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Editing v0.31:Stonegears/Construction

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:''Back to the [[../|main tutorial page]]''
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:''Back to the [[Main:../|main tutorial page]]''
  
In this part of the tutorial we're going to build a small and incomplete portion of the surface defense of your fortress.  By default you need no defense in the tutorial game, since the '''INVADERS''' [[../Options|option]]‡ is set to NO, and the annoying [[badger]]s have been removed.  However, even if you don't plan on turning '''INVADERS''' to YES, you should still go through with this section, since a drawbridge and lever used in the next section of the tutorial, and you'll be using the other commands demonstrated in other games.  If you ''do'' plan on turning on the '''INVADERS''' options, see the [[defense guide]] and [[security design]] articles, since dealing with invasions is currently beyond the scope of this tutorial.
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In this part of the tutorial we're going to build a small and incomplete portion of the surface defense of your fortress.  By default you need no defense in the tutorial game, since the '''INVADERS''' [[Main:../Options|option]]‡ is set to NO, and the annoying [[badger]]s have been removed.  However, even if you don't plan on turning '''INVADERS''' to YES, you should still go through with this section, since a drawbridge and lever used in the next section of the tutorial, and you'll be using the other commands demonstrated in other games.  If you ''do'' plan on turning on the '''INVADERS''' options, see the [[defense guide]] and [[security design]] articles, since dealing with invasions is currently beyond the scope of this tutorial.
  
 
==Masonry labor==
 
==Masonry labor==
To get things done more quickly, turn on masonry labor for some (or all) of the migrants, either with [[Main:Dwarf Therapist|Dwarf Therapist]] or [[../Examining_your_dwarves#Labors|in the game]]‡ via {{K|v}}-{{K|p}}-{{K|l}} (architecture is under the {{DFtext|Stoneworking}} labor group).
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To get things done more quickly, turn on masonry labor for some (or all) of the migrants, either with [[Main:Dwarf Therapist|Dwarf Therapist]] or [[Main:../Examining_your_dwarves#Labors|in the game]]‡ via {{K|v}}-{{K|p}}-{{K|l}} (architecture is under the {{DFtext|Stoneworking}} labor group).
  
 
==Drawbridge==
 
==Drawbridge==
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==Notes==
 
==Notes==
* You can order a [[lever]] to be pulled even if it isn't connected to anything, and you can set the [[../Workshops#Setting_the_workshop.27s_profile|profile]] for a lever as if it was a workshop. You can combine these two facts to easily make a particular dwarf go to a particular location.  You can also set the pull lever job to [[repeat]] to keep the dwarf there for a while.
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* You can order a [[lever]] to be pulled even if it isn't connected to anything, and you can set the [[Main:../Workshops#Setting_the_workshop.27s_profile|profile]] for a lever as if it was a workshop. You can combine these two facts to easily make a particular dwarf go to a particular location.  You can also set the pull lever job to [[repeat]] to keep the dwarf there for a while.
 
* A single lever can be connected to multiple [[bridge]]s (or other triggerable things). All the things the single lever are connected to be will be affected at the same time when the lever is pulled.
 
* A single lever can be connected to multiple [[bridge]]s (or other triggerable things). All the things the single lever are connected to be will be affected at the same time when the lever is pulled.
 
* A single triggerable thing can be connected to multiple levers, which can be annoying if you're trying to connect multiple things of a single category (bridge/[[floodgate]]/etc) to a single lever, since all things in a a single category are listed when adding a "Link up a Thing" job.  A single thing connected to multiple levers doesn't behave in an intuitive fashion, and is generally not a good idea.
 
* A single triggerable thing can be connected to multiple levers, which can be annoying if you're trying to connect multiple things of a single category (bridge/[[floodgate]]/etc) to a single lever, since all things in a a single category are listed when adding a "Link up a Thing" job.  A single thing connected to multiple levers doesn't behave in an intuitive fashion, and is generally not a good idea.

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