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Editing v0.31:Stonegears/Digging

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:''Press {{K|Esc}} to exit from menus''
 
:''Press {{K|Esc}} to exit from menus''
  
Lets use downward [[stair]]ways as an example.  Use {{K|j}} to select {{DFtext|Downward Stairway|white}}, then use the arrow keys to move the {{DFtext|X|yellow}} cursor to the south of the wagon.  Press {{K|Enter}}, then move the cursor one tile to the east.  Where you pressed {{K|Enter}} will be a blinking {{DFtext|+|limegreen}}, which is the '''anchor''' for the designation.  Now move the cursor four more to the east, then five south, then hit {{K|Enter}}. There will now be a six-by-six area of downward stair designations ('''NOTE''': don't unpause yet):
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Lets use downward {{L|stair}}ways as an example.  Use {{K|j}} to select {{DFtext|Downward Stairway|white}}, then use the arrow keys to move the {{DFtext|X|yellow}} cursor to the south of the wagon.  Press {{K|Enter}}, then move the cursor one tile to the east.  Where you pressed {{K|Enter}} will be a blinking {{DFtext|+|limegreen}}, which is the '''anchor''' for the designation.  Now move the cursor four more to the east, then five south, then hit {{K|Enter}}. There will now be a six-by-six area of downward stair designations ('''NOTE''': don't unpause yet):
  
 
  SCREENSHOT PLACEHOLDER
 
  SCREENSHOT PLACEHOLDER
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Note that in designations mode you can move the cursor around with the mouse by right-clicking a spot, though you still have to press {{K|Enter}} to mark the area to designate.  Right-clicking doesn't move the cursor in any other mode, just for designations.
 
Note that in designations mode you can move the cursor around with the mouse by right-clicking a spot, though you still have to press {{K|Enter}} to mark the area to designate.  Right-clicking doesn't move the cursor in any other mode, just for designations.
  
== Cutting [[tree]]s and harvesting [[shrub]]s ==
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== Cutting {{L|tree}}s and harvesting {{L|shrub}}s ==
 
Each of your dwarves can be doing a separate task independently of the others, so we'll set a few of them to working on the surface while two of the others dig around underground.  Use {{K|t}} to select {{DFtext|Chop Down Trees|white}} and move the cursor ten tiles northwest of the wagon.  Press {{K|Enter}}, {{K|Shift-→}} twice, {{K|Shift-↓}} twice, then {{K|Enter}}.
 
Each of your dwarves can be doing a separate task independently of the others, so we'll set a few of them to working on the surface while two of the others dig around underground.  Use {{K|t}} to select {{DFtext|Chop Down Trees|white}} and move the cursor ten tiles northwest of the wagon.  Press {{K|Enter}}, {{K|Shift-→}} twice, {{K|Shift-↓}} twice, then {{K|Enter}}.
  
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== Digging ==
 
== Digging ==
  
Now we'll designate the ''real'' down [[stair]]ways ({{K|j}}) that we actually want, since our dwarves are going to live and work underground.  This time, however, we'll use the mouse.  Clicking the mouse cursor over a tile will choose just that single tile for the selected designation, rather than defining a rectangle; dragging the mouse while holding down the button will select all the tiles the mouse cursor crosses.  Note that the {{DFtext|X|yellow}} cursor will just sit there, not moving in response to what the ''mouse'' cursor does.
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Now we'll designate the ''real'' down {{L|stair}}ways ({{K|j}}) that we actually want, since our dwarves are going to live and work underground.  This time, however, we'll use the mouse.  Clicking the mouse cursor over a tile will choose just that single tile for the selected designation, rather than defining a rectangle; dragging the mouse while holding down the button will select all the tiles the mouse cursor crosses.  Note that the {{DFtext|X|yellow}} cursor will just sit there, not moving in response to what the ''mouse'' cursor does.
  
 
Okay, we want a west-east row of three down stairways just south of the wagon (see the notes section for why three, and also for weirdness about digging through sand).  Once you've designated them, use {{K|Esc}} to exit the designate menu, then press {{K|Space}} to (finally) unpause the game. Your lumberjack will pick up an axe from the wagon, your two miners will pick up their pickaxes, and then they'll go to work.  Once the three stairways have been dug, pause the game again with {{K|Space}} and go down one level ({{K|>}}) to see what's happened:
 
Okay, we want a west-east row of three down stairways just south of the wagon (see the notes section for why three, and also for weirdness about digging through sand).  Once you've designated them, use {{K|Esc}} to exit the designate menu, then press {{K|Space}} to (finally) unpause the game. Your lumberjack will pick up an axe from the wagon, your two miners will pick up their pickaxes, and then they'll go to work.  Once the three stairways have been dug, pause the game again with {{K|Space}} and go down one level ({{K|>}}) to see what's happened:
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  SCREENSHOT PLACEHOLDER
 
