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361 lines
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An Industrial Revolution
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You have come a long way, young jedi! Your dwarf herding skills are
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strong! You now know the basics of building, production, trading and
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managing your dwarfs. But we still have work to do, so lets get back to
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our fortress!
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More Production!
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================
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We took a bit of a detour earlier by getting into managing dwarfs and
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trading and whatnot, but I think you’ll agree those were important
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lessons. But what really gets us going is building awesome new stuff in
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our fortress, right? Lets start with some new workshops you should get
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to grips with. I won’t list the keys you need to use for every task,
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you should be able to remember the basic stuff from earlier lessons, so
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lets just get building these workshops around our four big production
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rooms:
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* Mechanic’s Workshop
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* Leather Works
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* Farmer’s Workshop
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* Kitchen
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* Butchers
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* Metalsmith’s Forge
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In addition, go to the Furnaces menu (from “b” and then “e” for
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“Furnaces”) and build:
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* Wood Furnace
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* Smelter
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While those places get built lets look at expanding a bit. In the
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middle of our four room area we have three stairs going down. Right now
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they go nowhere, so lets go down about 5 levels. Remember, “d” and then
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“i” for “Up/Down Stairs”, set to the level below, will get that
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construction going.
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We also have room to expand between our production floor and our
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entrance, so lets go up a level and put some storage there. I suggest
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the easiest way to do this will be to “b”, “build” a “C”
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“construction”, that is, an up-stair. So chose the space I highlight
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below, and then follow along!
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.. image:: images/dftutorial79.png
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:align: center
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Find the spot in the picture above, just below those down stairs.
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* Hit “b”.
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* Hit “C” (capital ‘c’).
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* Hit “u” for “Up Stair”.
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* Chose some stone.
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* Repeat to set three up stairs to be built.
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Once the job is done you’ll have some stairs like this:
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.. image:: images/dftutorial80.png
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:align: center
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Now we want to “connect” this level to the one above. If you go up a
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level you won’t see anything but dirt, but we know the stairs are
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leading up to this level, so it’s a matter of constructing some, right?
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WRONG! We want to designate some stairs, because our miners will carve
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out some matching stairs! We only use “construct” when we’ve got an
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empty space to deal with.
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One challenge you’ll face is working out where on the floor above the
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spot is you need to dig out. So try this technique:
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* Hit “d”.
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* Hit “i” for “Up/Down Stair” (we want a series of stairs almost back
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up to the surface).
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* Put your X over the top stair in the line, like the screenshot
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.. image:: images/dftutorial81.png
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:align: center
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* Now go up a level and at the above level, designate three stairs in a
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row (ie, hit enter, then hit down-arrow a couple of times, and then hit
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enter), the above level should look like this:
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.. image:: images/dftutorial82.png
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:align: center
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You’ll note I wasn’t quick enough when I took this picture and two of
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my three stairs are already dug out. Good dwarfs!
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With the new stairs dug out (providing easy access to all the space
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we’re going to create for our production dwarfs) lets make a massive
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space for them to stockpile goods. Here’s how much I dug out:
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.. image:: images/dftutorial83.png
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:align: center
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In case you’re wondering, that’s about a 40×40 box with our first
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stairs at the bottom. And one nice thing about digging in dirt (which
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this layer is), is that it doesn’t leave any messy rock around to
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clutter up our nice stockpiles!
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While that’s completing, lets start an important job, making our dining
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room awesome! You see, dwarfs love to spend time in an attractive
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meeting hall. Right now mine is packed with loafers. They clearly need
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a bit more room! A bit of digging will sort that:
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.. image:: images/dftutorial84.png
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:align: center
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Once the room is expanded, fit doors and some more tables and chairs.
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Once that’s done you’ll need to do something important, and that’s
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resize the room. As you may remember we set the room up from one of the
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tables. But if you “q” over the dining room table now you’ll see it
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doesn’t fill the space:
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.. image:: images/dftutorial85.png
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:align: center
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The room will be more “valuable” and widely used if it’s set to be
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bigger, to fill this space. Lets do that now:
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* Hit “q” and move the X over the table which is setting the room up…
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* Hit “r” for “Resize Room”.
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* Using “alt”+”down arrow” expand the room size till you fill the space:
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.. image:: images/dftutorial86.png
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:align: center
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* Hit “enter”
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Job done! The room is resized and better. But we want to make it MUCH
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better because I noticed a dwarf with a red down arrow flashing and
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when I viewed his info it turned out he was pretty unimpressed with his
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surroundings. Lets get to impressing him!
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How do we do that? Simple! We smooth the walls and then engrave them
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with fine carvings all about our fortress! To do this:
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* Hit “d”.
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* Hit “s” for “Smooth Stone”.
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* Select the entire dining room and walls using “enter”, move cursor,
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“enter”.
