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Editing 40d:Indecisive's illustrated fortress mode tutorial
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− | + | ''This tutorial was originally posted on the Something Awful Forums [http://forums.somethingawful.com/showthread.php?threadid=2669677&userid=0&perpage=40&pagenumber=45#post335365645] [http://forums.somethingawful.com/showthread.php?threadid=2669677&userid=0&perpage=40&pagenumber=45#post335365665]'' | |
− | ''This tutorial was originally posted on the Something Awful Forums. | ||
− | |||
This post is not going to be an expansive walkthrough of everything the game has to offer, it is just intended to demonstrate how to get started and using the interface. I'll try to cover as much as I can but I've only played it myself for a day before I started writing this. My game crashed irreversibly at about the one year mark, and I didn't get to cover more advanced stuff like [[magma]] [[workshop]]s, [[machine]]s, or [[irrigation]] methods, but hopefully it is enough to get you started. | This post is not going to be an expansive walkthrough of everything the game has to offer, it is just intended to demonstrate how to get started and using the interface. I'll try to cover as much as I can but I've only played it myself for a day before I started writing this. My game crashed irreversibly at about the one year mark, and I didn't get to cover more advanced stuff like [[magma]] [[workshop]]s, [[machine]]s, or [[irrigation]] methods, but hopefully it is enough to get you started. | ||
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[[Image:dft002.png|thumb|left|Choosing a location]] | [[Image:dft002.png|thumb|left|Choosing a location]] | ||
− | Now we get to choose our starting location. I've chosen a relatively 'safe' starting position for this demonstration to try and show off as many bases as possible. There's a brook for a permanent water supply, forests for wood and plant harvesting, and a magma source, because otherwise you need | + | Now we get to choose our starting location. I've chosen a relatively 'safe' starting position for this demonstration to try and show off as many bases as possible. There's a brook for a permanent water supply, forests for wood and plant harvesting, and a magma source, because otherwise you need obscene amounts of wood to burn to make charcoal to do any forging. There is a wide variety of spots to choose from, but if you are new to the game, at the very least you will want to make sure your location has water and trees. 'Heavily Forested' means you'll have a huge number of trees to work with. |
− | Also, if the location has more than one Biome (basically, a biome consists of the information on the right-hand side of the screen; rock types, amount of vegetation, temperature, etc | + | Also, if the location has more than one Biome (basically, a biome consists of the information on the right-hand side of the screen; rock types, amount of vegetation, temperature, etc), you can push F1/F2/F3 etc.. to display each biome's area and information. For this area, basically the mountains are unforested with slightly different rocks, the Forest is the information already displayed. Each biome will usually have it's own wildlife also, but that isn't shown on these screens. The mountain area wound up having a bunch of mountain goats, I didn't really see much from the forest side other than a couple raccoons. |
[[Image:dft003.png|thumb|left|Choosing a location: neighbors]] | [[Image:dft003.png|thumb|left|Choosing a location: neighbors]] | ||
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You can change which windows are displayed using the {{k|Tab}} key, which cycles through various combinations of game screen and the other two windows. If you disable the hotkey window, it will automatically open itself when you choose a menu item so you can see what you are doing, but the area map will stay closed unless you open it up yourself. | You can change which windows are displayed using the {{k|Tab}} key, which cycles through various combinations of game screen and the other two windows. If you disable the hotkey window, it will automatically open itself when you choose a menu item so you can see what you are doing, but the area map will stay closed unless you open it up yourself. | ||
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At the very right of the screen is one of the new interface features, the altitude bar. The number in the bottom right indicates the absolute elevation that you are located at, relative to the 'bottom' of the world. We are currently at 149, which isn't that high, all things considered; if I remember correctly, someone said sea level is at 100, and the scale goes up to 250 or so. Each section of the map goes to roughly plus or minus 17 z-levels, for a total of 35. | At the very right of the screen is one of the new interface features, the altitude bar. The number in the bottom right indicates the absolute elevation that you are located at, relative to the 'bottom' of the world. We are currently at 149, which isn't that high, all things considered; if I remember correctly, someone said sea level is at 100, and the scale goes up to 250 or so. Each section of the map goes to roughly plus or minus 17 z-levels, for a total of 35. | ||
− | The number at the top is where the screen is relative to the 'surface' of where your cursor is. We are currently looking at the surface, so it shows zero. If we look higher it would change to a positive number in green, when we look lower it changes to a negative, red number. The bar itself is a more graphical display of this, where the bright cyan indicates our current location, the brown indicates underground levels, and the dark cyan shows the sky levels. Let's scroll up | + | The number at the top is where the screen is relative to the 'surface' of where your cursor is. We are currently looking at the surface, so it shows zero. If we look higher it would change to a positive number in green, when we look lower it changes to a negative, red number. The bar itself is a more graphical display of this, where the bright cyan indicates our current location, the brown indicates underground levels, and the dark cyan shows the sky levels. Let's scroll up one by pushing the {{k|<}} key. |
