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Difference between revisions of "v0.31:Stonegears/Metalworking"

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===Digging out and flooding the magma tunnels===
 
===Digging out and flooding the magma tunnels===
Go back to the 1x1 tile exploratory stairwell you dug down to the magma see and widen it to 3 tiles wide.  When you get down to relative depth ____, absolute elevation ____, stop and lay out some designations things out like this:
+
Go back to the 1x1 tile exploratory stairwell you dug down to the magma see and widen it to 3 tiles wide (if your miners are digging else, remove enough of the mining designation ({{K|d}}-{{K|x}}) to stop them so they can concentrate on this).  When you get down to relative depth ____, absolute elevation ____, stop and lay out some unconnected designations for workshops, hallway, and stone stockpile, like this:
  
 
  SCREENSHOT PLACEHOLDER
 
  SCREENSHOT PLACEHOLDER
 
:''Turn on {{L|note}}s mode ({{K|N}}) to reveal flashing {{DFtext|*|cyan}} notes to show you were the 3x3 workshop spaces should be centered''
 
:''Turn on {{L|note}}s mode ({{K|N}}) to reveal flashing {{DFtext|*|cyan}} notes to show you were the 3x3 workshop spaces should be centered''
 +
 +
The upstairs ({{K|d}}-{{K|u}}) in the hallway are to a stockpile for finished goods and smelted bars of metal.
  
 
Designate a downstairs ({{K|d}}-{{K|j}}) where the flashing {{DFtext|>|cyan}} note is, an upstairs ({{K|d}}-{{K|u}}) right under it a level down, then dig out tunnels to match up with the following:
 
Designate a downstairs ({{K|d}}-{{K|j}}) where the flashing {{DFtext|>|cyan}} note is, an upstairs ({{K|d}}-{{K|u}}) right under it a level down, then dig out tunnels to match up with the following:
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:''The notes ({{K|N}}) are '''next''' to the tunnels, not on top of them''
 
:''The notes ({{K|N}}) are '''next''' to the tunnels, not on top of them''
  
At the end of the tunnel right next to the magma sea, place a south raising {{L|bridge|drawbridge}} ({{K|b}}-{{K|g}}-{{K|x}}-{{K|Enter}}) and choose a chunk of the {{L|magma safe}} rock to build it from.  Place a {{L|lever}} ({{K|b}}-{{K|T}}-{{K|l}}) on the level with the furnaces and forges, and connect it up to the bridge using the magma safe mechanisms ({{K|q}}-{{K|a}}-{{K|b}}).
+
At the end of the tunnel right next to the magma sea, place a west raising {{L|bridge|drawbridge}} ({{K|b}}-{{K|g}}-{{K|a}}-{{K|Enter}}) and choose a chunk of the {{L|magma safe}} rock to build it from.  Place a {{L|lever}} ({{K|b}}-{{K|T}}-{{K|l}}) on the level with the furnaces and forges, and connect it up to the bridge using the magma safe mechanisms ({{K|q}}-{{K|a}}-{{K|b}}).
  
 
Once the bridge is linked up, designate all the rocks in the tunnel to be forbidden ({{K|d}}-{{K|b}}-{{K|f}}) so that no dwarf goes down there to pick some up, then one level up {{L|construct}} a {{L|wall}} ({{K|b}}-{{K|C}}-{{K|w}}) over the downstairs into the tunnel.  With the tunnels blocked off,  dig north to the where the blinking {{DFtext|C|cyan}} note ({{K|N}}) is and at the {{DFtext|C|cyan}} designate a {{L|channel}} ({{K|d}}-{{K|h}}).  The channel will dig out the stone wall at the {{DFtext|C|cyan}}, the floor underneath it, ''and'' the stone wall one level down, letting the magma sea flood into the tunnels.  Construct a wall ({{K|b}}-{{K|C}}-{{K|w}}) over the hole to block off the magma sea.
 
