note: Unless otherwise stated, this tutorial uses the Workflow utility
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for building items. We will also use the Quickfort utility during the
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pump stack construction process. All these utilities are bundled in
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the latest :dffd:`Starter Pack <7622>` maintained by PeridexisErrant.
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The save I used is :dffd:`11179`.
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.. contents::
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Delving for Magma
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=================
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Welcome to the magma tutorial! Magma is an incredibly useful - and
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dangerous - substance in Dwarf Fortress. It eliminates much of the
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:guilabel:`fuel` needed for smelting and smithing, allows for mass
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production of steel, will burn your enemies to a crisp, and opens the
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possibility of creating infinite quantities of glass and clay objects.
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It also tends to light everything on :guilabel:`!!Fire!!`, melt
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important parts of your fortress, and is usually located inaccessibly
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deep underground. But if you put in the work and understand magma's
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unique properties, you will discover how much fun magma adds to your
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fortress.
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First, we must locate magma on our map. Nearly all forts lack magma at
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the surface and in only a lucky few is it found above z-level -50.
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That means that we will have to dig deep to find it, through caverns
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full of unknown horrors. Mitigation of the risk posed by the caverns
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is essential, and the steps below outline important precautions to
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take as you delve into the depths of the world.
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* Start by digging a :guilabel:`Down Stair` adjacent to the lowest
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part of our staircase.
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* Place a :guilabel:`Floor Hatch` (:kbd:`b`, :kbd:`H`) over the
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:guilabel:`Down Stair`.
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.. image:: images/Magma-Tut-1_1-Delving-for-Magma.png
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:align: center
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This small hatch will act as the final line of defense between
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anything that comes up from the caverns and our fortress. It will stop
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anything directly below it so long as we are able to
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:guilabel:`Forbid` the hatch in time.
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* Assign a war dog to each of our Miners. Hit :kbd:`u`, highlight the
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first :guilabel:`Miner`, and hit :kbd:`z` to :guilabel:`Go to Unit`.
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Hit :kbd:`p`, :kbd:`e` to bring up a list of work animals and hit
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:kbd:`Enter` to select a :guilabel:`Stay war dog`.
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* Note: If you've pastured your war dogs in a spare room as I have (to
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save a few FPS), be sure to un-pasture them or else they will not join
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their new owners.
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* It's a good idea to create a burrow at the :guilabel:`Hatch` in
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anticipation of stationing melee troops there. See DF Walkthrough
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Chapter 9.3 for instructions on using burrows to control troops.
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* Speaking of melee troops, we have enough cannon fodder to fill the
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ranks of our two melee squads. Hit :kbd:`m` and top off the ranks with
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new draftees.
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* Don't forget to ensure that we have enough arms and armor to issue
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to the troops. A full set of armor includes a :guilabel:`helm`,
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:guilabel:`mail shirt`, :guilabel:`breastplate`, :guilabel:`gauntlet`
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(each job makes a pair), :guilabel:`greaves` (each job makes a pair),
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:guilabel:`high boot` (each job makes a pair), and a :guilabel:`shield`.
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* Take a second to edit the squads' schedules to respond to combat
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alert states with :guilabel:`10 minimum` soldiers. Hit :kbd:`m`,
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:kbd:`s`, select :guilabel:`Prim. Kllzn. Gallery` with
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:kbd:`/`:kbd:`*`, and hit :kbd:`e`, :kbd:`*`, :kbd:`Shift+Enter`. Then
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hit :kbd:`c` to :guilabel:`Copy orders` and :kbd:`p` to paste them in
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for every month in each squad. Do the same thing for the other alerts,
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cycling between them with :kbd:`/`:kbd:`*`.
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* Finally, if you're up for it, create a military squad manned
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only by your Miners, assign as a uniform a metal helm and mail shirt,
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and keep their schedule on :guilabel:`Inactive`. This will cause the
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miners to don some protective gear to increase their chances of
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surviving unexpected encounters.
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That's about all we can do to up the odds when dealing with the
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caverns. It's time to delve for magma. Dig a :guilabel:`U/D Stair`
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straight down from the :guilabel:`Hatch` as far as you can go, and see
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what happens.
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.. image:: images/Magma-Tut-1_2-Delving-for-Magma.png
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:align: center
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Welcome to the underworld.
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* Make sure you keep the game paused for now. Hit :kbd:`Enter` to
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dismiss the first notification.
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.. image:: images/Magma-Tut-1_3-Delving-for-Magma.png
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:align: center
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These popups notify you of two distinct underground features. The
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first :guilabel:`expansive cavern deep underground` refers to this
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cavern layer itself. A :guilabel:`downward passage` is a rift that
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connects two or more cavern layers. The discovery of a downward
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passage is not good news for us because it gives things from deep
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below access to our fortress.
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Let's assess the situation. Take a good look around the cavern using
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:kbd:`k`. Note the underground lake with giant mushroom trees growing
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in it, the muddy, farmable cavern floor, and the various wiggling
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things moving around. Take a look at one of the wiggling :guilabel:`{`
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things.
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.. image:: images/Magma-Tut-1_4-Delving-for-Magma.png
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:align: center
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It's an olm, whatever that is. Notice that there's no option to press
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:kbd:`Enter` to look closer at it like you could with, for example, a
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dog. Furthermore, hitting :kbd:`u` and scrolling over to
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:guilabel:`Others`, we see that there's no mention of any
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:guilabel:`Olm`. We can't even hit :kbd:`s` and order a squad to
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attack it on the map. We'll find the same thing to be true for the
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frog-looking things in the water, called :guilabel:`cap hoppers`.
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Breathe a sigh of relief; these are just harmless vermin. In fact,
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looking at the :guilabel:`Others` tab on the :guilabel:`Units` screen,
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we only see a :guilabel:`Tiercel Peregrine` on the surface and a
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:guilabel:`Kea` that flew into a trap last season. Currently, there
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are no known hostiles anywhere on the map.
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Although we do not immediately see anything bent on our utter
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destruction, we lack line of sight on all parts of the cavern, not to
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mention whatever is at the bottom of the :guilabel:`downward passage`.
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Consequently we must close off access to the cavern before anything
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nasty shows up. Something unseen could be on its way up already,
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having sensed the minute change in pressure as long-closed stillness
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is disturbed by our miner's pick.
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* Keeping the game paused, find the :guilabel:`Up/Down Stairway`
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that's been carved at the floor of the cavern.
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.. image:: images/Magma-Tut-1_5-Delving-for-Magma.png
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:align: center
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* Go up one z-level, :guilabel:`Mine` one tile north, then dig an
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:guilabel:`Up stair` on the tile north of that.
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* Hit :kbd:`z` to :guilabel:`Remove Up Stairs/Ramps` on the existing
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:guilabel:`Up/Down Stair`.
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* Connect our central staircase to the :guilabel:`Up stair`. Go up one
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z-level, hit :kbd:`d`, :kbd:`j`, and designate a :guilabel:`Down
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Stair` to be dug over the :guilabel:`Up stairs` below. Then, connect
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the :guilabel:`Down Stair` to your central staircase with a tunnel.
