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503 lines
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Workshops, Furniture, and Stairs
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################################
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Lets continue on with our exciting and fascinating Dwarf Fortress
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Walkthrough! In this section we’ll work on getting some workshops set
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up and we’ll dig out a lot more space for our shorties. There’s lots
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to do, so lets get cracking!
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Building a Workshop
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===================
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Workshops are a central feature of DF so lets get to grips with them
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right away. Workshops are places your dwarfs work, usually turning base
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materials into useful goods. The list of workshops can be a little
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overwhelming (:kbd:`b` then :kbd:`w`), but don’t worry, we only need to
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worry about a couple early on.
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First up we need a carpenter’s workshop, this workshop allows us to
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turn wood logs into furniture and other items. You should see a lot of
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wood scattered around in front of the fort, where the wood cutter has
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left it after felling trees. We have no wood pile for it to be moved
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to, you see.
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Ideally, we’d like to build the carpenter’s workshop inside, but we
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haven’t dug a nice enough space for the workshop yet, so lets chuck it
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outside for now:
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* Move the view to the front of the fortress.
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* Hit :kbd:`b` for :guilabel:`Building`, and then :kbd:`w` for
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:guilabel:`Workshops`. You can also just scroll down to
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:guilabel:`Workshops` using :kbd:`=` and hit :kbd:`Enter`.
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* You will now see a list of workshops. It scrolls off the bottom of
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the page (scroll around if you like)! Hit :kbd:`c` for
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:guilabel:`Carpenters workshop`.
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* The menu will vanish and the placement menu will appear. The green
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X’s mark out the workshop’s footprint. The dark green Xs are squares
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that will be impassible once the workshop is built, keep this in mind
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when building in an enclosed space, you don’t want to block the door!
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.. image:: images/02-carpenter-place.png
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:align: center
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* Chose a spot in front of the fortress. Somewhere around where mine is
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marked should do. Once you’re ready to place your workshop hit
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:kbd:`Enter`.
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* The menu on the right will now change to a list of items you could
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use to build the workshop with. Mostly it will be a list of wood and it
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will look something like this:
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.. image:: images/02-carpenter-material.png
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:align: center
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* At this point you could just hit enter and the first item on the list
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will be used to build the workshop. Instead, for fun, hit :kbd:`x` and
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:guilabel:`Expand` the view to show a list of every single item the workshop
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can be built from. Expanding the item selection is a nice way to chose
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exactly the item you want to be used. Most of the time you can ignore
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this option, but it will come in handy later on.
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* Close the expanded menu with :kbd:`x` again. For your interest note
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that items are sorted by distance from the workshop’s current location.
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Usually you want to build with the closest items to save your dwarfs a
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slow walk.
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* Once you’ve hit enter (selecting the building material) the workshop
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will be placed in an un-built state on the map. It will look like this:
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.. image:: images/02-carpenter-template.png
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:align: center
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Your workshop is now about to be built. You will have to hit :kbd:`Esc` a
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couple of times to un-pause the game, but as soon as you do I bet you
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that a helpful wee dwarf will run over and start building it. If you’re
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quick you can hit :kbd:`q` and see the status of the workshop, it
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should say :guilabel:`Construction initiated.`.
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A few seconds later, the workshop is built!
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.. image:: images/02-carpenter-built.png
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:align: center
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It doesn’t look like much, but it’s really useful! I promise! So lets
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get turning some of this lumber into stuff our dwarfs can use. Just
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don’t tell the Elves, ok? They really hate us chopping down trees.
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Pointy-eared gits, a magma-steam death is to good for them!
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Making beds
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===========
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Dwarfs don’t like sleeping in the dirt, they like nice, comfy beds -
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and solid gold statues in their bedrooms, but those will come later.
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Follow along with me:
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* Hit :kbd:`q` and move the cursor over the carpentry workshop.
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* The menu on the right now shows you the actions you can take,
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specifically, we’re interested in :kbd:`a` :guilabel:`Add new task`.
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* Hit :kbd:`a` (duh)!
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* Note the right menu is now a large list of stuff we can make. We’re
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after beds.
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* You can scroll down to beds using :kbd:`=`, or simply hit :kbd:`b`.
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* The menu now changes back to the :kbd:`q` list and you’ll see
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:guilabel:`Construct bed` listed. But we want more than one bed!