Once the bridge is linked up, designate all the rocks in the tunnel to be forbidden ({{K|d}}-{{K|b}}-{{K|f}}) so that no dwarf goes down there to pick some up, then one level up {{L|construct}} a {{L|wall}} ({{K|b}}-{{K|C}}-{{K|w}}) over the downstairs into the tunnel.  With the tunnels blocked off,  dig north to the where the blinking {{DFtext|C|cyan}} note ({{K|N}}) is and at the {{DFtext|C|cyan}} designate a {{L|channel}} ({{K|d}}-{{K|h}}).  The channel will dig out the stone wall at the {{DFtext|C|cyan}}, the floor underneath it, ''and'' the stone wall one level down, letting the magma sea flood into the tunnels.  Construct a wall ({{K|b}}-{{K|C}}-{{K|w}}) over the hole to block off the magma sea.
  
 
Now you just have to wait for the tunnels to fill up.  You can tell how full they are by looking ({{K|k}} at the magma. It will show {{DFtext|Magma [<Depth>/7]|red}}, where a {{L|water depth|depth}} of 7 is full up to the ceiling.  Then tunnels will be full enough when their ends are at least 5 deep.  At that point make sure there aren't any monsters in the tunnels and pull the ({{K|q}}-{{K|a}}-{{K|P}}) to raise the drawbridge, closing off the tunnels from the magma sea.
 
Now you just have to wait for the tunnels to fill up.  You can tell how full they are by looking ({{K|k}} at the magma. It will show {{DFtext|Magma [<Depth>/7]|red}}, where a {{L|water depth|depth}} of 7 is full up to the ceiling.  Then tunnels will be full enough when their ends are at least 5 deep.  At that point make sure there aren't any monsters in the tunnels and pull the ({{K|q}}-{{K|a}}-{{K|P}}) to raise the drawbridge, closing off the tunnels from the magma sea.
 +
 +
===Smelters===
 +
Connect up for digging the designations for the hallway, stockpile and one of the 3x3 workshop areas between the hallway and stockpile, making sure to connect it to both:
 +
 +
SCREENSHOT PLACEHOLDER
 +
 +
The stockpile is for rocks that will be involved in smelting, which will go into the {{L|smelter}} via the opening to the ___ and the across the hall to the forges or up the stairs to the second stockpile (which you can dig out yourself when you're ready for it).
 +
 +
Even though you've dug out the 3x3 area, it's not fully ready to support a magma smelter, since there needs to be a way to let in the heat of the magma.  The magma must be visible through at least one hole in the floor which ''isn't'' the center of the 3x3 area.  To do this, dig a 1x1 {{L|channel}} ({{K|d}}-{{K|h}}) either east or west of the center of the room.
 +
 +
SCREENSHOT PLACEHOLDER
 +
 +
Now to place it. Though smelters and other furnaces look and act like workshops, they're placed by a different menu.  Use {{K|b}}-{{K|e}} to get to the menu, the {{K|l}} to select a magma powered smelter.  Once placed, it will take someone with the {{L|architecture}} labor enable to design it, just like for bridges.  Note that, since it involves architecture, it does ''not'' need someone with the furnace operator {{L|labor}} enabled to finish building it, but someone with masonry.  You'll still have to give one of your dwarves the furnace operator labor to use it, though.
 +
 +
With the smelter constructed, try adding a job to it ({{K|q}}-{{K|a}}).  You'll see that, unlike with the other workshops so far, you can choose ''exactly'' what type of raw material you want to use.  A job will be in {{DFtext|white}} if you have the right raw materials and {{DFtext|red|red}} if you don't.  Except for {{L|melt}}ing none of the jobs have a key associated with them, so you have to scroll with {{K|-}} and {{K|+}} to highlight a job and {{K|Enter}} to add it.
 +
 +
In addition to the "Smelt <rock> Ore" jobs, you'll see some "Make ...." jobs.  These are for producing {{L|coke}} (more on this later) and for making {{L|Metal#alloy|alloys}}.  Alloys can be made either from metal {{L|bar}}s, indicated by "(use bars)", or by directly mixing together the ores which make the metals that go into the alloy, indicated by "(use ore)".
 +
 +
====Making steel====
 +
Making {{L|steel}} is more involved than smelting other metals:
 +
 +
# Make two bars of {{L|iron}}.
 +
# Make one of the iron bars into a bar of {{L|pig iron}} by combining it with a piece of {{L|fuel}} (the carbon) and a chunk of {{L|flux}} rock (like the _____ near the surface of your fortress).
 +
# Combine the iron bar and the pig iron bar with a second piece of fuel and second piece of flux to make two bars of steel.
 +
 +
You can get the fuel either by turning {{L|wood}} into charcoal at a {{L|wood furnace}} or by turning {{L|lignite}} or {{L|bituminous coal}} into coke at a smelter.  Since you want to save on wood, and there lignite and coal available, you'll want to do the second.  At a magma smelter lignite has a net product of two pieces of coke and bituminous coal has a net product of three pieces of coke (non-magma smelters ''use'' fuel to ''make'' fuel, so the net product of coke is one less when using them).  Thus, at a magma smelter the set of jobs, in proper order, for making steel is:
 +
 +
* Smelt <iron> Ore
 +
* Smelt <iron> Ore
 +
* Make coke from <lignite or coal>
 +
* Make pig iron bars
 +
* Make steel bars
 +
 +
If you put each of the five jobs on {{L|repeat}} then the smelter will cycle through them, spitting out steel bars until it runs out raw materials.  Note that if you make coke from coal instead of lignite you'll end up with an extra piece of coke for every two steel bars you make, so after a while you'll need to remove the "make coke" job to use them up, and then put it back in when you've used up all the excess.
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 +
====Setting up the smelter stockpile====