[[Image:dft008.png|thumb|left|The same location, one elevation up]] | [[Image:dft008.png|thumb|left|The same location, one elevation up]] | ||
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[[Image:dft126.png|thumb|left|Using the {{k|k}} key to determine the depth of water]] | [[Image:dft126.png|thumb|left|Using the {{k|k}} key to determine the depth of water]] | ||
− | Now, I'll introduce a very important key, {{k|k}}. This | + | Now, I'll introduce a very important key, the {{k|k}} key. This invokes the 'look around' option, which you will use to find out information about everything in the game. Here I've used it to display some [[water]]. Normally water will just look like waves. I've set an option that shows water depth instead of the waves, because it makes it easier to see at a glance whether you are dealing with drowning-type-water, or wet-ankles-type-water. To change that option you need to edit the init.ini file in the data\init\ folder. 7 is the maximum depth, so you can safely assume anything in this square would drown, unless it can swim upwards (or breathe water). You can move the cursor anywhere on the screen to find out information on what is in that particular tile. Those pretty blue stars just below the cursor for example represent 'Damp Rough-hewn Lace Agate Cluster', which you could mine in hopes of getting some valuable gems. Of course, mining it would release the water in that pond, so you'd have a heck of a time actually getting the gems without draining the water. |
Also shown, below the list of items occupying the tile, are indicators for 'Outside', 'Light', and 'Above Ground'. These indicators give you the properties of the tile. There are various things that care about these properties, such as farming. Some plants can only be grown indoors, and some need to be outdoors in the sunlight. Usually all three will be similar, as they are somewhat related but you can have 'inside' areas that are light in certain conditions. | Also shown, below the list of items occupying the tile, are indicators for 'Outside', 'Light', and 'Above Ground'. These indicators give you the properties of the tile. There are various things that care about these properties, such as farming. Some plants can only be grown indoors, and some need to be outdoors in the sunlight. Usually all three will be similar, as they are somewhat related but you can have 'inside' areas that are light in certain conditions. | ||
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=== Unit Viewing and Dwarf Skills === | === Unit Viewing and Dwarf Skills === | ||
− | Next let's check out our dwarves. | + | Next let's check out our dwarves. As our hotkey display shows, the {{k|v}} key let's you view a unit, which includes pretty much any dwarf or non-dwarf creature worth caring about. Since I didn't choose what I'll be starting with, let's see what the random dwarf generator set me up with. |
[[Image:dft009.png|thumb|left]] | [[Image:dft009.png|thumb|left]] | ||
− | Well, that's an 'interesting' array of skills. Note for the future: Never choose 'Play Now!', or you will get ridiculous skills like this. So this dwarf has way more skills than he'll be using, and I didn't get started with any basic farmers so I'm going to designate this fellow as a farmer. To do so I hit | + | Well, that's an 'interesting' array of skills. Note for the future: Never choose 'Play Now!', or you will get ridiculous skills like this. So this dwarf has way more skills than he'll be using, and I didn't get started with any basic farmers so I'm going to designate this fellow as a farmer. To do so I now hit {{k|p}} for preferences. |
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[[Image:dft010.png|thumb|left|A dwarf's preference screen.]] | [[Image:dft010.png|thumb|left|A dwarf's preference screen.]] | ||
− | This screen is where you start telling this dwarf what his role is. {{k|l}} | + | This screen is where you start telling this dwarf what his role is. {{k|l}} let's you set what jobs he will perform, {{k|e}} lets you assign trained dogs to follow him, {{k|s}} tells him what type of armor / weapon to wear, and {{k|A}} will draft him into the military (or undraft him if he's already been recruited). |
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[[Image:dft011.png|thumb|left|The labor preferences screen.]] | [[Image:dft011.png|thumb|left|The labor preferences screen.]] | ||
− | + | Hitting {{k|l}} brings up this screen listing all the possible job functions that can be performed. The dark-grey ones are not enabled on this dwarf, the white ones are enabled, and the one highlighted green is the one currently selected by the cursor. In these types of menus, the {{k|+}} and {{k|-}} keys are used to scroll up and down, and {{k|/}} and {{k|*}} scroll by a full page. The interface has changed a bit since the last version, there used to be up/down arrows on the right-side of the window to indicate that you there were more choices that didn't fit on the screen. Maybe those will be added back later, but for now you'll have to trust me. There are 60 job items listed altogether. I won't cover them all now, so I'll just let you know I set him up with Farming (fields), Milling, Brewing, Cooking, Butchery, Plant Gathering, Plant Processing, and the basic hauling jobs. Many of those jobs aren't going to be used at this point, but better to set him up now and then later on when there are more dwarves I can start specializing them. | |
Also you may have noticed that when we went in the preferences menu a new option appeared, {{k|z}} for View Profile. This lets you get more specific information on the dwarf, as well as customize his job title and give him a nickname. | Also you may have noticed that when we went in the preferences menu a new option appeared, {{k|z}} for View Profile. This lets you get more specific information on the dwarf, as well as customize his job title and give him a nickname. | ||
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[[Image:dft012.png|thumb|left]] | [[Image:dft012.png|thumb|left]] | ||
− | Here we can see that he owns 14 items, which is probably all clothing items at this point. Hitting | + | Here we can see that he owns 14 items, which is probably all clothing items at this point. Hitting Enter takes us to the thoughts and preferences menu. |