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* Hit :kbd:`a` again, and then :kbd:`b`. Repeat until we’ve got five
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beds up there. We don’t need a bed for every dwarf just yet, luckily
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for us they seem happy to sleep in shifts.
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Your carpentry workshop menu should now look like this:
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.. image:: images/02-carpenter-menu.png
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:align: center
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If your workshop menu looks like this, well done! Five beds are queued
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up and hitting :kbd:`Esc` a couple of times will un-pause the game and set a
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dwarf working, building your beds. You may have noted that there are a
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lot of other workshop options available to us now we have items on the
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build list. We can :kbd:`s` suspend any construction, set any item to
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be :kbd:`r`, repeat built, or we can hit :kbd:`c` and cancel the
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construction of the current listed item. We can also have the entire workshop
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removed using :kbd:`x`. For now, lets just watch the beds get built!
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Note, you won’t see the beds being put anywhere. Want to know why? The
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answer is simple, and if you’re extra-special clever you may have
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already worked it out: We have no furniture stockpile! Lets fix that:
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* Hit :kbd:`p` from the main menu.
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* hit :kbd:`u` for :guilabel:`Furniture Storage`.
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* Move the X near the workshop, hit :kbd:`Enter`, and designate a pile about 5
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tiles by 5 tiles.
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Here’s my pile after a few seconds of the game resumed:
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.. image:: images/02-pile-furniture.png
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:align: center
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You’ll note the dwarfs have moved the constructed beds to the pile as
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well as some spare barrels, our anvil and a bag. As stated above, we
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don’t usually like to leave our stuff lying around outside, even in
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tidy piles, but as a temporary solution it helps keep things organised
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and gets the furniture moved from the workshop. If items aren’t pulled
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out from under the carpenter’s feet then eventually the workshop will
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get cluttered (marked with :guilabel:`[CLT]` when you :kbd:`q` over the
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workshop) and a cluttered workshop works slower.
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Later on we can remove piles by using :kbd:`p` and then :kbd:`x` and
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selecting the whole area of the stockpile. What’s better is that
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helpful dwarfs will grab those items and move them to another suitable
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pile. But enough of that, lets get on with building our fortress!
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Digging down, down, down!
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=========================
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What kind of Dwarfs would we be if we only scratched around on the top
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of this mound like dirty hobbits? We want to dig down, down, down! The
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easiest way of doing this is to build some stairs. Well, to be precise,
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we’re going to designate some stairs using the :kbd:`d` menu. We are
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going to designate some un-dug space to be stairs and then see what’s
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going on a few metres down. So follow along, and lets get expanding!
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* Move the map to the top side of our corridor.
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* Hit :kbd:`d` and then :kbd:`j` for :guilabel:`downward stairway`.
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* Move the X into the black and hit enter, move the cursor down one,
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and hit enter again.
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You should see six downwards stairs marked.
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You may be wondering why I have set six stairs down. The reason is that
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dwarfs need space to move past each other. If the corridor, or stairs,
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are only 1 wide, then they have to pause to let each other pass. This
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slows movement around your fortress down terribly once you have dozens
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of dwarfs running around. Six stairs will be plenty for a long time.
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Hit space until the game is running and let that area get built. It
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should look something like this when it’s done:
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.. image:: images/02-stairs-down.png
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:align: center
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Super! A hallway and two downward staircases! At this point you may be
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feeling pretty chuffed with yourself. But if you go down a level
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(:kbd:`>`, you’ll recall) you’ll not see any stairs going up, or much
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of anything, just these tan blobs:
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.. image:: images/02-stairs-lower.png
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:align: center
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Where are our stairs going up? Where are our vast stores of mineral
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wealth? Well, this is where stairs get crazy-strange. Let me explain…
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To dwarves a down stair is just an exploratory stair dug down to see
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what’s on the level below. It’s like knocking a hole in the floor so
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you can look down on your neighbours in the flat below, hoping perhaps
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to work out what the weird noises are.
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To actually go down to the level below, you need to build stairs going
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up from the level you’re digging to. Or in our case, we want to build
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an :guilabel:`Up/Down Stairway` as we are looking to dig down a long,
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long way. An Up/Down stairway pokes the proverbial holes in both
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directions. It links up with a stairway above (if there’s one there)
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and tries to link up with a stairway below (if there’s one there). If
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there’s no stairway to link up with it will provide access to those
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other levels so you can build the needed stairs.
