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234 lines
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234 lines
11 KiB
ReStructuredText
.. _chapter03:
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#################
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From Cave to Home
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#################
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In this tutorial we’ll set up some more living space for our dwarves as
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well as more workshops and stockpiles. This will just be a short one as
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I’m going to give you some tasks to do on your own at the end. Are you
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up to the challenge?! Lets do it!
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Recap time
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==========
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We’ve covered quite a lot so far, and if you’ve played through, and
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you’re still reading, you’re well on your way to being a master of
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Dwarf Fortress. Lets look at what we’ve learned:
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* How to look around and work out what you’re looking at.
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* How to dig out space and how to dig stairs.
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* How to set up rooms and workshops.
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* How to get some basic resource production and gathering going.
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One thing we haven’t covered is saving your game! Perhaps an
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oversight?! Simply hit :kbd:`Esc` and then select :guilabel:`Save Game`.
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But don’t do it now! :guilabel:`Save Game` assumes you want to exit
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and it will take you back to the main menu. Whatever you do, **don't**
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choose :guilabel:`Abandon the Fortress` - that ends the game!
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I should note that saves can get confusing - if you start to play with
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a seasonal autsave, then save that, the names get longer and don't
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always sort in a useful way. When you come back
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to DF and hit :guilabel:`Continue Game`” choosing the last save in the list
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won’t necessarily result in your most recent game starting. Instead, you may
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have to look in your ``<DF>/data/save/`` folder and see which folder has the
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most recently modified files. Then you might rename or delete the older folders.
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If you choose the wrong save, there are two options: you can save as
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usual and return to the main menu, or force-close DF with the DFHack
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command ``die``. Enter it in the ingame console (:kbd:`Ctrl`-:kbd:`P`),
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but be careful - this will quit without saving or checking again!
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Good luck! And lets continue…
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Making our Hole our Home
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========================
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Lets look at making this place a little more comfortable for our
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dwarves. First up, they really need a nice place to eat. Just picking at
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food on the floor isn’t much fun, dwarves want a beautiful hall in which
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they can quaff beer and eat cat biscuits (yes, you can make biscuits
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out of cats. Ugggh). Lets help them set one up.
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For now we’re going to set it up near our newly-dug space. I’m also
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going to make a bunch of 2 by 2 rooms, which will serve as permanent
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bedrooms for our dwarves. There's no such thing as a perfect design, so
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lets just get the function right and worry about the perfect layout in
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your next fortress.
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This is how I set things up:
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.. image:: images/03-dig.png
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:align: center
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While it’s being dug, go add a bunch of beds to the carpenter’s shop,
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as well as doors and tables and chairs at the masons. Report back in
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when the rooms are dug and you’ve got a bunch of furniture and another
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couple of tables and chairs.
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…Ok, are you done? Good!
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Now you need to go and place a bed in each room, a door on each
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doorway, and tables and chairs in the dining room-t0-be. You should
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know how to do all of this using :kbd:`b` for :guilabel:`Build`, then
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:kbd:`d` for :guilabel:`Door`, :kbd:`t` for :guilabel:`Table`, and
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:kbd:`c` for :guilabel:`Chair`... which in a Mason's workshop is
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called a :guilabel:`Throne`. Yep, the same object can have different
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names depending on the material - another reason using the shortcuts
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can be easier than scrolling.
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Here are my rooms partly completed. If you look closely you can see a
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slacker dwarf having a nap.
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.. image:: images/03-beds-layout.png
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:align: center
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Can spot my chairs, tables, beds and doors? Pretty aren’t they!? You
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may have noticed that bits of your local map are flashing. Don’t worry,
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this just indicates that objects are sharing the same space with other
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objects, but yes, all that stone does make things look messy. If you
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have a tidy-fetish, GIVE IT UP NOW! Dwarf Fortress forts often look
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messy with stone and junk strewn everywhere. You can, however, do a few
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things to fix that, but we’ll worry about that some other time.
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Meanwhile, we need to make ourselves a dinning room!
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What’s that? Oh bugger!
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=======================
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Just got a message which reminded me that I’ve forgotten to do something...
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| :guilabel:`The Outpost Liason from Vushuvash has arrived.`
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| :guilabel:`A caravan from Vushuvash has arrived.`
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| :guilabel:`Their wagons have bypassed your inaccessible site.`
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| :guilabel:`The merchants need a trade depot to unload their goods.`
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Damn! A trade caravan arrived but couldn’t make it to our fortress
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because, 1: it is inaccessible, 2: we don’t have a trade depot. This
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may have happened to you already, if so, don’t worry about it much,
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we’ll get that problem fixed soon. Trade caravans come by fairly
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regularly and represent other civilisations wanting to trade their
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valuables for yours. They are important, and handy, but we’ll discuss
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them later some time.
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Oh, you may get various windows pop up from the visiting trade liaison.
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Just :kbd:`Esc` back out of them for now.
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Back to the eating place thing!
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===============================
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By now you should have the dining room furniture set up, so it’s time
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to let the dwarves know it’s the official dining room of the fortress.
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We do that in much the same way we set up bedrooms:
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* Hit :kbd:`q` and move the cursor over any one of the tables (and for good
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fun, move it over a chair and and read what sort of rooms chairs set up).
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* When over a table, hit :kbd:`r`, and again you should see a flashing blue
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box which doesn’t quite fill the room.
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* Use :kbd:`=` to expand the room to fill the dining room space.
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* Hit :kbd:`Enter`.