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[[Image:dft013.png|thumb|left]] | [[Image:dft013.png|thumb|left]] | ||
− | The first line tells you about mood and recent events that have affected it. Since we have just started, there aren't any recent events, and he's happy to have arrived at his new home. The second section shows his likes, and the third section, which is new to this version, lists his personality. All of this information is unique to each dwarf, and you'll probably ignore most of it, but it is flavorful. The line across the top also shows their full name and the 'translated' version, as well as their job title. Now that we are done here, I'll hit the Space bar to exit. | + | The first line tells you about mood and recent events that have affected it. Since we have just started, there aren't any recent events, and he's happy to have arrived at his new home. The second section shows his likes, and the third section, which is new to this version, lists his personality. All of this information is unique to each dwarf, and you'll probably ignore most of it, but it is flavorful. The line across the top also shows their full name and the 'translated' version, as well as their job title. Now that we are done here, I'll hit the Space bar to exit. The Space bar key almost always cancels what you are doing and backs you up to the previous screen. There may be a few cases where it doesn't, such as during world creation, but those are exceptions to the rule. There are two other options each dwarf has; {{k|i}} for inventory, and {{k|w}} for wounds. Those don't concern us at the moment really - each dwarf starts out fully clothed and unwounded. |
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* A [[Mason]] / [[Mechanic]]. Also useful. I'd prefer to have Mason and Mechanic separate, but there's only 7 dwarves to start with so inevitably you have to either overlap some jobs, or not have them at all. | * A [[Mason]] / [[Mechanic]]. Also useful. I'd prefer to have Mason and Mechanic separate, but there's only 7 dwarves to start with so inevitably you have to either overlap some jobs, or not have them at all. | ||
* A [[Fisherdwarf]]. Fishing wasn't incredibly useful in the previous version, and I don't think it's much improved here. This guy is going to become a Miner, since I have an extra pick. | * A [[Fisherdwarf]]. Fishing wasn't incredibly useful in the previous version, and I don't think it's much improved here. This guy is going to become a Miner, since I have an extra pick. | ||
− | * A [[Fish | + | * A [[Fish Cleaner]] / [[Butcher]] / [[Tanner]] / [[Weaver]] / [[Clothier]] / [[Leatherworker]]. You couldn't put a pile of more useless starting jobs together if you tried. This guy is going to get stuck doing all the trivial jobs nobody else has time for. |
We also started out with 1 musk ox, 1 donkey, 2 untrained dogs, 2 cats, 2 axes, 2 picks, an anvil, and several barrels of various food, booze, and seeds. Pretty much the same load you'd get if you don't change anything if you choose to manually set up your starting load. | We also started out with 1 musk ox, 1 donkey, 2 untrained dogs, 2 cats, 2 axes, 2 picks, an anvil, and several barrels of various food, booze, and seeds. Pretty much the same load you'd get if you don't change anything if you choose to manually set up your starting load. | ||
− | Now, let's get to work! The first step will be tearing down the wagon we start with. | + | Now, let's get to work! The first step will be tearing down the wagon we start with. First, hit {{k|q}}, which the menu shows as 'Set Building Tasks/Preferences'. |
[[Image:dft016.png|thumb|left]] | [[Image:dft016.png|thumb|left]] | ||
− | + | Then we hit {{k|x}} to label the building for deconstruction. Why? For one, the wagon is completely useless - it doesn't even have wheels! Don't ask how they got it here. You can't move it even if you want to. But deconstructing it gives us 3 extra wood for free. | |
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[[Image:dft017.png|thumb|left]] | [[Image:dft017.png|thumb|left]] | ||
− | Now that it's designated for removal, it will show what 'job' a dwarf needs to have to destroy it, in this case [[Carpentry]]. So when a Carpenter has time he'll wander over and remove the building. At this stage in the game it's pretty much instant, since nobody's doing anything, but later on you'll have to wait a bit | + | Now that it's designated for removal, it will show what 'job' a dwarf needs to have to destroy it, in this case [[Carpentry]]. So when a Carpenter has time he'll wander over and remove the building. At this stage in the game it's pretty much instant, since nobody's doing anything, but later on you'll have to wait a bit. |
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Now for the next important point for starting out - choosing a fort location. Previously this was relatively simple, as there was just a big mountain face and you just picked a spot and started digging, but now there is landscape to consider. You aren't guaranteed to be near everything you want. So, let's look around. | Now for the next important point for starting out - choosing a fort location. Previously this was relatively simple, as there was just a big mountain face and you just picked a spot and started digging, but now there is landscape to consider. You aren't guaranteed to be near everything you want. So, let's look around. | ||
− | When choosing a site, I chose this location because it had two main [[ | + | When choosing a site, I chose this location because it had two main [[region features|features]]: a [[river]], and [[lava]]. So let's find those, first. |
[[Image:dft018.png|thumb|left|A river on our map.]] | [[Image:dft018.png|thumb|left|A river on our map.]] | ||
− | Three levels below our starting point and far to the southwest, we find the river. This is constantly fed from the south, so it won't be running out of water | + | Three levels below our starting point and far to the southwest, we find the river. This is constantly fed from the south, so it won't be running out of water (unlike the other lakes in the area, which we can potentially drain to nothing if we choose). At some point we'll want to divert some of this sweet sweet liquid into our fort, so dwarves don't need to go wandering outside to get some, but it's not tremendously important to start right next to it. More importantly, I think it's likely that caravans will be arriving from the south, so I will probably will be setting up an entrance down there. |