Revision as of 21:05, 26 July 2011

Back to the main tutorial page

Uses for metalworking, glassmaking and ceramics

Normal forges and furnaces vs magma powered ones

Template:Ls and Template:Ls need power in order to operate. Normal ones are powered by consuming Template:L, either Template:L made from Template:L or coke refined from Template:L or Template:L. The Template:L version are powered by being placed one Template:L above magma and need no fuel. Magma is usually obtained from the ubiquitous Template:L, but is sometimes acquired from a Template:L instead.

Advantages of magma power

The advantage of magma power all stem from the fact that you can use it endlessly without using up any fuel:

  • You can Template:L all of the iron weapons and armor left behind by Template:L Template:Ls, turning them into bars your metal workers can use, without using up all your fuel.
  • You can train your Template:L and Template:L by having them make weapons and armor out of Template:L and Template:L, so they'll have more Template:L when they later use Template:L or Template:L.
  • You can recycle all your low Template:L products via melting.
  • If you have any sand on your site you can churn out endless amounts of raw glass to train your Template:L and Template:L.
  • If you have any sand or clay on your site you can churn out endless amounts of glass and ceramic goods to trade to the caravans. Glass and ceramic are three times more valuable than ordinary rock and 50% more valuable than Template:L. (Of course, a skilled stonecrafter is going to make more valuable stone goods than an unskilled glassmaker or potter).

Disadvantages of magma power

The big disadvantage of magma power is that the magma usually comes from the magma sea, which is usually 60 or more z-levels below the surface, meaning that not only do you have to dig down quite a ways, but if the main part of your fortress is up near the surface there's a long round trip of anyone involved.

Mitigating the problem of magma power

There are multiple ways of dealing with the problem of the long round trips:

  • Make a second living area down near the magma sea, including Template:Ls, and manually assign the bedrooms to anyone working down there. This way the only dwarves making long round trips will be the Template:L.
  • You can make a 1x1 tile wide pit going all the way down to your magma works and put a Template:L next to it so that Template:L items will be thrown down it, to save the time on hauling items all the way down. However, this requires a bit of micromanagement, especially to dump down Template:Ls of Template:L without spilling the sand.
  • Choose a fortress site which has a Template:L, so you can put your magma works near the surface.
  • Move some magma up closer to the surface (taking advantage of the fact that magma in Dwarf Fortress never cools, thus acting as an infinite source of energy):
    • You can move magma up by using Template:Ls made from Template:L materials.
    • You can take advantage of the game's simplistic simulation of liquid displacement via a Template:L, which will teleport magma up many z-levels.
  • Build your fortress down near the magma sea. You can use the water from the lowest Template:L to Template:L rock for Template:L, leaving only few dwarfs up near the surface to cut down trees for wood. You'll only need to go up to the surface to Template:L with Template:Ls and to fight Template:Les and Template:Ls.