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Here's a handy side-on diagram:
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.. image:: images/stairs-diagram.png
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:align: center
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To build an up/down stairway, do this:
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* Go down one level from our main area.
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* At this level, below our down stairs, hit :kbd:`d`, :kbd:`i`
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to designate an :guilabel:`Up/Down Stairway`.
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* Move the X over the tan blocks. Hit :kbd:`Enter`, move down one level,
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and hit :kbd:`Enter` again.
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* Brown X’s now show that your up-down stairway has been designated.
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* If you mess it up, :kbd:`d` and then :kbd:`x` can un-designate the
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space for you.
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* Resume the game and the up/down stairs will be dug. The designation
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looks like this:
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.. image:: images/02-stairs-updown.png
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:align: center
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Lovely! Perfect up-down stairs. But we’re not done yet.
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So far you've been selecting two corners to designate a rectangle in
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two dimensions - but laying out a staircase would get pretty tedious
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like that! Luckily DF supports three-dimensional designations as well,
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so lay it out in 2D, then :kbd:`>` to level 103 to finish the column.
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Rock! We’ve got some rock around us! This is the sort of place a good
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dwarf loves! How about we dig out some of this space? I suggest a set
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of square rooms just off the staircase, with two tile wide doorways.
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It's a simple layout, but enough for now. See if you can match mine.
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.. image:: images/02-rooms-large.png
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:align: center
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Now let your boys dig! Dig boys, dig! And make sure all your areas set
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to be dug connect back to your stairs!
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Along the way you may get various messages about striking various ores.
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That’s good news! Metal is very handy, as you can imagine. But we’ll
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worry about metal later.
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What’s that on the ground?
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==========================
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While they’re busy digging, why not have a look at what is scattered
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all over the ground. To do that, from the main menu, hit :kbd:`k` to
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look around. An X will appear and you can direct it using
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the arrow keys. As you move it around you’ll see what’s under the
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arrow. Check my example:
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.. image:: images/02-look-around.png
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:align: center
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As you can see, underneath my X is a dwarf, some limestone, and a
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limestone cavern floor. I can use :kbd:`=` to scroll down
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through those three items, and hitting :kbd:`Enter` will display me some info
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about each. Ok, except for the floor. I mean, what do you want to know?
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It’s a floor!
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:guilabel:`Look around` is a very handy way to see what is in a square.
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Sometimes items get stacked a few deep and you’re not sure what is
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what, :kbd:`k` will show you. Also, it is very handy way to find out
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what the walls and ground are made of. For example, without irrigation
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you won’t be able to build a farm plot inside on anything but soil,
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sand, silt, clay or loam. :guilabel:`Look around` will show you what
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the ground is made of.
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Toy with :kbd:`k` for a while, and see what minerals are being dug up.
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Then lets leave the dwarfs digging, we’ve got a very important job to do...
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Chucking out the trash!
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=======================
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By now, believe it or not, some rubbish may be building up in your
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fortress. I’ve taken a shot of some rubbish near our food pile. Have a
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look at those slimy bones in with the barrels of booze:
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.. image:: images/02-food-trash.png
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:align: center
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Using :kbd:`k` I can have a closer look and see exactly what this trash
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is... :guilabel:`Rat remains`. Yuck!
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We can’t have this left lying around our tidy fortress,
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can we? Well, we could, but the end result would be a stinking cloud of
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purple miasma. Miasma makes our dwarfs unhappy. While they may never
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shower and probably reek to high-heaven, they really don’t like the
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smell of rotting leftovers. Go figure.
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So how do we get rid of the refuse? Easy! We build :kbd:`p`
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:guilabel:`Stockpiles` for :kbd:`r` :guilabel:`Refuse`. But note, we
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need to build this pile outside or we’ll get miasma build-up. Outside,
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the wind blows the stink away.
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See if you can set up a refuse pile on your own like mine. It’s just
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like making any other pile, except we set :kbd:`r` for refuse as we
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plot it.
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.. image:: images/02-pile-refuse.png
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:align: center
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Look, some of the refuse has already been moved!
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Phew, miasma criss averted!
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But we still have one really, really important job to do…
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Making booze!