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[[Image:dft022.png|thumb|left|Fire imps kicking around in the lava.]] | [[Image:dft022.png|thumb|left|Fire imps kicking around in the lava.]] | ||
− | Four levels below the surface of the lava we can see some [[fire imp|fire imps]] in their native habitat. There are also a few [[ | + | Four levels below the surface of the lava we can see some [[fire imp|fire imps]] in their native habitat. There are also a few [[magman man|magma men]] even deeper, just imagine a bright red 'M' and that's all there is to see really. These creatures are the primary reasons to avoid lava, as magma men can destroy buildings and doors, and all fire creatures have the dangerous ability to start fires in your fortress, which can wreak havoc and plunge a fortress into chaos if it isn't contained. I don't think it's been tested but as far as I know dwarves still aren't programmed to recognize fire, so they will happily carry around burning items as if nothing is wrong and unknowingly spread it. Fortunately, there are options to dispose of or ignore individual items now, so it should be a more avoidable catastrophe. |
After some debate, I've decided to make the main entrance to my fortress just northeast of the river, in an alcove. The path to the edge of the map is relatively short, and the entire area is surrounded by a sheer cliff two levels high, so it should be relatively safe from disruption from wildlife elsewhere on the map. Hopefully caravans will arrive from this direction; I have no way of really knowing at this point. | After some debate, I've decided to make the main entrance to my fortress just northeast of the river, in an alcove. The path to the edge of the map is relatively short, and the entire area is surrounded by a sheer cliff two levels high, so it should be relatively safe from disruption from wildlife elsewhere on the map. Hopefully caravans will arrive from this direction; I have no way of really knowing at this point. | ||
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[[Image:dft023.png|thumb|left|Finding a good place for our stairs.]] | [[Image:dft023.png|thumb|left|Finding a good place for our stairs.]] | ||
− | I'll start here, on the same level as my dwarves, and roughly halfway between the wagon and the 'entrance'. | + | I'll start here, on the same level as my dwarves, and roughly halfway between the the wagon and the 'entrance'. |
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[[Image:dft024.png|thumb|left|Designating the location for our stairway. Before...]] | [[Image:dft024.png|thumb|left|Designating the location for our stairway. Before...]] | ||
− | What we want to build here is a downward stairway | + | What we want to build here is a downward stairway. You can click it if you want, otherwise hit 'j' to select the option. Then you can place it by clicking where you want the staircase to be. Alternatively you can position the cursor and push the Enter key twice to designate the location; this is actually easier sometimes, especially if you want to dig the same location on multiple floors, like we will be doing momentarily. |
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[[Image:dft027.png|thumb|left|The level below a freshly dug stairway.]] | [[Image:dft027.png|thumb|left|The level below a freshly dug stairway.]] | ||
− | And here we can see, right below the stair, is rock! To connect the two levels, we now have to dig out an upwards stairway on that spot, directly below the downward stairway. | + | And here we can see, right below the stair, is rock! To connect the two levels, we now have to dig out an upwards stairway on that spot, directly below the downward stairway. The hotkey for this is 'd' for designate, then 'u' for upwards stairway. (don't worry, there will not be a quiz on the hotkeys). You don't have to do this in two separate steps, I just did it this way to illustrate what happens if you dig a downward stairway without also digging an upward stairway below it. |
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[[Image:dft029.png|thumb|left|The walls around the stairway are now available for digging.]] | [[Image:dft029.png|thumb|left|The walls around the stairway are now available for digging.]] | ||
− | And now we have an upper entrance to our fortress. Now I'll | + | And now we have an upper entrance to our fortress. Now I'll have a room dug out ('d' then 'd' again to dig/mine the rock on the same level). Everything under the designate menu can be done in two ways: Either select each square individually with the mouse (you can also click-drag to keep selecting tiles, to be precise), or you can hit Enter once to select a corner, then use the arrow keys to move to another location and hit Enter again. This will select a rectangle defined by the two corners you selected. I'm going to build a 5x5 room here. |
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Now that the farm is built, we need to choose what to plant. Using the {{k|q}} menu again gives us new options now that it is ready for action. Currently the season is still Spring, so it automatically highlights that season for you. We only started with Plump Helmet and Pig Tail seeds, so I'll start off by planting the Plump Helmets. They are like big mushrooms basically, and are a commonly used food as they are easy to grow, and can be eaten immediately once ripe, which returns a new seed. They can also be cooked or brewed into wine, however cooking them destroys the seed so cooking them is not advised. I'll go ahead and set up plump helmet farming for the rest of the year also. One useful change is that you can now continue farming through winter, in the previous version you could not. Also, different crops can be planted in different seasons. Plump Helmet is the only one I've seen so far that can be planted year-round. Above-ground farms will have different planting options. | Now that the farm is built, we need to choose what to plant. Using the {{k|q}} menu again gives us new options now that it is ready for action. Currently the season is still Spring, so it automatically highlights that season for you. We only started with Plump Helmet and Pig Tail seeds, so I'll start off by planting the Plump Helmets. They are like big mushrooms basically, and are a commonly used food as they are easy to grow, and can be eaten immediately once ripe, which returns a new seed. They can also be cooked or brewed into wine, however cooking them destroys the seed so cooking them is not advised. I'll go ahead and set up plump helmet farming for the rest of the year also. One useful change is that you can now continue farming through winter, in the previous version you could not. Also, different crops can be planted in different seasons. Plump Helmet is the only one I've seen so far that can be planted year-round. Above-ground farms will have different planting options. | ||
