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Difference between revisions of "v0.31:Stonegears/Digging deeper"

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m (Created page with ':''Back to the main tutorial page'' ==Going down== Now it's time to see what's down deep below the surface. This will only involve one miner, and we want to keep the oth…')
 
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Designating the shaft to dig downwards will be a little different.  Go to the stairwell at the center of the living area and set things up to designate up/down stairs ({{K|d}}-{{K|i}}).  However, instead of using the arrow keys to move the {{DFtext|X|yellow}} cursor around, move the mouse pointer over the center stair, hold down the left button, and with the other hand press {{K|>}} repeatedly.  This will place a stairs designation where the mouse pointer is on every z-level that you pass through.  Keep on going down until you hit relative depth ____/absolute elevation ____. ((''Extra instructions if necessary to breach first cavern from above''))
 
Designating the shaft to dig downwards will be a little different.  Go to the stairwell at the center of the living area and set things up to designate up/down stairs ({{K|d}}-{{K|i}}).  However, instead of using the arrow keys to move the {{DFtext|X|yellow}} cursor around, move the mouse pointer over the center stair, hold down the left button, and with the other hand press {{K|>}} repeatedly.  This will place a stairs designation where the mouse pointer is on every z-level that you pass through.  Keep on going down until you hit relative depth ____/absolute elevation ____. ((''Extra instructions if necessary to breach first cavern from above''))
  
Now unpause and let your miners dig.  Pretty soon the view will show some new scenery, and a message box will show the message {{DFtext|You have discovered an expansive cavern deep underground|white}}.  Press {{K|Enter}} to dismiss the box, and you'll find that the game is paused. Take the chance to look around ({{K|k}}) the {{L|cavern}}.  Things you'll see:
+
Now unpause and let your miners dig (there's on need to manually follow him/her down).  Pretty soon the view will show some new scenery, and a message box will show the message {{DFtext|You have discovered an expansive cavern deep underground|white}}.  Press {{K|Enter}} to dismiss the box, and you'll find that the game is paused. Take the chance to look around ({{K|k}}) the {{L|cavern}}.  Things you'll see:
  
 
* Underground "{{L|tree}}s".  These are actually giant mushrooms with the consistency of {{L|wood}}, which can be cut down to make logs.
 
* Underground "{{L|tree}}s".  These are actually giant mushrooms with the consistency of {{L|wood}}, which can be cut down to make logs.
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Since the underground trees, shrubs and grass are types of fungus, breaching the cavern lets their spores out into the rest of your fortress, where they'll start growing on any underground floor which is made of {{L|soil}} or covered in {{L|mud}} (except for farm plots).  This presents no danger, and can in fact be useful: if you dig out large areas of soil and leave them empty then they'll start growing trees which can harvests and grass which can be {{L|pasture|grazed}}, all of it safely underground rather than on the (possibly) dangerous surface.  The spore-spreading can present a bit of a problem, since when a sapling grows into a tree it blocks movement, which can lock dwarves in or out of rooms.  If this causes a problem you can {{L|construct}} a rock {{L|floor}} over the soil floor to prevent tree growth.
 
Since the underground trees, shrubs and grass are types of fungus, breaching the cavern lets their spores out into the rest of your fortress, where they'll start growing on any underground floor which is made of {{L|soil}} or covered in {{L|mud}} (except for farm plots).  This presents no danger, and can in fact be useful: if you dig out large areas of soil and leave them empty then they'll start growing trees which can harvests and grass which can be {{L|pasture|grazed}}, all of it safely underground rather than on the (possibly) dangerous surface.  The spore-spreading can present a bit of a problem, since when a sapling grows into a tree it blocks movement, which can lock dwarves in or out of rooms.  If this causes a problem you can {{L|construct}} a rock {{L|floor}} over the soil floor to prevent tree growth.
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==Building a wall==
 +
Before moving on deeper, you'll want to close off the hole you made into the cavern, since otherwise flying cavern creatures could fly up into your mine shaft.  Go back to where your breached the cavern ({{K|a}}-{{K|z}}) and go up a few levels until you find the miner who was digging the shaft.  List the miner's [[../Examining_your_dwarves#Labors|labors]]‡ ({{K|v}}-{{K|p}}-{{K|l}}) and turn on the {{DFtext|Masonry}} labor under the {{DFtext|Stoneworking}} labor group, so the miner can build a {{L|wall}} (other dwarves with the masonry labor on could do it, but we want it done by the closest dwarf possible, to get it done as soon as possible).  Use {{K|b}}-{{K|C}}-{{K|w}} to order a {{L|wall}} to be placed, and move the cursor onto the stairwell right above the cavern.  It turns out you'll get the warning message {{DFtext|Needs walkable perimeter|red}}, which means that your dwarves can't build the wall from one {{L|z-level}} up, but have to do it on the same z-level while standing to the north, east, south or west of the chosen location (one of the [[orthogonal]] directions). Designate the tile to the north for an upward stairway (''not'' an up/down stairway, which would create another hole into the cavern), and once it's dug you can now place a wall over the up/down stairway.  A highlighted column symbol will be placed over the stairway, indicating an order to build a wall.  You can interact with the order via {{K|q}} to look at it's building status, suspend construction with {{K|s}} or cancel construction with {{K|x}}.  Unpause and let the miner build the wall.  If you try to interact with again via {{K|q}} you'll be told {{DFtext|No Buildings Nearby}}.  This is because constructions like walls only act like buildings when their still unbuilt.  Next, try to put a digging designation ({{K|d}}-{{K|d}}) over the wall; you'll find that nothing happens.  This is because constructed walls cannot be mined.  If you change the designation type to {{DFtext|Remove Construction}} ({{K|n}}) then the wall will start blinking {{DFtext|C|LimeGreen}}, showing that it's a construction which can be removed.  However, you don't want to remove this wall, so just {{K|Esc}} back to the main menu.
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==Deeper still==
 +
Your miner is currently stuck, but can get out easily by designating an up/down stairway one level up, which will connect back up to the mine shaft.  Next ((''directions to breach the second cavern from the side'')).  This time placing a wall is easier, since there's already a place next to the hole where the miner can stand.  However, we come to another example of dwarven stupidity, where a dwarf putting up a wall will often stand on the wrong side, walling themselves off someplace you don't want them to be.  The workaround for this is to place a second "build wall" order on the spot where you ''don't'' want the dwarf to stand, then use {{K|q}}-{{K|s}} to suspend it; dwarves won't stand where the suspended construction order is while building the real wall.  Unpause to let the dwarf build the real wall, then use {{K|q}}-{{K|x}} to remove the suspended wall. ((''Directions to breach third cavern from above''). Block of the hole like you did for the first cavern.
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((''Directions to dig down to semi-molten rock'')) However, this time manually follow your miner down as s/he digs.

