Hello all! I realize this is somewhat later than the other ones are. I just finished finals,which means I can get back to teaching you guys at a reasonable rate.
Last time, we covered the stone industry and making bedrooms. If you're wondering why this lecture doesn't really have a title, it's due to the content being too mixed for me to choose a definitive title.
If you downloaded the file I was using (dropbox links found in the last lecture and on the subreddit sidebar), it should be about mid-spring. If you’re on your own world, it may be later (depends on if you made any mistakes and such, which is okay!). To check the date, go to the Status screen (z) and look in the top right corner. Before starting this lecture, it was the 18th of Slate, 251 (Mid-spring). In the other corner, you can get the name of your fortress. Mine is “Outpost Shmethosbut, Plankdrills”.
Anyways, let’s start with the game.
We finished assigning our beds last time. However, we will have a migrant wave soon! Basically, a migrant wave involves dwarves coming to your fortress from elsewhere in your civilization. The dwarves are, generally, pretty random, and can be of any profession. Still, we need to set up rooms for them, and make some beds. The first wave is generally pretty small, so I designated 5 beds at the carpenter’s workshop and designating mining out four more rooms as such:
Our miners will dig this out when we unpause (and they wake up!). The next thing we want to do is adjust our labours. Our stoneworker (mason) is going to be busy soon, making tables, chair, cabinets, coffers and doors. This is all we want him to do at the moment, so go find him. If you can’t, use the unit list (u) to find him. Go into his labours and turn off his hauling and farming labours (you should know how to do this by now, so I won’t explain it).
Currently, all my dwarves are asleep, so I’m going to unapuse for a while and let them do what they want.
So, after unpausing, my dwarves finished taking the rest of the stuff out of the wagon. Now we can disassemble it to get some more wood. To do this, go find it (it’s outside, south of entrance), use the q set building tasks menu and go over it. There is only one option: x remove building. Hit x and a job will be set up for our carpenter for him to dismantle it and get us some wood back. You can remove any building this way, be it a workshop, chair, or anything else we’ve made.
While we were unpaused, the miners finished out mining the rooms. Once our carpenter has finished with the beds, we will put them in there. Your mason should be done with the doors soon (if not already). Assign him to do four tables and four thrones/chairs (hotkeys are t and c, respectively). Now, we’re going to designate some rooms for future workshops. On our food floor, I’m designating something like this:
This is for our animal stockpile (the right room), and our butcher’s workshop/tannery (the left room). These are the basis of the meat industry, where we make meat by slaughtering animals. I’ve never been a huge meat industry guy, as it’s not really too necessary when starting off, but it can be very profitable when you learn the ins and outs of it!
Also, I designated this area where our stone workshops are:
The top left area is where our mechanic’s workshop will go. The lower left area is for our jewelers (I will explain why there are two rooms when we get there).
Unpause and watch the action unfold.
After a while, my carpenter finished with the beds (and the mason finished with the doors and moved on to the tables/chairs). Now, let’s put these pieces of furniture in to our bedroom area.
First off, put the five beds we just made into the empty rooms (only silhouettes):
Next, we’re going to put our doors in. To build them, hit b for the buildings menu, then d for door. A door must be adjacent to at least one wall to be placed. For each of our seven rooms, designate a door in the 1x1 hallway into each room. After putting them all in (b > d> pick area > pick kind of door (should be a mudstone door)):
Anyways, let’s unpause again and let stuff work out. When our miners finish digging out everything, I will go over what to put where. Also, the floor down from our stone workshops, I dug out something like this:
And the same on the floor below (but don’t forget to do an up/down staircase in the middle, so our dwarves can get down there!) that looks like this:
These are here so our mason and craftsdwarf will have more stone to work with! Having enough stone is always important. I also designated two more rock pots at the craftsdwarf workshop.My mason also finished the thrones/tables. I put them up in the dining room like this:
If you can’t see well, that’s two tables and two chairs on either side of the already existing ones. You may have also noticed that our two starting animals (a camel and a horse) have a orange arrow flashing. This is due to their hunger. They’re grazing animals, which means they need a pasture outside so they can eat grass and such. To do this, go outside our fortress and find a nice plot of land. I decided to use the area outside our entrance (we can change it later if need be).