− | There are a few other options for farming also, such as fertilizing the soil. Fertilizing uses | + | There are a few other options for farming also, such as fertilizing the soil. Fertilizing uses Pearlash, which is made by burning wood into ash and then processing it at an Ashery workshop. It increases the output of the soil, but it also increases the time it takes to plant, so it's generally a wash. It could be useful if you absolutely need the most possible food out of a little amount of seeds / planting space, but otherwise ignorable. The {{k|z}} option, 'Fallow' means to leave the soil unused for the season. Typically not used, but if you are overflowing with food, that's how you stop production. |
[[Image:dft100.png|thumb|left]] | [[Image:dft100.png|thumb|left]] | ||
− | You can also get seeds and food by harvesting wild plants. This uses the | + | You can also get seeds and food by harvesting wild plants. This uses the Herbalism job, and provides a chance to gather additional types of food that aren't available otherwise. One thing to be aware of is that you will not find cave-dwelling plants above-ground, so I won't be pulling any Plump Helmets out of the ground here. There is a separate group of plants available for above-ground farming, such as Prickle berry. These plants need light to grow so you'll probably have to grow them above ground. |
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[[Image:dft042.png|thumb|left]] | [[Image:dft042.png|thumb|left]] | ||
− | Outside the fortress I've set up a few temporary workshops so my other dwarves can quit slacking off. To get this menu | + | Outside the fortress I've set up a few temporary workshops so my other dwarves can quit slacking off. To get this menu first hit {{k|b}} for build, then hit {{k|w}} for workshop. You can see the (1) next to Carpenter's Workshop, because I built one. This new feature allows you to easily see how many workshops are built. It's less helpful for Craftsdwarf's Workshop, whose name is too long and pushes the number off the side. |
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[[Image:dft039.png|thumb|left]] | [[Image:dft039.png|thumb|left]] | ||
− | The Mechanics shop builds one thing and one thing only - [[mechanism|mechanisms]]. Lots and lots of mechanisms. You need a mechanism for every individual trap you make. You need multiple mechanisms to hook a lever up to a door, bridge, floodgate, or other lever-operated device. Mechanisms are also used to make gear and axle machines, which can be used to power millstones and other devices. | + | The Mechanics shop builds one thing and one thing only - [[mechanism|mechanisms]]. Lots and lots of mechanisms. You need a mechanism for every individual trap you make. You need multiple mechanisms to hook a lever up to a door, bridge, floodgate, or other lever-operated device. Mechanisms are also used to make the new gear and axle machines introduced in this version, which can be used to power millstones and other devices. |
− | Here you can see I have a bunch of mechanisms queued up, waiting to be built. the green 'A' by the top one indicates that the task is Active and being worked on by the dwarf standing in the shop. If we {{k|s}} | + | Here you can see I have a bunch of mechanisms queued up, waiting to be built. the green 'A' by the top one indicates that the task is Active and being worked on by the dwarf standing in the shop. If we hit {{k|s}}, we can suspend a job, which will keep it in the queue, but the job will not be worked on. The dwarf will then skip that job and move on to the next one in the queue. {{k|r}} will set the job on repeat, meaning once it is complete it will add that job back to the queue instead of deleting it. This is useful if you want a ton of something made. {{k|p}} raises a job in the queue, in case you want that item finished before others. Of course, {{k|x}} will still mark the building for destruction. Also of note is option {{k|P}}, which you can use to designate which dwarves will be allowed to use the shop. If you do not designate anyone specifically, all dwarves with the appropriate job enabled will be able to use it. Last but not least, {{k|a}} allows you to add a job to the queue. |
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[[Image:dft056.png|thumb|left]] | [[Image:dft056.png|thumb|left]] | ||
− | Elven caravans are carried by mule and don't need any special pathway. | + | Dwarven and Elven caravans are carried by mule, and don't need any special pathway. However, Human caravans come with wagons carrying many more goods than other caravans. These wagons need a smooth three-wide path to your Depot. Actually I haven't seen it confirmed that a three-tile wide road is still needed to connect the edge of the screen, and I'm not sure if creating one will automatically cause the human caravan to arrive there. Will update this when I find out! We'll work on building a road a bit later on, we don't need to worry about the human caravan arriving until next spring at the earliest, and it's still mid-spring only! |
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[[Image:dft068.png|thumb|left]] | [[Image:dft068.png|thumb|left]] | ||
− | Then choose where you want to build the wall. | + | Then choose where you want to build the wall. '''NOTE:''' There is no resize option for building walls, if you want to build a wall you have to do it one square at a time. |