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.. image:: images/Magma-Tut-1_6-Delving-for-Magma.png
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:align: center
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.. image:: images/Magma-Tut-1_7-Delving-for-Magma.png
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:align: center
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* Hit :kbd:`d`, :kbd:`x` and remove the dig up/down stair designation
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under the cavern floor. Leaving it there will cause a miner to merrily
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continue burrowing downward.
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* Finally, amend the Inside burrow so dwarves don't enter the caverns.
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Hit :kbd:`w`, highlight the :guilabel:`Inside` burrow, hit
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:kbd:`Enter`, :kbd:`r` to change to :guilabel:`Currently erasing`, and
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erase the Inside burrow for all of z-level -20 as well as for any
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parts of the cavern visible on other z-levels.
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The :guilabel:`Remove Up Stairs/Ramps` designation will leave us with
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only a downward stairway into the caverns. We must cover that up with
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a hatch and forbid it as quickly as possible to seal the cavern.
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Alternatively, we could build a floor over it with the closest
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available rock, so if you do not have a :guilabel:`Floor Hatch` on
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hand, that's the best backup plan.
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* Use :kbd:`.` to advance time tick by tick or unpause and repause in
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rapid succession. Advance time only long enough for the designations
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to be dug out.
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* Hit :kbd:`b`, :kbd:`H` and place the :guilabel:`Floor Hatch` over
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the :guilabel:`Downward Stairway` leading to the caverns.
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* Advance time only long enough for the hatch to be put in place, then
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immediately hit :kbd:`q`, :kbd:`l`, :kbd:`o` to :guilabel:`Forbid` it
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and set it to :guilabel:`Keep tightly closed`.
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.. image:: images/Magma-Tut-1_8-Delving-for-Magma.png
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:align: center
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If nothing came up from below, exhale and toast the dwarf who affixed
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that :guilabel:`Floor Hatch` because no creature can get through it so
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long as it remains :guilabel:`Forbidden`.
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The first cavern layer's muddy floor would make excellent underground
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farms and there's probably exotic things to trap down there, but for
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now we have to continue the magma hunt. Let's find a pillar thick
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enough to run a stairwell bypass through and link it back up to the
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main stairwell under the cavern floor. I see an appropriate one just
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east of our main up/down stairwell.
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* Designate an :guilabel:`U/D Stair` to be dug in the pillar west of
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the main up/down stairwell on the cavern layer, bypassing the cavern.
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.. image:: images/Magma-Tut-1_9-Delving-for-Magma.png
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:align: center
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* Connect the bypass stairwell to our original Up/Down stairwell
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designation: go down one z-level and designate another :guilabel:`U/D
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Stair`, and under that, an :guilabel:`Up Stair`. Connect the
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:guilabel:`Up Stair` to the original Up/Down stairwell designation
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with a normal tunnel.
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* Complete the connection by hitting :kbd:`d`, :kbd:`j` and
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re-designating the original Up/Down stairwell to be a :guilabel:`Down
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Stair`
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.. image:: images/Magma-Tut-1_10-Delving-for-Magma.png
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:align: center
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* Connect the bypass stairwell to the Up/Down stairwell leading to the
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fortress: go up one z-level from the bypass stairwell designation, hit
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:kbd:`d`, :kbd:`j`, and designate a :guilabel:`Down Stair`. Then
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:guilabel:`Mine` straight west to link back up with the main Up/Down
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stairwell.
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.. image:: images/Magma-Tut-1_11-Delving-for-Magma.png
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:align: center
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* After the digging is complete, put a :guilabel:`Floor Hatch` on
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every :guilabel:`Down Stairway` you can. These will act as additional
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buffers if something makes it in from below.
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Unpause the game and allow your miners to dig deeper. We are only at
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z-level -20; there's a very long way still to go.
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.. image:: images/Magma-Tut-1_12-Delving-for-Magma.png
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:align: center
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.. image:: images/Magma-Tut-1_13-Delving-for-Magma.png
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:align: center
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We've hit a second cavern layer and another downward passage. Like
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before, keep the game paused until you set up your dig designations to
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secure the breach.
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* Hit :kbd:`u` and scroll to :guilabel:`Others` to see if there's any
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immediate threats. Thankfully, nothing is immediately visible. There
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are lots of :guilabel:`bats`, though, which are icky. Better seal this
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up fast.
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* Repeat the steps above to seal the stairwell. Remove the up stairs
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above the breached stairwell, dig upward stairs to reconnect with the
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stairwell, throw a hatch or floor over the breach, and bypass.
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* Don't forget to delete the sections of the :guilabel:`Inside`
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burrow, remove the dig designation under the cavern floor, and cover
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all downward staircases with a floor hatch.
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This time, I elect to construct a floor instead of installing a hatch
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because the stone was readily available and the closest hatch was 152
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tiles away.
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.. image:: images/Magma-Tut-1_14-Delving-for-Magma.png
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:align: center
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.. image:: images/Magma-Tut-1_15-Delving-for-Magma.png
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:align: center
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.. image:: images/Magma-Tut-1_16-Delving-for-Magma.png
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:align: center
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.. image:: images/Magma-Tut-1_17-Delving-for-Magma.png
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:align: center
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.. image:: images/Magma-Tut-1_18-Delving-for-Magma.png
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:align: center
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Nothing to do but continue to dig.
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.. image:: images/Magma-Tut-1_19-Delving-for-Magma.png
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:align: center
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Not long after the second cavern, we stumble into a third. As usual,
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hit :kbd:`u` and scroll over to :guilabel:`Others` to see if some
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miners are about to meet a bloody end.
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There's a new creature on the :guilabel:`Others` list, a
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:guilabel:`Jabberer`. Hit :kbd:`v` to examine it.
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| :guilabel:`A huge monster that lurks in caverns deep under the earth.`
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| :guilabel:`It uses its wide beak to reach down and pluck up unsuspecting`
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| :guilabel:`intruders.`
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Jabberers are terrifying. They are as big as elephants and much more
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aggressive, making a beeline to any exposed dwarf to rip it apart.
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Moreover, our military likely cannot take one down without suffering
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many casualties.
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Hit :kbd:`u` again, highlight the :guilabel:`Jabberer`, and hit
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:kbd:`z` to locate it on the map.
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.. image:: images/Magma-Tut-1_20-Delving-for-Magma.png
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:align: center
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It's not far from the breach we made in the caverns, but it's our
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lucky day - unlike the other breaches we made in the upper caverns
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that led directly onto the cavern floor, this one is in a rock pillar
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one z-level above the cavern floor. Unless the Jabberer can climb, it
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cannot path into the fortress.
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* Pray to Armok that this Jabberer hasn't been training its
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:guilabel:`climb` skill and make the usual designations to seal and
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bypass the cavern layer, remembering to place hatches and trim the
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:guilabel:`Inside` burrow.
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* Keep an eye on the monster - place your cursor over it with :kbd:`v`
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and hit :kbd:`f` to :guilabel:`follow` it. If it starts moving toward
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the breach, we must immediately evacuate the up-down staircase and
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seal the floor hatches we've placed.
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A Sea of Fire
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=============
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Let's push further downward and locate that elusive magma. So far
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we've had no luck finding magma close to the surface, so we'll
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continue mining down until we encounter signs of it.