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* Now hit :kbd:`h` to turn the dining room into a meeting hall as well.
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The :guilabel:`(N)` on the menu will become a :guilabel:`(Y)`.
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* :kbd:`Esc` back out to resume the game. All tables and chairs in the
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entire space will now be used.
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Well done! A dining room and meeting hall is now set up! Without a
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meeting space immigrant dwarves get confused and don’t know where to go
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when they arrive, milling about at the edge of the map. A meeting space
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seems to send out invisible mind-control rays and any newly-arrived
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dwarves will immediately home in on it and into your fortress. Handy!
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For amusement, go back up stairs and find the wagon we arrived with. I
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bet you it has a few dwarves hanging around it. Know why? Because by
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default your wagon is your first meeting area!
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If you press :kbd:`F1`, the map will move to the wagon - because it's
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also your first hotkey location. The :kbd:`H` hotkeys menu allows
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you to scroll through the hotkeys, name each of them, and set one
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to zoom to your current location - which saves time once you spread
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out vertically. Try setting :kbd:`F2` to zoom to our big underground
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rooms now.
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But the wagon is outside and a long way from the fort and we’d much
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prefer our dwarves to be safe and sound within our walls. We should
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probably remove that temptation to stand outside and get killed by
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carp, elephants, monkeys, unicorns, skeletal whales, zombies, giant
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eagles, deer, goblins, etc, so lets remove the wagon. Hit :kbd:`q` and move
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the X over to the wagon, then hit :kbd:`x` and the wagon will be
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:guilabel:`Slated for removal`. This should free up a three logs
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(which the wagon is made up)
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and will prompt any lazy, slacker dwarves to head back inside!
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Everyone gets their own room!
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=============================
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Dwarves love to have their own room, much preferring it to sharing a
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dormitory (which they will do by default otherwise), and conveniently
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we have set up a number of little rooms. Lets declare that they're
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bedrooms, so our dwarves will come and claim one:
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* Go to your empty bedrooms, hit :kbd:`q`.
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* Chose a bedroom, moving the X over a bed until it’s flashing.
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* Hit :kbd:`r`. The blue selection area probably fills the room.
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* Hit :kbd:`Enter`.
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You can assign the bedroom to a specific dwarf, but unless you want to
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play favorites there's no need - if a dwarf wants a nap and doesn't
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have a bedroom, they'll claim one of the unowned ones. Once that
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happens, the bedroom status will now look something like this:
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.. image:: images/03-beds-dug.png
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:align: center
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If you get confused about a bedroom (or any room’s status), just hit
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:kbd:`q` again and move around over each object. Of interest is the fact
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that you can assign one room to have multiple uses, for example, put a
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bed and table in the same room and specify that the room is both a
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bedroom and a dining room, but doing so reduces the overall quality of
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both rooms. Don’t bother unless you have some clever reason to.
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While you’ve got your cursor up, move it over the door and look at
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those options. You can lock doors and you can also make them impassable
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to pets. Don’t bother with that for now, just have a look around.
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Workshop fun!
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=============
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Lets set up more workshops. First, put another mason's workshop in with
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the other one. It will be handy in the long run, I am sure. Set
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up a couple of carpenter's workshops in the room next door. While
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you’re at it, set up a big wood pile (:kbd:`p`, :kbd:`w`). The next thing to do
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is to set up some more piles. How about we go through and make a
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:guilabel:`Finished Goods` pile? Build it using :kbd:`p`, :kbd:`g`.
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Lets keep making stockpiles in those rooms. A few squares for cloth (:kbd:`h`),
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leather, (:kbd:`l`), and bars/blocks (:kbd:`b`) makes sense. Where one pile
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starts and another stops can get confusing, but give it your best shot.
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Finally, lets also add a Craftsdwarf’s Workshop to our room. Use
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:kbd:`b`, :kbd:`w`, :kbd:`r`, chose the materials and place the workshop.
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These are particularly handy and profitable workshops, but more on them later!
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This is how mine looks:
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.. image:: images/03-workshop.png
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:align: center
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That’s all for now, except before I go I have some homework for
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you. But don’t worry, this is the fun kind of homework. See if you can
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complete these tasks before we meet again:
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#. Destroy the carpenter’s workshop upstairs.
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#. Designate another wide area of trees to harvest. If the seasons have
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changed to autumn by now you’ll notice all the trees a pretty gold
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colour. Admire them before you saw them down.
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#. Designate a bunch of plants to be harvested.
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#. Make a lot more beer and a lot more barrels, or set up ``workflow`` for
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some of the furniture you'll need later (beds, doors, tables, chairs).
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#. Make some :guilabel:`bins` in the carpenters shop - around 15 should do.
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You’ll have to scroll to find them in the carpenter :kbd:`a`
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:guilabel:`Add new task` list, or use :kbd:`a`, :kbd:`n`.
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Bins are what everything that isn’t food or booze are stored in.
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#. Go to the mason’s workshop and set it to build blocks on repeat
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(:kbd:`q`, :kbd:`a`, :kbd:`b`, :kbd:`r`). Do this only if you’ve already
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managed to make a LOT of bins or your Bar/Block pile will get filled
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quickly!
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#. See if you can make some stone crafts. You will find them under the
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:kbd:`g` (:guilabel:`rock`) sub-menu from the :guilabel:`Add new task`
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menu on the craftsdwarf’s workshop. Make sure you have lots of bins for
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your crafts to go in though, and a big finished goods stockpile too!
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Good luck! And see you soon, in `the next chapter! <chapter04>`
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