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[[Image:dft078.png|thumb|left]] | [[Image:dft078.png|thumb|left]] | ||
− | First I need some supplies to build the well. I'll need some blocks, which are crafted from stone at a | + | First I need some supplies to build the well. I'll need some blocks, which are crafted from stone at a Masonary, an empty bucket, which can be made of metal or wood, and a chain, which is made from metal. (I assume a cloth rope can be used also, but I have no cloth). I can make the block and bucket right now, but I'll need to set up a smithing operation to get the chain. |
The first step of any smithing operation is to get fuel. Unless you have a magma source nearby, you'll be using coal. We do have a magma source, but it's rather far from our fortress, so that will have to wait. Coal can be aqcuired in two ways: dig coal ore out of the ground somewhere, or make it from wood at a wood furnace. | The first step of any smithing operation is to get fuel. Unless you have a magma source nearby, you'll be using coal. We do have a magma source, but it's rather far from our fortress, so that will have to wait. Coal can be aqcuired in two ways: dig coal ore out of the ground somewhere, or make it from wood at a wood furnace. | ||
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The final step on the road to metalworking glory is the Metalsmith's Forge. I'm going to place it near the furnaces, so everything is close to each other and the smith doesn't have to go far to pick up coal and metal bars. This is the building placement screen. Most buildings are 3x3 tiles. Bright green X's show where walkable tiles for the workshop are, and the dark green X's indicate that the spot will be impassable once it is built. This isn't important above-ground, but if building underground it is possible to block off the exit to a room with a badly-placed building. Now that dwarves can move diagonally, the risk is lower, but each building has a unique layout and some block off an entire side. You cannot rotate buildings either. | The final step on the road to metalworking glory is the Metalsmith's Forge. I'm going to place it near the furnaces, so everything is close to each other and the smith doesn't have to go far to pick up coal and metal bars. This is the building placement screen. Most buildings are 3x3 tiles. Bright green X's show where walkable tiles for the workshop are, and the dark green X's indicate that the spot will be impassable once it is built. This isn't important above-ground, but if building underground it is possible to block off the exit to a room with a badly-placed building. Now that dwarves can move diagonally, the risk is lower, but each building has a unique layout and some block off an entire side. You cannot rotate buildings either. | ||
− | A key ingredient of any Forge is the anvil. We started with an anvil, so it's covered. If we didn't bring an anvil when we started we'd be out of luck, because anvils can only be made at forges, and you can't build a forge without one. The only way to get an anvil at that point is to trade for one from | + | A key ingredient of any Forge is the anvil. We started with an anvil, so it's covered. If we didn't bring an anvil when we started we'd be out of luck, because anvils can only be made at forges, and you can't build a forge without one. The only way to get an anvil at that point is to try and trade for one from a caravan, if they decide to bring one. |
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[[Image:dft086.png|thumb|left]] | [[Image:dft086.png|thumb|left]] | ||
− | + | Progess is being made on my road, here you can see a dwarf putting the finishing touches on another section of road. <br clear="all" /> | |
[[Image:dft087.png|thumb|left]] | [[Image:dft087.png|thumb|left]] | ||
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[[Image:dft094.png|thumb|left]] | [[Image:dft094.png|thumb|left]] | ||
− | Approximately two seconds after the previous screenshot, the dwarf who was being accosted has been drafted into the military and beat the | + | Approximately two seconds after the previous screenshot, the dwarf who was being accosted has been drafted into the military and beat the theif into a bloody mess. (If you don't remember, activating someone for military duty is accessed by using 'v' to view the unit, then 'p' for preferences, then 'A' to activate. I won't be covering military any more than that, unfortunately). Now the corpse will be hauled to the nearby Refuse pile, where it will eventually rot into bones. Bones can be used to make trade goods, bone armor, or bone arrows. |
Slain enemies drop all their stuff, which you can then use for whatever you like. Generally their armor won't be wearable, as it is either to large or too small, but the weapons can be put into weapon traps or wielded by your own military. These items also make nice trade goods, since it's all profit. | Slain enemies drop all their stuff, which you can then use for whatever you like. Generally their armor won't be wearable, as it is either to large or too small, but the weapons can be put into weapon traps or wielded by your own military. These items also make nice trade goods, since it's all profit. | ||
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[[Image:dft097.png|thumb|left]] | [[Image:dft097.png|thumb|left]] | ||
− | Here we see the dwarven Outpost | + | Here we see the dwarven Outpost Liason that came with the caravan. He's been chasing my Expedition Leader for 5 minutes now while my dwarf ignores him. I've stopped all his available tasks though and called him to the depot to conduct the trading, so they should start talking soon. |
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[[Image:dft098.png|thumb|left]] | [[Image:dft098.png|thumb|left]] | ||
− | Now that the caravan is ready and the Expedition Leader/broker has arrived, let's trade. The first page of goods is mostly worthless to me, I hardly need more stone blocks, the Steel mini-forge is just a toy, and the large masterpiece gem I have highlighted here is probably worth more than everything in my fortress combined | + | Now that the caravan is ready and the Expedition Leader/broker has arrived, let's trade. The first page of goods is mostly worthless to me, I hardly need more stone blocks, the Steel mini-forge is just a toy, and the large masterpiece gem I have highlighted here is probably worth more than everything in my fortress combined. If this weren't a tutorial game, I'd be tempted to steal it *ahem* arrange for a tragic depot 'accident'. |