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* Reconnect the bypass staircase to the main up/down staircase,
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allowing your miners to continue downward.
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* While we're down in the depths of the world, hit :kbd:`H`,
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:kbd:`F3`, :kbd:`z` to create a hotkey to take us straight down here.
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Give it a name with :kbd:`n` - in a fit of creativity, I called it
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:guilabel:`Basement`.
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.. image:: images/Magma-Tut-3_1-A-Sea-of-Fire.png
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:align: center
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Bingo. The miners have stopped work because a tile designated to be
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mined was found to be warm to the touch. That means there is magma on
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the other side.
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* Hit :kbd:`d` so you can see the flashing yellow :guilabel:`☼`
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signifying :guilabel:`warm stone` and find the tile where the dig job
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was cancelled.
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* Hit :kbd:`x` and erase all remaining dig designations on that level
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and below it.
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* Designate an up/down staircase on the cancelled tile. Let's get a
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look at that magma.
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||
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||
.. image:: images/Magma-Tut-3_2-A-Sea-of-Fire.png
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||
:align: center
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||
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||
.. image:: images/Magma-Tut-3_3-A-Sea-of-Fire.png
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||
:align: center
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||
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We've found what we've been looking for - the magma sea at the bottom
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of the world.
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||
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||
.. image:: images/Magma-Tut-3_4-A-Sea-of-Fire.png
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||
:align: center
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||
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Actually, we've found quite a bit more than what we've been looking
|
||
for. :guilabel:`Adamantine` is the strongest, sharpest, and lightest
|
||
metal in existence, but it requires special precautions to exploit.
|
||
Adamantine is beyond the scope of this tutorial and can be very
|
||
dangerous, so we'll leave it alone and focus on working with magma.
|
||
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The magma sea is full of nasty critters, just like the caverns, so
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let's seal it off until we're prepared to deal with it on our own
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terms.
|
||
|
||
* Follow the same procedure as before, removing the up stairs, fixing
|
||
a floor hatch or building a floor, and rerouting back to the main
|
||
up/down staircase.
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||
* If you get a warm stone cancellation, verify that you're not digging
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||
into the magma sea itself and re-designate the tile to override it.
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||
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Take some time to get acquainted with the magma sea and its
|
||
inhabitants. Some parts are made of normal stone and others are
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||
:guilabel:`Semi-molten Rock`, which cannot be mined through.
|
||
:guilabel:`Magma Crabs` are unpleasant crustaceans that spit fire,
|
||
setting your dwarves alight. :guilabel:`Fire snakes` are vermin that
|
||
normally keep to themselves but can cause problems if trapped - they
|
||
are hotter even than magma, so when a dwarf transports a caged one to
|
||
a stockpile, the cage burns away and looses the fire snake to ignite
|
||
everything as it wiggles around.
|
||
|
||
We didn't risk the fortress dodging Jabberers and other forgotten
|
||
horrors just to admire the view. The magma sea isn't much good to us
|
||
all the way down here. To harness magma's potential, we need to raise
|
||
it to the surface. We’ll do so by building a 'pump stack.'
|
||
|
||
A Well-Laid Foundation
|
||
======================
|
||
|
||
A pump stack is a series of pumps stacked directly on top of one
|
||
other, each alternating in orientation so that they pump liquid from
|
||
bottom to top. The pumps can be operated by dwarves, but the extreme
|
||
height of ours makes it more practical to use generated power. We must
|
||
also consider the temperature of magma when building the pump stack,
|
||
using only magma-safe materials whose melting point is higher than the
|
||
temperature of magma.
|
||
|
||
Before we start digging, it's a good idea to start building the
|
||
materials needed for a pump stack. A single :guilabel:`Screw Pump`
|
||
(:kbd:`b`, :kbd:`M`, :kbd:`s`), as the game calls it, is built with
|
||
one :guilabel:`Block`, one :guilabel:`Enormous Corkscrew`, and one
|
||
:guilabel:`Pipe Section`. Each of these must be made out of a
|
||
magma-safe material or else the pump will deconstruct when it touches
|
||
magma. Additionally, we will need a supply of magma-safe doors to seal
|
||
the pumps' output chambers.
|
||
|
||
The :guilabel:`Blocks` and :guilabel:`Doors` can be made out of some
|
||
kind of magma-safe rock, and I noticed that we have lots of
|
||
:guilabel:`quartzite` available on the upper levels of our fortress.
|
||
|
||
* Stick three or more Mason's Workshops in the quarry area at level
|
||
-9. There is lots of quartzite already on the ground, but we probably
|
||
will need to mine for more eventually.
|
||
* Streamline the production process by creating a quartzite-only
|
||
stockpile around the Mason's Workshopes. Hit :kbd:`p`, :kbd:`t` to
|
||
create a custom stockpile that only allows :guilabel:`quartzite`. It's
|
||
found in the :guilabel:`Stone` -> :guilabel:`Other Stone` submenu.
|
||
* Hit :kbd:`q` over the quartzite stockpile, :kbd:`w`, and change the
|
||
maximum wheelbarrows to 20.
|
||
* Speaking of which, hit :kbd:`j`, :kbd:`m`, :kbd:`q` and put in an
|
||
order for 30 wooden wheelbarrows. Go to the Carpenter's Workshop and
|
||
cancel some of the bucket orders to make room in the queue.
|
||
* Configure the quartzite stockpile to :guilabel:`give to` the three
|
||
Mason's Workshops. Hit :kbd:`q` over the quartzite stockpile,
|
||
:kbd:`g`, and :kbd:`Enter` over each Mason's Workshop you just built.
|
||
This is what you should see:
|
||
|
||
.. image:: images/Magma-Tut-4_1-Foundation.png
|
||
:align: center
|
||
|
||
Now, the only source that these workshops will use when executing jobs
|
||
is the linked quartzite stockpile. This ensures that all products made
|
||
here will be magma safe.
|
||
|
||
* At the three mason's workshops, add orders for an additional 150
|
||
:guilabel:`doors` and an additional 150 :guilabel:`blocks.` You will
|
||
need to edit the current workflow ranges to accomplish this.
|
||
* Make sure to delete the orders for doors and blocks at the two
|
||
Masons' Workshops on z-level -5. Otherwise we may fall short of our
|
||
magma-safe door and block targets.
|
||
|
||
Magma-safe :guilabel:`Enormous Corkscrews` and :guilabel:`Pipe
|
||
Sections` are more difficult to produce. We have two options - forge
|
||
them from iron at a Metalsmith's Forge, or make them from glass at a
|
||
Glass Furnace. Although we have the infrastructure already in place to
|
||
start making iron components, we shouldn't expend our finite iron ore
|
||
reserves on corkscrews and pipe sections. Each corkscrew takes one bar
|
||
of iron to produce and each pipe section takes three, so making 127 of
|
||
each out of iron would take 508 iron bars total! Glassmaking requires
|
||
only sand, which is infinite, and 127 units of charcoal for fuel.
|
||
Therefore, the glass option is clearly the better course of action.
|
||
|
||
Let's beef up our glass production facilities. Yellow sand is
|
||
found on z-level -2, so that's where we will locate our Glass Furnaces.