Revision as of 01:58, 8 July 2011

Back to the main tutorial page

Going down

Now it's time to see what's down deep below the surface. This will only involve one miner, and we want to keep the other two busy. To keep them busy, designate two tunnels from the center of the living area, each one tile wide, one going west and one going east, out to the edge of the site; the tunnels will stop one tile short of the map edge, since you can't dig the very edge of the map. For each tunnel back away about 8 tiles from the edge and designate another tunnel branching north. The site-wide map for the living area level should look something like:

SCREENSHOT PLACEHOLDER

This will have two of your miners doing exploratory mining for minerals. Since each tunnel is only one tile wide each tunnel will only tie up one miner.

Designating the shaft to dig downwards will be a little different. Go to the stairwell at the center of the living area and set things up to designate up/down stairs (d-i). However, instead of using the arrow keys to move the X cursor around, move the mouse pointer over the center stair, hold down the left button, and with the other hand press > repeatedly. This will place a stairs designation where the mouse pointer is on every z-level that you pass through. Keep on going down until you hit relative depth ____/absolute elevation ____. ((Extra instructions if necessary to breach first cavern from above))

Now unpause and let your miners dig (there's on need to manually follow him/her down). Pretty soon the view will show some new scenery, and a message box will show the message You have discovered an expansive cavern deep underground. Press Enter to dismiss the box, and you'll find that the game is paused. Take the chance to look around (k) the Template:L. Things you'll see:

Since the underground trees, shrubs and grass are types of fungus, breaching the cavern lets their spores out into the rest of your fortress, where they'll start growing on any underground floor which is made of Template:L or covered in Template:L (except for farm plots). This presents no danger, and can in fact be useful: if you dig out large areas of soil and leave them empty then they'll start growing trees which can harvests and grass which can be Template:L, all of it safely underground rather than on the (possibly) dangerous surface. The spore-spreading can present a bit of a problem, since when a sapling grows into a tree it blocks movement, which can lock dwarves in or out of rooms. If this causes a problem you can Template:L a rock Template:L over the soil floor to prevent tree growth.

Building a wall

Before moving on deeper, you'll want to close off the hole you made into the cavern, since otherwise flying cavern creatures could fly up into your mine shaft. Go back to where your breached the cavern (a-z) and go up a few levels until you find the miner who was digging the shaft. List the miner's labors‡ (v-p-l) and turn on the Masonry labor under the Stoneworking labor group, so the miner can build a Template:L (other dwarves with the masonry labor on could do it, but we want it done by the closest dwarf possible, to get it done as soon as possible). Use b-C-w to order a Template:L to be placed, and move the cursor onto the stairwell right above the cavern. It turns out you'll get the warning message Needs walkable perimeter, which means that your dwarves can't build the wall from one Template:L up, but have to do it on the same z-level while standing to the north, east, south or west of the chosen location (one of the orthogonal directions). Designate the tile to the north for an upward stairway (not an up/down stairway, which would create another hole into the cavern), and once it's dug you can now place a wall over the up/down stairway. A highlighted column symbol will be placed over the stairway, indicating an order to build a wall. You can interact with the order via q to look at it's building status, suspend construction with s or cancel construction with x. Unpause and let the miner build the wall. If you try to interact with again via q you'll be told No Buildings Nearby. This is because constructions like walls only act like buildings when their still unbuilt. Next, try to put a digging designation (d-d) over the wall; you'll find that nothing happens. This is because constructed walls cannot be mined. If you change the designation type to Remove Construction (n) then the wall will start blinking C, showing that it's a construction which can be removed. However, you don't want to remove this wall, so just Esc back to the main menu.

Deeper still

Your miner is currently stuck, but can get out easily by designating an up/down stairway one level up, which will connect back up to the mine shaft. Next ((directions to breach the second cavern from the side)). This time placing a wall is easier, since there's already a place next to the hole where the miner can stand. However, we come to another example of dwarven stupidity, where a dwarf putting up a wall will often stand on the wrong side, walling themselves off someplace you don't want them to be. The workaround for this is to place a second "build wall" order on the spot where you don't want the dwarf to stand, then use q-s to suspend it; dwarves won't stand where the suspended construction order is while building the real wall. Unpause to let the dwarf build the real wall, then use q-x to remove the suspended wall. ((Directions to breach third cavern from above). Block of the hole like you did for the first cavern.

((Directions to dig down to semi-molten rock)) However, this time manually follow your miner down as s/he digs.