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

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* Various underground creatures.  These can also be listed via the [[../Listing your dwarves|units screen]]‡ ({{K|u}}).
 
* Various underground creatures.  These can also be listed via the [[../Listing your dwarves|units screen]]‡ ({{K|u}}).
  
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.
+
===Uses and problems===
 +
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.  The underground grass growing can also be a problem, if you want a bare floor of {{L|sand}} or {{L|clay}} so you can collect the sand or clay for making {{L|glass}} or {{L|ceramic}}s.  To fix this you can place a dirt {{L|road}} over the collection area to get your dwarves to remove the grass.
 +
 
 +
Besides the indirect use of releasing spores, the caverns can be used directly by letting your dwarves into them.  They can cut down trees, create {{L|pasture}}s where animal can graze, and set up {{L|farming|farm plot}}s on the muddy floor.  However, the wild creatures which roam the caverns are more dangerous than the ones on the surface, so it's better to let the spores spread to the parts of your fortress which are safe.  The underground creatures can also be used as live practice for your {{L|military}}.
 +
 
 +
Probably the biggest direct use of the caverns is to move some {{L|water}} from the pools into a {{L|reservoir}}, which can then be safely used for a {{L|well}} or for {{L|irrigation}}.
  
 
==Building a wall==
 
==Building a wall==
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==Deeper still==
 
==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.
+
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 off 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.  At relative depth ___/absolute elevation ____ s/he will stop digging the shaft.  One level down will be revealed a tile of semi-molten rock.  Even though it's called "semi-molten" it's not molten or hot at all, but is rather just a special type of indestructible stone which can't be mined through. ((''Directions to dig into magma sea from above'')) You'll get the announcement {{DFtext|Digging designation cancelled: warm stone located|yellow}}, with the game pausing and zooming to the location where it happened.  Stone is warm if it's adjacent to a tile containing {{L|magma}}.  The miner stopped and undid your digging designation because digging through warm stone might unleash a torrent of magma.  If you go down one level below the bottom of the current shaft and enter the designation menu ({{K|d}}) then stone which is warm will be marked with a blinking {{DFtext|☼|yellow}}.  Designate the tile immediately below the shaft as an up/down stairway.  Your miner will now dig through it, even though it's warm, because now you ''know'' it's warm, whereas before you'd discovered that it was warm after designating it. Digging through it will give you two messages in boxes: {{DFtext|You have discovered a great magma sea|red}} and {{DFtext|Raw adamantine!  Praise the miners!|cyan}}.  You want to block off this hole as well, since there's magma monsters which can escape if it's not blocked.  To get room to place the wall, you can dig sideways (within the same z-level) through the warm stone without danger, since the stone floor you leave behind will be between your dwarves and the magma.
 +
 
 +
===Uses===
 +
The magma of the magma sea has two primary uses:
 +
 
 +
# Anything which is not {{L|magma safe}} can be destroyed by {{L|dumping}} it into magma.
 +
# Magma can be used to power {{L|furnace}}s and {{L|forge}}s, so you don't have to consume {{L|fuel}} to use them.
 +
 
 +
It also has two secondary uses:
 +
 
 +
# Combine it with water to make {{L|obsidian}}.  Obsidian has three times the value of ordinary rock, is 1.5 times as valuable as {{L|flux}}, and can be used to make very sharp short swords.  Also, it's just a cool material to make stuff out of.
 +
# Elaborate traps, for the coolness factor.
 +
 
 +
The {{L|raw adamantine}} stone is the "ore" of the metal {{L|adamantine}}, the best metal in the game for {{L|armor}} and edged {{L|weapon}}s, but the worst for blunt weapons and {{L|crossbow}} {{L|bolt}}s; it is the most valuable metal in the game.  Unlike all the other metals in the game, rather than being smelted directly from the ore, strands of adamantine thread are extracted by hand from the raw adamantine, after which the metal thread is melted into wafers.
 +
 