|
||
|
||
* Build a set of three Glass Furnaces to pump out :guilabel:`Screw
|
||
Pump` components and another five to run :guilabel:`Collect Sand` jobs
|
||
so that we have a steady supply. Here is my setup:
|
||
|
||
.. image:: images/Magma-Tut-4_2-Foundation.png
|
||
:align: center
|
||
|
||
* Make sure to leave room for a :guilabel:`sand bag` stockpile near
|
||
the producing Glass Furnaces. Sand bags are located at the bottom of
|
||
the :guilabel:`Furniture/Siege Ammo` menu.
|
||
* On each of the three production Glass Furnaces, set up a production
|
||
run of 150 :guilabel:`Make green glass tube` and :guilabel:`Make
|
||
enormous green glass corkscrew`.
|
||
* On the five spare Glass Furnaces, order :guilabel:`Collect Sand` with
|
||
a Workflow limit of 25-30 :guilabel:`powder of any sand`. It's
|
||
important to keep sand bags available or glass production will cease.
|
||
* Sand collection and storage requires lots of bags, so increase the
|
||
workflow limit for bags at the Clothier's Shop to 30-40.
|
||
* If the clothiers can't keep up, we'll have to resort to making
|
||
leather bags and micromanaging the Farmer's Workshop to supply our
|
||
clothesmaking industry. For this reason, it's also a good idea to
|
||
clean out all traders of cloth and leather. Bags are critical to our
|
||
magma ambitions!
|
||
* Hit :kbd:`i`, :kbd:`e`, fill the glass factory with a zone, and hit
|
||
:kbd:`s` to designate the zone as a source of sand. The dwarves will
|
||
now collect sand here.
|
||
|
||
Now to expand our charcoal production capacity. Each operation at the
|
||
Glass Furnaces burns a unit of fuel, and right now we have only a
|
||
single Wood Furnace supplying the fort. Let's build some more to keep
|
||
up with the demand for charcoal.
|
||
|
||
* Place four new Wood Furnaces in our stockpile room close to the
|
||
wood. We have a large excess of space in our Armor and Ammo
|
||
stockpiles, so cut into those to make room for the Wood Furnaces.
|
||
* Queue up a :guilabel:`Make Charcoal` job in each and change the
|
||
Workflow limits to 55-60. There's currently plenty of excess wood
|
||
laying around outside, but it never hurts to chop down more old growth
|
||
forest. Wood stock is something we'll need to keep an eye on.
|
||
|
||
.. image:: images/Magma-Tut-4_3-Foundation.png
|
||
:align: center
|
||
|
||
Let's do something to mitigate the extreme distances involved in
|
||
hauling the pump components. We'll make a large stockpile midway to
|
||
the magma sea to store our quartzite :guilabel:`doors`, quartzite
|
||
:guilabel:`blocks`, glass :guilabel:`tubes`, and glass
|
||
:guilabel:`enormous corkscrews`.
|
||
|
||
* Go down to z-level -60 and dig out three large rooms for our doors,
|
||
tubes, and corkscrews, as well as some space for blocks which will be
|
||
neatly packed into bins. We will need 150 of each, so size the rooms
|
||
accordingly
|
||
* While you're down here, hit :kbd:`H` and make a hotkey for this spot.
|
||
* I accidentally carved my way into the caverns at this point. If that
|
||
happens to you, immediately wall up the breach (:kbd:`b`, :kbd:`C`,
|
||
:kbd:`w`) and modify the dig designation to leave at least a 1-tile
|
||
wall between the caverns and fortress. Here's my setup:
|
||
|
||
.. image:: images/Magma-Tut-4_4-Foundation.png
|
||
:align: center
|
||
|
||
You'll end up with :guilabel:`marble`, :guilabel:`sphalerite`, and
|
||
other detritus strewn everywhere. We need that space for our
|
||
stockpiles, so let's clear it:
|
||
|
||
* Hit :kbd:`i` and designate a 1x1 tile zone in a corner of one of the
|
||
rooms, :guilabel:`Place` it with :kbd:`Enter`.
|
||
* Hit :kbd:`d` to make it a garbage dump. Hit :kbd:`d`, :kbd:`b`,
|
||
:kbd:`d` and mark everything you dug out to be dumped.
|
||
|
||
Let's set up our stockpiles, starting with the quartzite doors.
|
||
|
||
* Hit :kbd:`p`, :kbd:`t`, and use :kbd:`d` to disable everything in
|
||
the first column. Everything should be dark gray.
|
||
* Navigate to :guilabel:`Furniture/Siege Ammo` and hit :kbd:`e`,
|
||
:kbd:`b`. Move right to :guilabel:`Type` and press :kbd:`Enter` on
|
||
:guilabel:`doors` so that it toggles to white.
|
||
* Move back to the middle column and navigate to
|
||
:guilabel:`Stone/Clay`. Move to the right column and find
|
||
:guilabel:`quartzite` (it helps to hit :kbd:`s` and start typing
|
||
"quartzite"). Hit :kbd:`Enter` to toggle :guilabel:`quartzite` to white.
|
||
* We do not care about door quality, so navigate to the middle column,
|
||
highlight :guilabel:`Core Quality`, and hit :kbd:`p` so that all core
|
||
qualities are permitted in the stockpile. Do the same for
|
||
:guilabel:`Total Quality` directly below.
|
||
* Your screen should look like this:
|
||
|
||
.. image:: images/Magma-Tut-4_5-Foundation.png
|
||
:align: center
|
||
|
||
* Press :kbd:`Escape`. Now, we are designating a stockpile that will
|
||
accept only :guilabel:`quartzite doors` of any quality. Place the
|
||
stockpile in one of your 11x11 rooms.
|
||
|
||
In the same way, create stockpiles for quartzite blocks, glass
|
||
corkscrews, and glass tubes. Remember to start with everything
|
||
disabled when setting the parameters. If you prefer, instead of
|
||
starting with :kbd:`p`, :kbd:`t`, you can place the stockpiles first
|
||
and use :kbd:`q` to edit the options. Below are sets of keystrokes
|
||
certain to result in the proper stockpile in case you get lost, but
|
||
it's a good idea to figure it out on your own.
|
||
|
||
* Quartzite blocks: :kbd:`p`, :kbd:`t`, move to and hit :kbd:`d` on
|
||
everything in the left column, move to :guilabel:`Bars/Blocks`,
|
||
:kbd:`e`, :kbd:`b`, move to :guilabel:`Blocks: Stone/Clay`, move to
|
||
:guilabel:`quartzite`, :kbd:`Enter`, :kbd:`Esc`, and place the
|
||
stockpile.
|
||
|
||
* Glass corkscrews (located in :guilabel:`Trap Components`): :kbd:`p`,
|
||
:kbd:`t`, disable everything with :kbd:`d`, move to
|
||
:guilabel:`Weapons/Trap Comps`, :kbd:`e`, :kbd:`b`, move to
|
||
:guilabel:`Trap Components`, move to :guilabel:`Enormous Corkscrews`,
|
||
:kbd:`Enter`, move to :guilabel:`Other Materials`, move to
|
||
:guilabel:`Green Glass`, :kbd:`Enter`, move to :guilabel:`Core
|
||
Quality`, :kbd:`p`, move to :guilabel:`Total Quality`, :kbd:`p`,
|
||
:kbd:`Escape`, and place the stockpile.