Note on the right-hand side I have a bin on the list - when goods are stored in bins, you can't designate the items to be traded, you need to have the whole bin hauled over. Then you can trade everything inside the bin. This is very nice, as it means less trips you need to make to carry goods to the depot. All those individual items above the bin were carried here one at a time. Inefficient! Dwarves will automatically put stuff in bins when there are free bins available and a stockpile to put them in. The bin is then labeled as a 'Finished Goods' bin, to distinguish it from an unused bin or a bin filled with coal. Finished Goods basically covers all useless trade goods such as flutes and mugs, but also is used for clothing. | Note on the right-hand side I have a bin on the list - when goods are stored in bins, you can't designate the items to be traded, you need to have the whole bin hauled over. Then you can trade everything inside the bin. This is very nice, as it means less trips you need to make to carry goods to the depot. All those individual items above the bin were carried here one at a time. Inefficient! Dwarves will automatically put stuff in bins when there are free bins available and a stockpile to put them in. The bin is then labeled as a 'Finished Goods' bin, to distinguish it from an unused bin or a bin filled with coal. Finished Goods basically covers all useless trade goods such as flutes and mugs, but also is used for clothing. | ||
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[[Image:dft099.png|thumb|left]] | [[Image:dft099.png|thumb|left]] | ||
− | Now that the trading is done, I let the Leader go on his way, and he finally stopped to meet with the Outpost | + | Now that the trading is done, I let the Leader go on his way, and he finally stopped to meet with the Outpost Liason. This menu comes up, where you can tell the liason what types of goods you want them to bring next year. This is the only way to get an anvil if you didn't start with one. You can request a wide variety of goods now, including important things like seeds, weapons, armor, and new picks, if you somehow managed to lose the ones you started with and can't forge new ones. You can also request wood, which is important on maps where there is no naturally occurring wood. Here I've chosen to request a variety of seeds, so I can diversify my planting operations next year. |
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[[Image:dft101.png|thumb|left]] | [[Image:dft101.png|thumb|left]] | ||
− | After you've requested goods from the | + | After you've requested goods from the Liason, another meeting will be held once the Liason has written up a trade agreement. The trade agreement lists the prices you'll be paying for the goods they bring next year. Anything you don't specifically list will stay at regular price (100%), and goods you requested will be given a price markup according to the priority you placed on it. Generally it's best to just place the lowest possible priority on all your requests, to minimize the markup. They'll usually bring anything you request, as long as you don't request too many different items. If you request too much they'll have to decide what to bring, that's when Priority comes in to play. Anyway, there's nothing to do here other than look at the prices, so let's move on to the next meeting. |
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[[Image:dft102.png|thumb|left]] | [[Image:dft102.png|thumb|left]] | ||
− | This screen shows what the | + | This screen shows what the Liason is requesting for you to trade to them next year. They give their own priority and pricing for their requests. If you cater to their requests you can make a nice profit, especially on maces it looks like here. There's no penalty for not meeting any of the requests though, they'll still take any old junk you have lying around. Again, we can't make any changes here, so let's move on. That was the final meeting, so I'll let the broker dude get back to work. |
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While we're on the subject of the broker, let's look at the {{k|n}}obles menu. Nobles are like government jobs, mostly paperwork and bureaucracy. The Nobles menu shows which jobs need to be taken care of. When you first start out you start with 4 jobs, typically all of them will be assigned to one person, the Expedition Leader. This job is automatically assigned, and you cannot change the Expedition Leader. I'm not sure how it is chosen at this point, presumably if you set up one dwarf with a bunch of related noble skills he will start as the leader, but I haven't tested it. | While we're on the subject of the broker, let's look at the {{k|n}}obles menu. Nobles are like government jobs, mostly paperwork and bureaucracy. The Nobles menu shows which jobs need to be taken care of. When you first start out you start with 4 jobs, typically all of them will be assigned to one person, the Expedition Leader. This job is automatically assigned, and you cannot change the Expedition Leader. I'm not sure how it is chosen at this point, presumably if you set up one dwarf with a bunch of related noble skills he will start as the leader, but I haven't tested it. | ||
− | To the right of each position it shows if that dwarf has any Requirements to | + | To the right of each position it shows if that dwarf has any Requirements to preform his job, Demands to be happy with his job, and Mandates that he issues that need to be performed. Requirements typically include an Office, a Bedroom, and sometimes a private Dining room. Some also require furniture such as cabinets and chests. Demands are usually specific items that noble feels he deserves. You can usually ignore these, but he'll be happier if the demands are met. Mandates are like demands, but they generally are required to be met. That might be disabled currently, but I'm sure it will be re-enabled later on. Mandates are typically production orders, such as 'make 5 axes' or 'perform 20 mason jobs'. If the mandate isn't met, the dwarves who should be doing those jobs get punished. |