 +
For the moment your should leave the raw adamantine alone; {{L|steel}} is a good enough metal for weapons and armor in the meantime.  However, if you have need of a really valuable piece of {{L|furniture}}, you can mine out a chunk of raw adamantine, enables it's use for general purposes in the [[../Status_screen#Stone_sub-screen|stone status screen]]‡, and turn it into a {{L|statue}}.  The result will be worth at ''least'' 6250{{L|currency|☼}}.
 +
 
 +
==Next tutorial article==
  
((''Directions to dig down to semi-molten rock'')) However, this time manually follow your miner down as s/he digs.
+
==Notes==

Revision as of 04:37, 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:

Uses and problems

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. The underground grass growing can also be a problem, if you want a bare floor of Template:L or Template:L so you can collect the sand or clay for making Template:L or Template:Ls. To fix this you can place a dirt Template:L over the collection area to get your dwarves to remove the grass.

Besides the indirect use of releasing spores, the caverns can be used directly by letting your dwarves into them. They can cut down trees, create Template:Ls where animal can graze, and set up Template:Ls on the muddy floor. However, the wild creatures which roam the caverns are more dangerous than the ones on the surface, so it's better to let the spores spread to the parts of your fortress which are safe. The underground creatures can also be used as live practice for your Template:L.

Probably the biggest direct use of the caverns is to move some Template:L from the pools into a Template:L, which can then be safely used for a Template:L or for Template:L.

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 off 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. At relative depth ___/absolute elevation ____ s/he will stop digging the shaft. One level down will be revealed a tile of semi-molten rock. Even though it's called "semi-molten" it's not molten or hot at all, but is rather just a special type of indestructible stone which can't be mined through. ((Directions to dig into magma sea from above)) You'll get the announcement Digging designation cancelled: warm stone located, with the game pausing and zooming to the location where it happened. Stone is warm if it's adjacent to a tile containing Template:L. The miner stopped and undid your digging designation because digging through warm stone might unleash a torrent of magma. If you go down one level below the bottom of the current shaft and enter the designation menu (d) then stone which is warm will be marked with a blinking . Designate the tile immediately below the shaft as an up/down stairway. Your miner will now dig through it, even though it's warm, because now you know it's warm, whereas before you'd discovered that it was warm after designating it. Digging through it will give you two messages in boxes: You have discovered a great magma sea and Raw adamantine! Praise the miners!. You want to block off this hole as well, since there's magma monsters which can escape if it's not blocked. To get room to place the wall, you can dig sideways (within the same z-level) through the warm stone without danger, since the stone floor you leave behind will be between your dwarves and the magma.

Uses

The magma of the magma sea has two primary uses:

  1. Anything which is not Template:L can be destroyed by Template:L it into magma.
  2. Magma can be used to power Template:Ls and Template:Ls, so you don't have to consume Template:L to use them.

It also has two secondary uses:

  1. Combine it with water to make Template:L. Obsidian has three times the value of ordinary rock, is 1.5 times as valuable as Template:L, and can be used to make very sharp short swords. Also, it's just a cool material to make stuff out of.
  2. Elaborate traps, for the coolness factor.

The Template:L stone is the "ore" of the metal Template:L, the best metal in the game for Template:L and edged Template:Ls, but the worst for blunt weapons and Template:L Template:Ls; it is the most valuable metal in the game. Unlike all the other metals in the game, rather than being smelted directly from the ore, strands of adamantine thread are extracted by hand from the raw adamantine, after which the metal thread is melted into wafers.

For the moment your should leave the raw adamantine alone; Template:L is a good enough metal for weapons and armor in the meantime. However, if you have need of a really valuable piece of Template:L, you can mine out a chunk of raw adamantine, enables it's use for general purposes in the stone status screen‡, and turn it into a Template:L. The result will be worth at least 6250Template:L.

Next tutorial article

Notes