|
||
|
||
* Glass tubes (called :guilabel:`pipe sections` in
|
||
:guilabel:`Furniture/Siege Ammo): :kbd:`p`, :kbd:`t`, disable
|
||
everything with :kbd:`d`, move to :guilabel:`Furniture/Siege Ammo`,
|
||
:kbd:`e`, :kbd:`b`, move to :guilabel:`Types`, move to :guilabel:`pipe
|
||
section`, :kbd:`Enter`, move to :guilabel:`Other Materials`, move to
|
||
:guilabel:`Green Glass`, :kbd:`Enter`, move to :guilabel:`Core
|
||
Quality`, :kbd:`p`, move to :guilabel:`Total Quality`, :kbd:`p`,
|
||
:kbd:`Escape`, and place the stockpile.
|
||
|
||
There's some housekeeping to do before we're done with stockpile
|
||
configuration. We have to disable quartzite doors, quartzite blocks,
|
||
glass tubes, and glass corkscrews from our other stockpiles or else
|
||
these products will wind up in our existing stockpiles instead of our
|
||
new ones.
|
||
|
||
* Go to our main stockpile level on z-level -4. Hit :kbd:`q` over
|
||
:guilabel:`Furniture Stockpile #24`, then :kbd:`s` to bring up the
|
||
settings. Disable :guilabel:`quartzite` in the :guilabel:`Stone/Clay`
|
||
menu and :guilabel:`Green Glass` in the :guilabel:`Other Materials`
|
||
menu.
|
||
* Hit :kbd:`q` over :guilabel:`Weapon Stockpile #18` to the west of
|
||
the stairs. Hit :kbd:`s` and disable :guilabel:`green glass` in the
|
||
:guilabel:`Other Materials` section.
|
||
* Go down one level and open the settings of :guilabel:`Furniture
|
||
Stockpile #5` in the northeast. Disable :guilabel:`quartzite` in the
|
||
:guilabel:`Stone/Clay` menu and :guilabel:`Green Glass` in the
|
||
:guilabel:`Other Materials` menu.
|
||
* Staying on the same level, open the settings for
|
||
:guilabel:`Bar/Block Stockpile #10` in the northwest. Disable
|
||
:guilabel:`quartzite` in the :guilabel:`Blocks: Stone/Clay` menu. Now
|
||
quartzite blocks will go only to the new block stockpiles on z-level
|
||
-60.
|
||
|
||
Stacks on Stacks
|
||
================
|
||
|
||
Let's turn our attention to digging out the pump stack casing. First,
|
||
we should go over pump operation in order to understand what we're
|
||
doing. A pump lifts liquids - water or magma - from the level below it
|
||
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.
|
||
|
||
.. image:: images/Magma-Tut-5_1-Stacks.png
|
||
:align: center
|
||
:target: http://dwarffortresswiki.org/Screw_pump
|
||
|
||
A pump is 2x1 tiles large and operates under dwarf or generated power.
|
||
One tile of the pump is impassible so as to retain the pumped liquid.
|
||
The other is passable to allow a dwarf access to the pump. If we build
|
||
a pump so that its passable tile rests not on a floor but atop the
|
||
impassible tile of a pump below, the upper pump will transmit power
|
||
downward to the lower pump. This power transmission property is the
|
||
key to the pump stack's utility because it allows us to stack an
|
||
infinite number on top of one another.
|
||
|
||
.. image:: images/Magma-Tut-5_2-Stacks.png
|
||
:align: center
|
||
:alt: Side view of a pump stack
|
||
|
||
.. image:: images/Magma-Tut-5_3-Stacks.png
|
||
:align: center
|
||
:alt: Top view of a pump stack
|
||
|
||
Orientation of pumps in a pump stack is critical. In the illustration
|
||
above, notice how the bottom pump draws water from the channeled out
|
||
tile adjacent to it, pumps it up to its level, and outputs the water
|
||
on the other side. Consequently, the next pump up must be rotated 180
|
||
degrees in order to draw from the output water of the first pump.
|
||
|
||
Therefore, when digging out the casing for our pump stack, we have to
|
||
ensure that:
|
||
|
||
* Each pump's intake tile has been channeled out to allow access to
|
||
the magma beneath it,
|
||
* Each pump's passable tile has been channeled out to allow power
|
||
transmission downward, and
|
||
* Dwarves can access the passable tile of the pump as well as the
|
||
output tile for maintenance and installation.
|
||
|
||
It helps to visualize what we need to do. The animation below outlines
|
||
the pump stack construction process.
|
||
|
||
.. image:: images/Magma-Tut-5_4-Stacks.gif
|
||
:align: center
|
||
|
||
We'll use a modified design from the one above:
|
||
|
||
.. image:: images/Magma-Tut-5_5-Stacks.png
|
||
:align: center
|
||
:alt: Designated - Bottom
|
||
|
||
.. figure:: images/Magma-Tut-5_6-Stacks.png
|
||
:align: center
|
||
:alt: Designated - Top
|
||
|
||
Designated
|
||
|
||
.. image:: images/Magma-Tut-5_7-Stacks.png
|
||
:align: center
|
||
:alt: Dug out - Bottom
|
||
|
||
.. figure:: images/Magma-Tut-5_8-Stacks.png
|
||
:align: center
|
||
:alt: Dug out - Top
|
||
|
||
Dug out
|
||
|
||
.. image:: images/Magma-Tut-5_9-Stacks.png
|
||
:align: center
|
||
:alt: Populated - Bottom
|
||
|
||
.. figure:: images/Magma-Tut-5_10-Stacks.png
|
||
:align: center
|
||
:alt: Populated - Top
|
||
|
||
Populated
|
||
|
||
Some notes about the design:
|
||
|
||
* Our design incorporates !!Science!! to mitigate framerate loss. Pump
|
||
stacks are notorious for plunging the game's framerate into single
|
||
digits, so we've used a 3x1 output zone for each pump instead of the
|
||
previous illustrations' 1x1 zone.
|
||
* The quartzite door blocks access to the output zone of each pump.
|
||
When built, each must be forbidden and made pet impassible to prevent
|
||
magma leaks.
|
||
* Unlike the rest of the pumps, the bottom-most pump in the stack must
|
||
be placed on solid ground or a constructed floor. All subsequent pumps
|
||
are built on top of one another due to the channeled-out portion of
|
||
the casing. This allows power to be transmitted from above, but the
|
||
downside is that if one pump deconstructs, all will fall apart.
|
||
|
||
The first order of business is to locate a suitable vertical route for
|
||
our pump stack. Including the outer walls, we need 6x7 tiles of space
|
||
for our design. Let's look for a solid 6x7 column of rock that runs
|
||
from magma to open air.
|
||
|
||
* Hit :kbd:`F3` and go down the rest of the way to the very bottom of
|
||
your pump stack. Start moving up and see if any routes stand out. It's
|
||
best to keep the pump stack well away from the central staircase in
|
||
order to dodge the upper levels' bedrooms, quarry, and stockpile rooms.