The Outpost Manager job is what controls the manufacturing process in your fortress. There are various abilities of his you can use to make it easier to run a fortress. The Manager allows assigning workshops to particular dwarves, and you can also request batch jobs to be filled by the Manager. The manager then delegates those jobs to available workshops to be completed. | The Outpost Manager job is what controls the manufacturing process in your fortress. There are various abilities of his you can use to make it easier to run a fortress. The Manager allows assigning workshops to particular dwarves, and you can also request batch jobs to be filled by the Manager. The manager then delegates those jobs to available workshops to be completed. | ||
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[[Image:dft105.png|thumb|left]] | [[Image:dft105.png|thumb|left]] | ||
− | At long last we can build our well... except now there's a new requirement. | + | At long last we can build our well... except now there's a new requirement. Well's have to be built in mid-air! Not quite actually, but you do need to dig a tunnel underneath them, so that the bucket can be lowered down into a water source. Consequently, there also has to <b>be</b> a water source below the well to draw from. I've been working on that, though! |
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[[Image:dft113.png|thumb|left]] | [[Image:dft113.png|thumb|left]] | ||
− | This dwarf has decided to take a nap in the middle of the river. Somehow, he doesn't drown. Let's call this a bug. | + | This dwarf has decided to take a nap in the middle of the river. Somehow, he doesn't drown. Let's call this a bug. |
Shortly after this the game crashed, so some details after this may not be exactly the same as they were previously. I've now changed autosave to SEASONAL instead of YEARLY. | Shortly after this the game crashed, so some details after this may not be exactly the same as they were previously. I've now changed autosave to SEASONAL instead of YEARLY. | ||
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[[Image:dft119.png|thumb|left]] | [[Image:dft119.png|thumb|left]] | ||
− | Now I need to place the down-stair directly above the up-stair. If you try to build a down-stair over empty space, it will just be | + | Now I need to place the down-stair directly above the up-stair. If you try to build a down-stair over empty space, it will just be cancelled. |
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[[Image:dft125.png|thumb|left]] | [[Image:dft125.png|thumb|left]] | ||
− | Finally, the Stocks sub-menu. This gives you a list of every type of item you can have in your fort, and shows you how many of them you have. This is heavily | + | Finally, the Stocks sub-menu. This gives you a list of every type of item you can have in your fort, and shows you how many of them you have. This is heavily dependant on your Bookkeeper noble, so eventually you will want to give one an office and have him get to work so you can have exact numbers. When you have an exact count, you can use Tab to display each individual item in a given category, then use use the hotkeys in the lower right to look at the item details, designate it to be melted or thrown away, or use 'z' to see where the item is located in your fort. |
Because our bookkeeper sucks, we can only see estimates of how many stones, logs, etc. that we have. Also, the red number to the right of the estimate, is a count of how many of those items you have that are in use throughout the fortress. For example, we have no beds in the estimated count, but we can see that 10 beds are actually built and in-use. Similarly we have no doors in our stockpiles, but 4 doors built throughout the fortress. You will see similar numbers for every item you have that is in use, even seeds that are currently planted in the ground. | Because our bookkeeper sucks, we can only see estimates of how many stones, logs, etc. that we have. Also, the red number to the right of the estimate, is a count of how many of those items you have that are in use throughout the fortress. For example, we have no beds in the estimated count, but we can see that 10 beds are actually built and in-use. Similarly we have no doors in our stockpiles, but 4 doors built throughout the fortress. You will see similar numbers for every item you have that is in use, even seeds that are currently planted in the ground. | ||
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[[Image:dft134.png|thumb|left]] | [[Image:dft134.png|thumb|left]] | ||
− | Another thing you'll become familiar with is the | + | Another thing you'll become familiar with is the 'a'nnouncements page. This lets you view a list of the past 22 lines of announcements / events. As you can see in this one, a miner I had excavating towards the magma ran into a fire imp and got fireballed to death. I didn't get a screenshot of his wounds, but presumably he took a lot of damage to the neck or lungs. Also, raccoons stealing some trash dropped by a kobold thief. |
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=== Epilogue === | === Epilogue === | ||
− | Well I was going to do more, but repeated crashes culminated near the end of winter when I got to a point I could no longer continue. The game now crashes about 2 minutes after I load the game | + | Well I was going to do more, but repeated crashes culminated near the end of winter when I got to a point I could no longer continue. The game now crashes about 2 minutes after I load the game consistantly, so the tutorial ends here. I think I covered all of the important stuff, anyway. This should be enough to all the basic things you need to get a fortress running, and from there you can start messing with the more advanced stuff. |
− | Feel free to make any corrections or suggestions for important things to add, I've read this so many times I' | + | Feel free to make any corrections or suggestions for important things to add, I've read this so many times I can't tell what's what anymore. |
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[[Category:Guides]] | [[Category:Guides]] | ||
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