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=============
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Booze is the lifeblood of dwarven society. Literally so. Dwarfs, unless
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injured, will prefer to drink booze over water 100% of the time. If
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there is no booze, they will drink water, and that's terrible - they work
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slower, and are more prone to murderous tantrums.
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So what do we do about the dwarf booze demands? Simple! We build a still!
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Follow along, dear reader:
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* Hit :kbd:`b` for :guilabel:`Build`.
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* Hit :kbd:`w` for :guilabel:`Workshops`.
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* Hit :kbd:`l` for :guilabel:`Still`, or scroll through and find the
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still yourself, and hit enter.
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* Place the still in the room above the food stockpile, like this.
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.. image:: images/02-still-place.png
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:align: center
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Placing it near food makes sense, as it will turn food items into
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booze. The less walking for our brewer, the better. Once you’ve placed
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it and selected the materials (any will do), your still should be
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quickly built and look something like this:
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.. image:: images/02-still-built.png
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:align: center
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Now to make it start churning out the brewskies!
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* Hit :kbd:`q` and move the cursor to the still.
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* Hit :kbd:`a` for :guilabel:`Add new task`.
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* Hit :kbd:`b` for :guilabel:`Brew drink from plant`
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* Hit :kbd:`a` and :kbd:`b` another 7 or so times.
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Yay! You have now queued up a lot of beer to be made. But you’re going
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to need to do something else to keep the booze flowing; you’re going to
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need to make barrels.
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* Head to the carpenter.
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* Hit :kbd:`q`.
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* Hit :kbd:`a`.
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* Scroll down to :guilabel:`Make wooden Barrel`, or just hit :kbd:`v`.
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* Fill the queue with barrels.
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To keep booze production at an acceptable rate, there's a couple of
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options. One is to keep checking manually, but you only have to be
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late once to cause a tantrum! The second is to set up repeating jobs
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(:kbd:`q`, select job, :kbd:`r`), but then it's easy for production
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of drinks and barrels to get out of sync and waste valuable materials.
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The third option is a plugin called ``workflow``, which lets you set a
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target amount and will suspend and unsuspend production jobs to keep you
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at that level. :kbd:`q`, select job, :kbd:`Alt`-:kbd:`w`, :kbd:`A` to
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:guilabel:`Add limit`, :kbd:`R` adjust the range. This might seem
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complicated, but setting 50-100 drinks and 10-20 barrels will keep things
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flowing smoothly until your population is a lot larger.
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End result, happy dwarfs! An important thing to note at this point is that
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brewing alcohol uses plants, but doesn’t destroy the seeds. Cooking
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does destroy the seeds of any plant cooked, which can seriously
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compromise your ability to grow more food! So for now, lets just stick
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to making some extra booze. We should be ok for food for a while yet
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with our farm running, since dwarves love raw mushrooms.
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Time to head back down stairs to see how our miners are going. Let them
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dig at least one room out before continuing with the next step.
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Hopefully they’re not sleeping on the job (The big :guilabel:`Z`
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flashing on them)!
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The World of Doors!
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===================
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We need doors. Lots of doors. We need beds, doors, chairs, tables. We
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need lots of them. If you’re starting to feel like an Ikea salesman,
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don’t worry, when you see a bed menacing with spikes of cat leather,
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engraved with an image of a dwarf striking down a goblin with other
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dwarfs laughing, then you’ll know you’re no longer in Sweden. So how
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are we going to get all of this wonderful furniture?
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Well, we could build some doors and assorted other stuff in our
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carpenters’ workshop. But that would use valuable wood. Much better
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would be to use all that stone you can see strewn about. So how do we
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do that? I’m glad you asked! We build a masons workshop. Here’s how:
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* Hit :kbd:`b` for :guilabel:`Build`.
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* :kbd:`w` for :guilabel:`Workshops`.
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* :kbd:`m` for :guilabel:`Masons Workshop`.
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Chose an area near our main stairs up, in one of our new rooms. You can
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check the shot below to see where I’m going to place mine.
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.. image:: images/02-mason-where.png
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:align: center
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* Select some stone and get the thing built!
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Once it’s up it’s time to get it producing some useful items:
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* :kbd:`q` over the Mason's Workshop.
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* :kbd:`a` for :guilabel:`Add new task`, then :kbd:`d` for door. Do this
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four times.