|
||
* After ten minutes of scrolling up and down the map, I found a
|
||
suitable route to the north of the central stairwell. Run an up/down
|
||
stairway from z-level -1 to z-level -126 through the location marked
|
||
on the screen shot below:
|
||
|
||
.. image:: images/Magma-Tut-5_11-Stacks.png
|
||
:align: center
|
||
|
||
* Connect it to the stockpiles at z-level -60.
|
||
* Dig out the first two layers of the pump stack casing. Make sure to
|
||
only channel out the intake tile of the bottom-most layer, not the
|
||
tile under the pump itself.
|
||
|
||
.. image:: images/Magma-Tut-5_12-Stacks.png
|
||
:align: center
|
||
|
||
.. image:: images/Magma-Tut-5_13-Stacks.png
|
||
:align: center
|
||
|
||
Now, let's dig out the magma intake pool below the bottom-most level
|
||
of the pump stack. We will use :guilabel:`Fortifications` to keep out
|
||
the magma creatures and channel from above to safely flood the intake
|
||
pool.
|
||
|
||
* Dig an up stair below the pump stack staircase and then mine out one
|
||
of the flatter sections to the north, leaving a two-tile wide wall
|
||
between you and the magma pool.
|
||
* When the job is completed, :guilabel:`Smooth Stone` on western walls
|
||
with :kbd:`d`, :kbd:`s`, then :guilabel:`Carve Fortifications` with
|
||
:kbd:`d`, :kbd:`F`. This is what it should look like completed:
|
||
|
||
.. image:: images/Magma-Tut-5_14-Stacks.png
|
||
:align: center
|
||
|
||
* We will flood the intake pool by channeling out its walls from
|
||
above. Dig an access tunnel above the :guilabel:`Fortifications`.
|
||
* From the access tunnel level, channel out the tiles to the west of
|
||
the :guilabel:`Fortifications`. Make sure not to channel out tiles
|
||
that are not in front of fortifications or you'll expose the fortress
|
||
to the magma sea and wind up with flaming crabs in your basement.
|
||
|
||
.. image:: images/Magma-Tut-5_15-Stacks.png
|
||
:align: center
|
||
|
||
* The level below will flood with magma. Block off the access tunnel
|
||
with a constructed wall to seal it.
|
||
|
||
Now, let's dig out the last 120 z-levels of the pump stack casing.
|
||
|
||
.. image:: images/Magma-Tut-5_16-Stacks.gif
|
||
:align: center
|
||
|
||
Actually, let's not. This may be the most tedious, mind-numbing task
|
||
in any video game you'll ever play. Fortunately, we have the Quickfort
|
||
utility to do it all for us, and today is your lucky day - I've
|
||
committed our pump stack design to a series of blueprints using the
|
||
Picturefort utility so you don't have to!
|
||
|
||
* Extract Pump Stack - Quickfort - DF Magma Tutorial.xlsx to a
|
||
convenient location. We will use this file as a blueprint to dig the
|
||
casing and place the pumps and doors.
|
||
* Run the Quickfort utility from the DF Starter Pack window, found in
|
||
the Utilities tab.
|
||
* Quickfort will now take over your :kbd:`Alt` key in Dwarf Fortress.
|
||
You can toggle Quickfort on/off at any time with :kbd:`Shift+Alt+Z` or
|
||
exit it entirely with :kbd:`Shift+Alt+X`.
|
||
* Go back to the Dwarf Fortress window. Hit :kbd:`d` and place your
|
||
cursor on the :guilabel:`Up/Down Staircase` on z-level -124, directly
|
||
above the first two levels of pump stack casing.
|
||
* Hit :kbd:`Alt+F` and open Pump Stack - Quickfort - DF Magma
|
||
Tutorial.xlsx from the convenient location you extracted it to. Then
|
||
select Pump Stack - Dig from the list on the left and click OK.
|
||
* Take a moment to read the Quickfort cursor tooltip, and then hit
|
||
:kbd:`Alt+D` to execute the macro.
|
||
|
||
.. image:: images/Magma-Tut-5_17-Stacks.gif
|
||
:align: center
|
||
|
||
Quickfort's magic designates the dig squares for us automatically!
|
||
Take a moment to appreciate how the old-timer Urists had to designate
|
||
all this by hand. 'You kids have it too easy,' they'd tell ya, 'makes
|
||
ya soft and complacent!' But we digress - let's finish digging out the
|
||
pump stack casing.
|
||
|
||
Our macro has three steps - first it digs the 'Lower'-type pump stack,
|
||
then it moves up a level and digs the 'Upper'-type pump stack, and
|
||
finally moves up another level to be ready for the next operation. Our
|
||
job is to ensure that we start each operation on a fresh, undesignated
|
||
level. If we get the dig designations out of order, the pump stack
|
||
will not work.
|
||
|
||
* We've designated two levels to be dug out so far, so place the
|
||
cursor on the :guilabel:`Up/Down Stair` above the top level
|
||
designated: z-level -122.
|
||
* Hit :kbd:`d` to activate :guilabel:`Mine` mode, and hit
|
||
:kbd:`Alt+D`. Quickfort will designate two levels to be dug out and
|
||
spit the cursor out on the fresh layer above the top level designated.
|
||
* Ensure that the cursor is resting on the :guilabel:`Up/Down Stair`
|
||
where Quickfort spit it out (just don't move it). Hit :kbd:`Alt+D`
|
||
again to execute another two levels.
|
||
* Continue hitting :kbd:`Alt+D` in this manner until we end up on
|
||
z-level -1. Then, remove the dig designation created by Quickfort on
|
||
z-level -1. We will save this level for power-related mechanical
|
||
linkages.
|
||
* Finally, go back through each level and ensure that we haven't made
|
||
any mistakes. Check the dig designations against the patterns above.
|
||
When you're satisfied, unpause and let the miners get to work.
|
||
* If you get spammed with :guilabel:`Urist McPickaxe, Miner, cancels
|
||
Dig: Inappropriate dig square`, just ignore it. Our design does not
|
||
require babying to be dug out correctly.
|
||
* Finish the process by hitting :kbd:`d`, :kbd:`b`, :kbd:`d`, and
|
||
designating everything in the doorframes of the pump stack to be
|
||
dumped. Loose stone in this area combined with the diagonal angles of
|
||
our design can cause dwarves to suspend door construction.
|
||
|
||
Placement of the pumps can be the most time-consuming part of building
|
||
the pump stack. Each pump requires an Architect to 'design' it and
|
||
then a Mechanic to put it together. To mitigate this, let's install a
|
||
:guilabel:`Gear Assembly` above the top of the pump stack. This will
|
||
anchor it from above, allowing pumps to be built from above and below
|
||
simultaneously, thereby halving the time required to complete the
|
||
stack.
|
||
|
||
An added benefit of two anchor points is that if one pump deconstructs
|
||
due to, for example, accidentally being built from non-magma-safe
|
||
materials, the entire stack shouldn't also deconstruct for lack of a
|
||
foundation.
|
||
|
||
* On z-level -1, channel out the tile leading to where the impassible
|
||
tile of the pump below will be.