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The room will now look all flashy like this (until you back out of the
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menu, anyway):
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.. image:: images/dftutorial87.png
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:align: center
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Any dwarf with the “Stone detailing” labour on will now set about
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smoothing the walls and floors. The next step, once the space is
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smooth, is to designate the room to be engraved using “d” and “e”.
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Engraved walls make dwarfs happy and increase the value of your
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fortress. You can even look at them by using “k” and hitting enter with
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the engraving highlighted. Some walls have some quite amusing
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engravings (randomly generated and based on the history of your dwarfs
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and your fortress), so it’s worth looking around and finding the good
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ones. The better the quality of the engraving the more text there is to
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read, so keep an eye out for the engravings with the metal-bars icon
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next to them.
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With the smoothing under way, lets get back to the piles. In that big
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space upstairs you can pretty much set up a space for everything it’s
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possible to make a pile for (except refuse, of course, which we want to
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be outside). So go do that now. Here’s how mine is laid out.
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.. image:: images/dftutorial88.png
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:align: center
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Pretty complete huh? Well, almost, I’m sort of tempted to make a stone
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pile and using custom settings have it as metal ores only. It would
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make things a bit tidier, but on the other hand probably doesn’t gain
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me that much efficiency right now. Be very careful with stone
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stockpiles, hauling stone can consume a heap of your dwarfs’ time,
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which is a bit pointless.
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Hotel Califortress!
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===================
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We’ve got some new workshops set up, we’ve got some great storage, and
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we’ve dug down a few levels. Good stuff! Unfortunately, (or
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fortunately?) you’ve probably had a bunch of immigrants arrive over the
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course of the past couple of tutorials and they haven’t been assigned
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anywhere to live. We also don’t have any space dug out for the
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inevitable arrival of nobles, and these boys and girls are one set of
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dwarfs that need hard work to keep happy!
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Fortunately we’ve dug down a few levels and we have a lot of nice rock
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down there. So lets go take some time to lay out some great bedrooms
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for our dwarfs. The majority of your rooms should be 2×2, but lets make
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some space for nobles too.
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Nobles usually want two-to-four rooms. So lets make things easy and
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give them all four rooms of size 3×3 or so, that should be good enough.
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Here’s how I have planned out my bedroom level:
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.. image:: images/dftutorial89.png
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:align: center
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A couple of points. Firstly, the whole right side of my new bedroom
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level won’t be dug because it’s not connected to the stairs, etc. I’ll
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connect it up later once we’ve got the left side done. Second, my
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layout is pretty boring, go and check out some of the bedroom designs
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on the wiki. I love the fractal pattern! Very efficient! Finally,
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you’ll notice the big wide corridors for the main arterial routes.
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Dwarfs need space to move around, remember!
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Also, remember that you will need a lot of new doors and beds for our
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beautiful hotel. While you’re at it, build a ton of tables and chairs
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and at least a half dozen coffers, cabinets, armor stands, weapon
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stands. You’ll find all those items under the masonry workshop menus.
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Oh, and lets connect up the southern most stairs (the first ones we
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built way back in tutorial 1 or 2) with this level as well. Construct
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down stairs from the workshop floor and then designate Up/Down stairs
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till we’re all connected up.
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While that is being built (oh, we’re going to find some jems too,
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cool!) lets continue with…
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The Joy of Traps!
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=================
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Traps form the majority of many people’s defences, so it’s best we get
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sorted and make some. First up, we will need a lot of mechanisms, so go
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find that mechanic’s workshop and fill it’s job queue with mechanisms.
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They’ll end up in a finished goods pile when done.
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Next, go to the Carpenter’s workshop and add a ton of cages (“j” is the
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shortcut from the “Add Task” menu). Try and get ten built. Add another
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carpenter’s workshop to your workshop floor if you fancy, makes it
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easier to queue up more than a few of any item and get things made
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faster.
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While you’re at it, queue up a bunch of booze at the still too, we
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don’t want to run out, ok!
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Now would be a good time to go fiddle with Dwarf Manager. Sort out your
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profession groups, make sure your diggers have no job other than
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diggers and your masons and stone details are doing nothing but those
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jobs, after all, we want them to stay on task and not get distracted,
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right? Set all the peasants to haul jobs only, remove all hauling jobs
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but food hauling from your farmers, you get the picture!
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Here’s how I’ve got my lads and ladies sorted:
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.. image:: images/dftutorial90.png
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:align: center
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Couple of interesting points. First up, I’ve got 14 dwarfs assigned to
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the “Pleb” profession: All they do is haul stuff. The others are
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grouped around certain jobs – farming, crafting, digging, masonry/stone
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detailing, etc. In a few situations, for example, my “Foody” class, I
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have a dwarf who is good at cooking and another who is good at brewing,
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and to make life easier I’ve turned on both jobs for both dwarfs.