  SCREENSHOT PLACEHOLDER
  
You'll note that there are no stairs one level down, and that the only thing that's happened is that the tiles directly under the stairs have been [[revealed tile|revealed]]. This is because no designations cause results that cross [[z-level]]s (except for [[channel]]ing and [[ramp]]s), and your dwarves are too stupid to realize that the stairs should go ''to'' someplace, leaving it up to you to designate the underground stairs.  Note that you do '''''not''''' want to designate another set of down stairs on the revealed tiles: the direction of the stairs indicates which direction the dwarves taking it go, so a set of down stairs would mean dwarves below the surface would be unable to move up to the surface; further, the two sets of stairs would be disconnected, so dwarves on the surface would be unable to move down underground. You could use up stairways ({{K|u}}), but then the next set of down stairways to the next lower level would have to be just north or just south of those up stairways.  Instead, use up/down stairways ({{K|i}}), since using these will allow you to make a central stairwell that goes straight up and down, rather one that zigzags every z-level.
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You'll note that there are no stairs one level down, and that the only thing that's happened is that the tiles directly under the stairs have been {{L|revealed tile|revealed}}. This is because no designations cause results that cross {{L|z-level}}s (except for {{L|channel}}ing and {{L|ramp}}s), and your dwarves are too stupid to realize that the stairs should go ''to'' someplace, leaving it up to you to designate the underground stairs.  Note that you do '''''not''''' want to designate another set of down stairs on the revealed tiles: the direction of the stairs indicates which direction the dwarves taking it go, so a set of down stairs would mean dwarves below the surface would be unable to move up to the surface; further, the two sets of stairs would be disconnected, so dwarves on the surface would be unable to move down underground. You could use up stairways ({{K|u}}), but then the next set of down stairways to the next lower level would have to be just north or just south of those up stairways.  Instead, use up/down stairways ({{K|i}}), since using these will allow you to make a central stairwell that goes straight up and down, rather one that zigzags every z-level.
  
 
Before unpausing the game again, put a single up/down staircase designation off to the west (left) of the other three, with at least one tile of blank space between them:
 
Before unpausing the game again, put a single up/down staircase designation off to the west (left) of the other three, with at least one tile of blank space between them:
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  SCREENSHOT PLACEHOLDER
 
  SCREENSHOT PLACEHOLDER
  
North of the east hallway we'll put a 5x11 area for [[farming]].  And while we're doing designations, we'll put down some unconnected 3x3 areas which will later be used for [[workshop]]s.
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North of the east hallway we'll put a 5x11 area for {{L|farming}}.  And while we're doing designations, we'll put down some unconnected 3x3 areas which will later be used for {{L|workshop}}s.
  
 
  SCREENSHOT PLACEHOLDER
 
  SCREENSHOT PLACEHOLDER
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* The stairwell and hallways are three tiles wide to make it easier for dwarves and pets to move past one another.  They could be one tile wide, but then it slows traffic down when two dwarves moving in opposite directions have to squeeze past each other.  Making it two tiles wide would suffice in most circumstances, and we make it three wide to make the chances of traffic congestion very small.
 
* The stairwell and hallways are three tiles wide to make it easier for dwarves and pets to move past one another.  They could be one tile wide, but then it slows traffic down when two dwarves moving in opposite directions have to squeeze past each other.  Making it two tiles wide would suffice in most circumstances, and we make it three wide to make the chances of traffic congestion very small.
 
* Digging through sand in Dwarf Fortress is very strange, since your dwarves use pickaxes instead of shovels, surrounding sand doesn't fall in to fill up holes, you can ''carve'' stairs into it, and the sand dug through merely disappears rather than having to be moved elsewhere.  This is because soil (including clay and dirt) mostly acts like stone.
 
* Digging through sand in Dwarf Fortress is very strange, since your dwarves use pickaxes instead of shovels, surrounding sand doesn't fall in to fill up holes, you can ''carve'' stairs into it, and the sand dug through merely disappears rather than having to be moved elsewhere.  This is because soil (including clay and dirt) mostly acts like stone.
* You usually don't have to worry about [[cave-in]]s, since the cave-in physics simulation is extremely simplistic and unrealistic.  As an example, a 50 story tall upside-down pyramid made entirely of [[lead]] could be supported by just a single bar of [[soap]].
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* You usually don't have to worry about {{L|cave-in}}s, since the cave-in physics simulation is extremely simplistic and unrealistic.  As an example, a 50 story tall upside-down pyramid made entirely of {{L|lead}} could be supported by just a single bar of {{L|soap}}.

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