Using the zones i tool, designate an area about 10x10, all on grass, by hitting enter to claim the first corner, and then moving the opposite corner with the arrow keys. When we start to make this area, you’ll see the menu on the right side light up, show how big the area is we’re designating. You want it around 100 for an ideal pasture. Once you’ve got this size, hit enter.
Now, hit n for pasture. This means we can assign animals to here. You’ll see it light up on the the side.
Hit N to start assigning animals to it. You’ll see a list of six animals (two dogs, two cats, two other grazing animals). Go over the two grazings and hit enter on both. This will assign them here. A dwarf with general hauling labours assigned to it will soon take it to the zone you defined.
Alright, now we’ve pasture our animals. While all the excitement was happening, the two rooms were mined out on our food industry floor.
In the right hand room, we’re going to assign a new stockpile: the animal stockpile. Basically, any caged animals (or prisoners!) will be taken here. Empty cages are taken here by default, but we’ll change that when we designate it.
First, hit p for stockpiles, then a for animal. Designate it in this room.
Next, use the q tool and go over the stockpile. Hit s to change the stockpile settings. You’ll be taken to a screen similar to that of the one where you designate custom stockpiles. All we want to do is disable empty cages. Do this by, while your cursor is on the Animals tab, hitting u. You should see the “empty cages” bit go gray.
Now we’re going to create two new workshops: The butcher’s and the tannery. At a butcher’s, we can take dead animals (or slaughter live ones) to get meat for our dwarves. At a tanner’s, a dwarf will take any fresh hide (from your butcher’s, usually), and make it into leather. This leather can then be made into useful items such as armour, backpacks, clothes, and much more.
To create this workshops, go into the buildings menu, then w for workshops. You can either find them in the list, or use the hotkeys u (butcher’s) and n (Tanner’s). The material they are made of doesn’t matter. If, when picking the material, you notice you are running low on stone, go underground and get your dwarves to mine out more mudstone. You can just mine out a single z-level, or go down more z-levels by craving out staircases. After designating the workshops:
When our miner, who was once a fisher cleaner, is not busy, he’ll come and build them. But we’re not done.
To make it easier for our dwarves to get fresh raw hide to the tanner’s, we’re going to tell them to keep it all right beside the workshop. Underneath our two workshops, designate a refuse stockpile (p > r). But before we resume the game, we need to change the settings. Go over it and go into the settings like we did above for the animal stockpile.
Go down to refuse to see what is in the above picture. What we want is for our stockpile to only have the fresh raw hide part in white. Hit b while on the refuse tab to block all. Then, using your arrow keys, go over to item types, then over into the far right menu and hit enter on fresh raw hide. Now, when we exit out, only fresh raw hide will be taken to this stockpile. However, we do need to go turn this off from our main refuse stockpile.
Go out to your refuse stockpile (which we have already created, and it should be outside!), go into the settings, down to refuse. Now we want to do the same thing, except don’t hit b to block all. Just go over to item types, then fresh raw hide, and enter. This will turn it off, so all fresh raw hide will be taken to our other stockpile. We will use this kind of designation quite a bit to make different stockpiles for different subsections of goods.
Before unpausing to let our miners finish, I did the following things:
- Marked 4 bins to be made at our carpenter’s. Bins are used in stockpiles to save space, like our custom stockpile with the thread and such. Basically, our dwarves will put all of the thread and cloth into a single bin, which takes up a single tile. Great for saving space. The hotkey for bins at the carpenter’s is n.
- Designated a few more tress for cutting down.
- At our mason’s, told our mason to build 7 coffers. These are basically chests for our dwarves to put their things in. There should be a coffer in all dwarf rooms. The hotkey is h.
- Made our dining room larger. Go into the dining room, and use the q command. Go over whichever table you originally used as the basis for your table. You should see the same menu as you did before we you designated it. Hit r to resize the room and use the + key to make the room bigger. I made it so the blue Xs took up the entire room.
In the next lecture, which I hope I will get out before I leave for holidays (but no promises, I’m sorry), will pick up from here.
Thanks for being patient with me. I’m doing my best to get these out in a reasonable amount of time.
As before, feel free to ask me any questions! I will post another Dropbox link with the next lecture.