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Eventually they’ll be great at both, and it saves me a little admin
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with dozens of production classes. I engage in this sort of
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rationalisation frequently in my dwarf management.
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I’ve also got four dwarfs set to farm, and they only farm and haul
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food, nothing else. With nothing to distract them they will fill the
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fields with crops! I’ve also got at least one dwarf in there who has no
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farming skill, it’s never to soon to start training them up though!
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With so many dedicated haulers I can afford to leave some dwarfs to
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specialise in these various production tasks. But be careful of having
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to many dwarfs who aren’t doing anything, idle hands are the devil’s
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plaything, after all! Dwarfs with no jobs will eventually get bored and
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throw parties that tie up lots of time and dwarfs. If your dwarfs have
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little to do, set a few making stone blocks (blocks make any item made
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out of them more valuable and can also be stacked in bins, a great way
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to remove stone clutter) or have them out their harvesting plants,
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smoothing stone or whathaveyou. No need to have them lazing about!
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Hang on a second.. weren’t we meant to be talking about traps? Yes! I
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think we were! So, with cages and mechanisms built lets get on and make
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some cage traps…
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Dwarfs and their strange moods!
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===============================
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…or not! Oh dear! Something is going down in dwarf land!
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.. image:: images/dftutorial91.png
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:align: center
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If you get a dwarf in a strange mood, find them using “u”, looking for
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their name, and then “c”. You will see the dwarf flashing with a grey
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exclamation mark (red is very bad, by the way). Follow this dwarf
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closesly. This dwarf has got a strange mood and is off to claim a
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workshop to start building some amazing object based on their whim and
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fancy. We can’t control what they build, all we can do is hope they
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build something cool and that they can find all the materials they want
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for their fancy. If not, they go suicidal or homicidal. Oh dear! Lets
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watch and see what happens. Of course, this event is random, so it
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might not happen to you at this point in the game, but it will happen
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sooner or later.
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Right, my dwarf, Endok Oltarisos has rushed off to claim a leather
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workshop. No surprise, he’s a tanner after all. Once he claims the
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workshop you can “q” and see the status of the workshop, and if you
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wait, it will scroll through what items the dwarf is looking for. Endok
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is looking for “stacked leather” and “skeletons”. I’m not sure if I’ve
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got any. I’ll find out pretty quickly though, the dwarf will either run
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off and start fetching stuff, or sit in the workshop, seemingly doing
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nothing…
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.. image:: images/dftutorial92.png
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:align: center
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Well, the leather isn’t a problem, I just bought a ton from a trader,
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and the bones, I think he’s grabbed some from the refuse pile.
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Thankfully, my worries about the dwarf not getting stuff are put to
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rest when I get this message:
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.. image:: images/dftutorial93.png
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:align: center
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Endok has begun a mysterious construction! Great! Now we just wait and
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see what crazy object the dwarf produces. With luck it will be useful!
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.. image:: images/dftutorial94.png
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:align: center
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..or maybe not! Our dwarf has made a cap, a simple hat, out of dog
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leather! Damn! On the plus side though the dwarf has become a legendary
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tanner. If they gain skill from a mood it often leaves them
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“Legendary”, which is pretty neat. With legendary skill I could use
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Endok to make leather armour and it would be as good as metal armour,
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handy.
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Lets look at the item. If we hit “l” we get a “list” of artefacts. With
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only one artefact there’s no list, so we can go straight in to hitting
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“v” to “View”.
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Behold! Triberiddle, the dog leather cap (click on the picture here if
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you can’t read the text)!
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.. image:: images/dftutorial95.png
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:align: center
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A nice hat depicting when one of the trade caravan guards shot a
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goblin. No one will wear it though, it’s an :wiki:`artifact`, only
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champions consider themselves important enough to grab artifacts from
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stock piles.
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We were lucky this time with our moody dwarf. He was able to get
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everything he needed to make his artifact. If he couldn’t find it he
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would go quite crazy in the workshop, or if a suitable workshop isn’t
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available, in his room. When you see the dwarf start to go crazy
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(flashing down arrows and not moving from their workshop are a good
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sign) it’s time to either assign the dwarf some war dogs (more on that
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later) or to construct some walls and wall them in to their workshop,
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or to lock the door on their quarters. At some point the dwarf will go
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beserk and either get attacked by nearby military dwarfs or war dogs,
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or if locked inside, slowly starve to death.
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If the crazy dwarf is ignored they will destroy stuff and attack
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dwarfs, probably killing a couple before they are put down, so watch
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those moody stunties closely!
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…Hang on a second, weren’t we supposed to be doing something about
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traps? Bugger! We’re out of time. How about next time? OK? Seriously? I
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really promise we’ll get to traps, ok!
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