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* :kbd:`a` for add task, then :kbd:`t` for table, do this twice.
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* :kbd:`a` for add task, then :kbd:`c` for chair, do this twice.
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Wee! Look at all that lovely furniture queued up! Soon our mason will
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turn up and start cutting blocks of stone into something more useful.
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Unfortunately, someone is going to end up trying to haul all that
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furniture up stairs to the furniture stockpile, and we can’t have that,
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so lets make a big stockpile in the middle of this room.
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While you’re at it, why not remove the furniture stockpile upstairs and
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get all of that stuff out of the rain. Go up to the pile, hit :kbd:`p`
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for pile, then :kbd:`x` and then hit :kbd:`Enter` at one corner of the
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outdoors furniture stockpile, and then move the cursor to the other end
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and hit :kbd:`Enter` again. Here’s my downstairs stockpile, complete with
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some just-moved furniture and a mason hard at work!
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.. image:: images/02-mason-use.png
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:align: center
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Now it’s time to get those doors and beds into use, and when the tables
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and chairs are built, we’ll use those too!
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Home Sweet Home
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===============
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You may have noticed that our dwarfs have been sleeping on the ground
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when they get tired. This is really not much fun for them and we’d like
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to give them a place to stay. With some beds built, lets set up a big
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bedroom on the top floor so our dwarfs can get some shuteye.
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* Head to the top floor, and dig out a small room at the end of the hallway.
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* Hit :kbd:`b` and then :kbd:`b` again (for :guilabel:`Bed`).
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* Move the cursor and place a bed in the corner (hit enter, select a
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bed and hit enter again).
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* Spread the five beds around the room.
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* Hit :kbd:`Esc` until we’re back at the main menu.
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* Hit :kbd:`b` again, and :kbd:`d` for :guilabel:`Door`.
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* Place doors across the room entrance.
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Here’s my room layout. The shadowy beds and door show that the beds and
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doors aren’t placed yet. The green X shows me about to
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place the next door.
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.. image:: images/02-beds-shadows.png
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:align: center
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Pretty soon the room will be laid out and we’ll be ready to use it to
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house our little workers. Here’s mine finished, doesn’t it look pretty?
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.. image:: images/02-beds-built.png
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:align: center
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But the dwarfs won’t use it as a bedroom yet. We have to specify what
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the room is to be used for first. To do this:
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* Hit :kbd:`q`.
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* Move the cursor near one of the beds. It will start flashing green.
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* On the right, you’ll see the option :kbd:`r` :guilabel:`Make Bedroom`.
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* Hit :kbd:`r`.
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* You will now see a flashing blue square. Here’s mine, as selected
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from the bottom-left bed.
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.. image:: images/02-beds-room.png
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||
:align: center
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||
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We could hit enter now and set the room at this size, but that would
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leave two beds out. So we need to make the room size bigger. With the
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blue square flashing…
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* Hit :kbd:`=` and this will make the blue square bigger
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||
until it fills the whole room.
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||
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||
You will note that the room won't "leak" beyond the boundaries of the
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walls and doors. This is why we need doors, to prevent leaky rooms!
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Makes sense? Right? Ok… moving on…
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||
* Hit :kbd:`Enter` with the room set at max size, a new menu will appear on
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||
the right.
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||
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||
This menu gives you options for the room. It will always appear when
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||
you :kbd:`q` over the item you set a room’s use from. Note, you don’t
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||
have to set every bed in the room as a bedroom (although the game will
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||
let you do that). DF is smart enough to know that the room is a
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||
bedroom, and all the beds in the room should be used.
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||
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||
On the new menu you want to:
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||
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||
* Hit :kbd:`d` for :guilabel:`Dormitory`, this will turn the
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:guilabel:`(N)` to a :guilabel:`(Y)`.
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||
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||
With the room set as a dormitory any dwarf without their own room will
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use the beds in the dormitory to sleep in. When you have a military, a
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||
:guilabel:`Barracks` is where dwarfs will spar and sleep when off duty.
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||
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||
Well done! We have a shared bedroom for our shorties to sleep in!
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||
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||
In the next chapter of the walkthrough, we’ll build a fine dining
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room, set up some more workshops, and start to build some proper living
|
||
quarters for our dwarves. I can’t wait!
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