|
||
|
||
.. image:: images/Magma-Tut-5_18-Stacks.png
|
||
:align: center
|
||
|
||
* Hit :kbd:`b`, :kbd:`M`, :kbd:`g` and build two :guilabel:`Gear
|
||
Assemblies` - one on solid ground adjacent to the channel and the
|
||
second hanging over the channel. The hanging gear assembly is anchored
|
||
by the one on solid ground next to it and therefore provides a
|
||
foundation for pumps built below it.
|
||
|
||
.. image:: images/Magma-Tut-5_19-Stacks.png
|
||
:align: center
|
||
|
||
It's time to build the pumps and place the doors. We'll do the first
|
||
two levels manually to illustrate important considerations that need
|
||
be taken and then use Quickfort to finish the stack.
|
||
|
||
* Go to the bottom of the pump stack, z-level -122.
|
||
* Hit :kbd:`d`, :kbd:`M`, :kbd:`s` to bring up the :guilabel:`Screw
|
||
Pump` build panel.
|
||
|
||
Recall that pumps have a passible tile and an impassible tile. The
|
||
pumped liquid is output on the far side of the impassible tile.
|
||
Therefore, each pump must be oriented so that the impassible tile
|
||
forms a seal on the 3x1 output chamber. Use
|
||
:kbd:`u`:kbd:`m`:kbd:`k`:kbd:`h` to orient the pump so that the dark
|
||
green impassible tile is adjacent to the 3x1 output chamber. It should
|
||
look like this:
|
||
|
||
.. image:: images/Magma-Tut-5_20-Stacks.png
|
||
:align: center
|
||
|
||
* Hit :kbd:`Enter`.
|
||
* Make absolutely sure you choose only magma-safe components made from
|
||
magma-safe materials! Otherwise, the whole stack will fall apart the
|
||
instant it's activated. Use only :guilabel:`quartzite blocks`,
|
||
:guilabel:`enormous green glass corkscrews`, and :guilabel:`green
|
||
glass tubes`.
|
||
* Finish it off by placing a :guilabel:`quartzite door` in the tile
|
||
between the :guilabel:`Up/Down Staircase` and the 3x1 output chamber.
|
||
When we turn on the stack, we will make sure these doors are locked
|
||
tight.
|
||
* Go to the next level and build another setup in the same manner, but
|
||
with the pump turned 180 degrees so that the impassible tile seals the
|
||
3x1 output chamber.
|
||
|
||
Keep going if you want - it helps to do a few levels manually to
|
||
really understand why a pump stack works. When you're ready, let's
|
||
finish building with Quickfort.
|
||
|
||
First, delete the Workflow orders for glass tubes, corkscrews,
|
||
quartzite blocks, and quartzite doors. We don't want to keep producing
|
||
these as they are used to construct the pump stack, and the number of
|
||
items in the game impacts framerate.
|
||
|
||
Quickfort does not yet permit manual material selection - whatever is
|
||
first on the list is used when build orders are put in, and the
|
||
materials are sorted only by distance. That opens the possibility that
|
||
we could unknowingly use a non magma-safe door or block in our pump
|
||
stack. Therefore, we need to forbid all non-quartzite doors and blocks.
|
||
|
||
* Hit :kbd:`z` and select the :guilabel:`Stocks` panel. Go down to
|
||
:guilabel:`doors`, move to the right section of the screen, and press
|
||
:kbd:`f` on all non-quartzite doors listed.
|
||
* Do the same for blocks.
|
||
* We can check our success by starting to build a pump/door and
|
||
verifying that quartzite is the only option for either.
|
||
* Build the pump stack using Quickfort. Ensure that you start on a
|
||
'Lower'-type level with the 3x1 output chamber to the right.
|
||
* Hit :kbd:`Alt+F`, load Pump Stack - Quickfort - DF Magma
|
||
Tutorial.xlsx, and select Pump Stack - Build from the menu on the left.
|
||
* Read the tooltip instructions, hit :kbd:`b`, :kbd:`o`, place the
|
||
cursor on the pump stack's :guilabel:`Up/Down Staircase`, and hit
|
||
:kbd:`Alt+D`.
|
||
* When the Quickfort macro spits us out on the next level after
|
||
executing the build commands, hit :kbd:`Alt+D` again, and repeat until
|
||
all pumps and doors are placed.
|
||
* Verify that the pumps and doors are placed correctly, then unpause
|
||
and let the dwarves get to work.
|
||
|
||
Deus Ex Machina
|
||
===============
|
||
|
||
Now that everything is built, we must devise a way to power the pump
|
||
stacks. We have 124 pumps to drive, each using 10 power, for a total
|
||
of 1240 required power. Additionally, the mechanical linkages
|
||
necessary to transmit all that power push our power generation needs
|
||
well above 1500.
|
||
|
||
We'll use :guilabel:`Water Wheels` for power generation.
|
||
Unsurprisingly, these require flowing water. The only natural flowing
|
||
water on the map is the river in the northwest, which is exposed to
|
||
invaders. Another option is to create an artificial underground river
|
||
that empties into the caverns, but these only work well with low-flow
|
||
sources like aquifers (that's right - aquifers are useful!).
|
||
Unfortunately, the high flow rate of our river will overwhelm the game's
|
||
water flow model in an artificial channel, resulting in no power.
|
||
|
||
We will install about 30 :guilabel:`Water Wheels` (:kbd:`b`, :kbd:`M`,
|
||
:kbd:`w`) along the river. This almost certainly is overkill - 17
|
||
would probably be fine, but more power never hurts and we have tons of
|
||
wood.
|
||
|
||
* A water wheel requires a stable foundation adjacent to it, so first
|
||
build a :guilabel:`Gear Assembly` on the river bank.
|
||
* Each water wheel can support additional ones constructed adjacent to
|
||
it, so build more water wheels across the river. Construct floors as
|
||
needed to reach these.
|
||
* Make three or four sets of water wheels.
|
||
* Connect the gear assemblies with :guilabel:`Horizontal Axles`
|
||
(:kbd:`b`, :kbd:`M`, :kbd:`h`).
|
||
|
||
Here is what I came up with. It generates more than 3500 power, plenty
|
||
for our purposes!
|
||
|
||
.. image:: images/Magma-Tut-6_1-Deus-Ex-Machina.png
|
||
:align: center
|
||
|
||
Let's transmit all this power to our pump stack by means of
|
||
:guilabel:`Horizontal Axles`, :guilabel:`Vertical Axles`, and
|
||
:guilabel:`Gear Assemblies`. Doing so means creating a permanent
|
||
opening in our fortress, so we'll have to build walls to deter invaders.
|
||
|
||
* Find the two gear assemblies at the top of the pump stack. Dig a
|
||
tunnel ten or so tiles north, then dig an :guilabel:`Upward Ramp`
|
||
(:kbd:`d`, :kbd:`r`).
|
||
* Remove the ramp when it's dug out. In its place, build a
|
||
:guilabel:`Gear Assembly`.
|
||
|
||
We'll now have a hole in our fortress that we cannot plug - the space
|
||
will be occupied by a :guilabel:`Vertical Axle`. Let's build a small
|
||
tower around it to mitigate the danger. It's a great idea to add traps
|
||
as well. Here's a design I came up with (the access stairs will be
|
||
removed after axle and gear installation):
|
||
|
||
.. image:: images/Magma-Tut-6_2-Deus-Ex-Machina.png
|
||
:align: center
|
||
|
||
.. image:: images/Magma-Tut-6_3-Deus-Ex-Machina.png
|
||
:align: center
|
||
|
||
Let's build a series of axles and gear assemblies to transmit power to
|
||
the pump stack. Use :guilabel:`Gear Assemblies` for junctions,
|
||
:guilabel:`Horizontal Axles` to connect power on the same z-level, and
|
||
:guilabel:`Vertical Axles` to connect between the z-levels. Always
|
||
build from the bottom up, as well.
|
||
|
||
* Start by building a :guilabel:`Vertical Axle` over the channeled-out
|
||
over the underground gear assembly in our tower.
|
||
* One z-level above that, build a :guilabel:`Gear Assembly`.
|
||
* Remember: build from bottom up - determine the path of the axle
|
||
leading out over the tower, then build a :guilabel:`Gear Assembly` on
|
||
the ground outside it to transmit the power over the walls.
|
||
* Go up a z-level and build a :guilabel:`Gear Assembly` on top of that one.
|
||
* Connect the two upper gear assemblies with a :guilabel:`Horizontal Axle`.
|
||
* Connect the :guilabel:`Gear Assembly` on the ground outside the
|
||
tower to the water wheel power plant. Cut down any trees that stand in
|
||
your way.
|
||
* When the machinery is completed, remove (:kbd:`d`, :kbd:`n`) the
|
||
access stairs on the tower.
|
||
|
||
We must also devise a way to turn off power to the pump stack. Let's
|
||
connect a :guilabel:`Lever` to the :guilabel:`Gear Assembliy` below
|
||
the tower. Pulling it will disengage the gear assembly and break the
|
||
'chain' of power to the pumps. Just be sure not to hook the lever to
|
||
the supporting gear assembly to the south of the pump stack gear -
|
||
disconnecting that one may cause the pump stack to collapse for sudden
|
||
lack of a foundation.
|
||
|
||
* After connecting the lever to the gear assembly, :guilabel:`Pull the
|
||
Lever` to disengage the gear. We don't want to pump magma before we
|
||
decide where it will go!
|
||
* Complete the power linkage with a :guilabel:`Horizontal Axle`
|
||
leading from the disengaged gear assembly to the gear assembly atop
|
||
the pump stack.
|
||
|
||
Here is an overview of the setup I devised:
|
||
|
||
.. image:: images/Magma-Tut-6_4-Deus-Ex-Machina.png
|
||
:align: center
|
||
|
||
.. image:: images/Magma-Tut-6_5-Deus-Ex-Machina.png
|
||
:align: center
|
||
|
||
.. image:: images/Magma-Tut-6_6-Deus-Ex-Machina.png
|
||
:align: center
|
||
|
||
.. image:: images/Magma-Tut-6_7-Deus-Ex-Machina.png
|
||
:align: center
|
||
|
||
.. image:: images/Magma-Tut-6_8-Deus-Ex-Machina.png
|
||
:align: center
|
||
|
||
With power connected, the only thing we have left to do is dig tunnels
|
||
to direct the pumped magma and throw the master power lever.
|
||
|
||
Tower of Babel
|
||
==============
|
||
|
||
Magma has a wide range of applications, but for now, I've dug out a
|
||
massive magma-powered factory that will handle all smelting, forging,
|
||
glassmaking, and kiln operations of the fortress. The specific layout
|
||
of your magma infrastructure is completely up to you! Perhaps you'd
|
||
rather build a magma weapon?
|
||
|
||
.. image:: images/Magma-Tut-7_1-Tower-of-Babel.png
|
||
:align: center
|
||
|
||
.. image:: images/Magma-Tut-7_2-Tower-of-Babel.png
|
||
:align: center
|
||
|
||
Before activating our pump stack, it's a good idea to
|
||
:guilabel:`Forbid` and :guilabel:`Keep Tightly Closed` the doors on
|
||
each level of the stack. Otherwise, a cat or child will open one and
|
||
run flaming throughout the fortress, igniting everything and
|
||
horrifying everyone.
|
||
|
||
With that done, it's time to turn it all on!
|
||
|
||
* 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
|
||
access if necessary.
|
||
* Throw the master power lever and cross your fingers!
|
||
|
||
.. image:: images/Magma-Tut-7_3-Tower-of-Babel.png
|
||
:align: center
|
||
|
||
The magma flows! It's working! And our frames per second is in the
|
||
teens! Turn off the pumps to fix that, by the way.
|
||
|
||
Surface magma is the key to true mass production of steel, glass, and
|
||
clay products. We can also weaponize it to burn our enemies into
|
||
:guilabel:`Piles of Ash` (see :wiki:` magma mist <Magma_mist>`),
|
||
combine it with water to create :guilabel:`obsidian`, or make
|
||
an awesome magma moat. Let's start by relocating our smelting,
|
||
forging, glassmaking, and kilns to the magma factory floor and setting
|
||
up steel production.
|
||
|
||
* Hit :kbd:`b`, :kbd:`e` to find the :guilabel:`Magma Smelter`,
|
||
:guilabel:`Magma Glass Furnace`, and :guilabel:`Magma Kiln`. The
|
||
:guilabel:`Magma Forge` is built with :kbd:`b`, :kbd:`w`, :kbd:`v`.
|
||
* Create more magma-safe materials for these workshops if you run short.
|
||
* Each magma-powered workshop requires a channeled-out tile leading to
|
||
the magma below. For maximum safety, plan out your channeling so that
|
||
the workshops' impassible tiles cover the exposed magma.
|
||
* Delete the old smelters and forges - they are obsolete now.
|
||
|
||
Below is an example layout for steel production using magma-powered
|
||
workshops. I connected the various stockpiles to the appropriate
|
||
workshops, but that's not strictly necessary and may be more trouble
|
||
than it's worth. I also dug an additional magma tunnel to accommodate
|
||
a lower level dedicated to magma forges. The new magma tunnel doubles
|
||
as a trap, too!
|
||
|
||
.. image:: images/Magma-Tut-7_4-Tower-of-Babel.png
|
||
:align: center
|
||
|
||
.. image:: images/Magma-Tut-7_5-Tower-of-Babel.png
|
||
:align: center
|
||
|
||
.. image:: images/Magma-Tut-7_6-Tower-of-Babel.png
|
||
:align: center
|
||
|
||
This is just the beginning of magma's possibilities! I decided to
|
||
start converting my outdoor garden to a greenhouse with the addition
|
||
of a roof made from :guilabel:`Clear Glass` blocks. No more pesky
|
||
goblins digging in my potatoes!
|
||
|
||
.. image:: images/Magma-Tut-7_7-Tower-of-Babel.png
|
||
:align: center
|
||
|
||
My steel production is coming along so well that I've had to clear cut
|
||
the entire map of trees, too. What fun! Once my squads are outfitted,
|
||
I plan on taking control of the caverns and maybe mining the
|
||
Adamantine pillar we found in the magma sea.
|
||
|
||
Good luck with your own magma-fueled adventures and congratulations on
|
||
completing this tutorial! If you have a chance, I hope you post your
|
||
volcanic contraptions and resulting Fun on the Bay 12 forums. Praise
|
||
Armok and strike the earth!
|