Building a magma works

We're going to build a set of magma powered workshops, so you will know how it's done, and so you don't have to worry about running out of Template:L. If you end up using it a lot you should make a second living area down there for the workers (including a Template:L, Template:L or Template:L so they don't trek all the way up to the surface when Template:L).

Safely tapping into the magma sea

You are going to dig some tunnels and connect them to the magma sea to flood them with magma, thus bringing the magma to your workshops. However, there are dangerous monsters living in the sea that you want to keep out. You could use either a Template:L or a Template:L connected to a Template:L to let magma into the tunnels and then block off the sea, but since some of the inhabitants of the magma sea are Template:Ls which can destroy floodgates you'll want to use a drawbridge. Since the drawbridge and the Template:L connecting it to the lever are going to be submerged in magma for a while they need to be made out of Template:L material to prevent them from being destroyed. ((INSTRUCTIONS ON DIGGING OUT SOME MAGMA SAFE STONE))

Now put a stone stockpile next to the mechanic's workshop, accepting only the magma safe stone. Once some of the rock has been deposited there, add three "make mechanism" jobs to the workshop to ensure that at least two magma safe mechanisms are made (the first chunk of rock your mechanic picks might not be a magma safe one, depending upon where s/he is when the job is accepted). Only the mechanism attached to the drawbridge needs to be magma safe, but to avoid accidentally attaching the wrong mechanism to the bridge both mechanisms involved in the connection should be magma safe. The mechanism the lever is made from does not need to be magma safe.

Digging out and flooding the magma tunnels

Go back to the 1x1 tile exploratory stairwell you dug down to the magma see and widen it to 3 tiles wide (if your miners are digging else, remove enough of the mining designation (d-x) to stop them so they can concentrate on this). When you get down to relative depth ____, absolute elevation ____, stop and lay out some unconnected designations for workshops, hallway, and stone stockpile, like this:

SCREENSHOT PLACEHOLDER
Turn on Template:Ls mode (N) to reveal flashing * notes to show you were the 3x3 workshop spaces should be centered

The upstairs (d-u) in the hallway are to a stockpile for finished goods and smelted bars of metal.

Designate a downstairs (d-j) where the flashing > note is, an upstairs (d-u) right under it a level down, then dig out tunnels to match up with the following:

SCREENSHOT PLACEHOLDER
The notes (N) are next to the tunnels, not on top of them

At the end of the tunnel right next to the magma sea, place a west raising Template:L (b-g-a-Enter) and choose a chunk of the Template:L rock to build it from. Place a Template:L (b-T-l) on the level with the furnaces and forges, and connect it up to the bridge using the magma safe mechanisms (q-a-b).

Once the bridge is linked up, designate all the rocks in the tunnel to be forbidden (d-b-f) so that no dwarf goes down there to pick some up, then one level up Template:L a Template:L (b-C-w) over the downstairs into the tunnel. With the tunnels blocked off, dig north to the where the blinking C note (N) is and at the C designate a Template:L (d-h). The channel will dig out the stone wall at the C, the floor underneath it, and the stone wall one level down, letting the magma sea flood into the tunnels. Construct a wall (b-C-w) over the hole to block off the magma sea.

Now you just have to wait for the tunnels to fill up. You can tell how full they are by looking (k at the magma. It will show Magma [<Depth>/7], where a Template:L of 7 is full up to the ceiling. Then tunnels will be full enough when their ends are at least 5 deep. At that point make sure there aren't any monsters in the tunnels and pull the (q-a-P) to raise the drawbridge, closing off the tunnels from the magma sea.

Smelters

Connect up for digging the designations for the hallway, stockpile and one of the 3x3 workshop areas between the hallway and stockpile, making sure to connect it to both:

SCREENSHOT PLACEHOLDER

The stockpile is for rocks that will be involved in smelting, which will go into the Template:L via the opening to the ___ and the across the hall to the forges or up the stairs to the second stockpile (which you can dig out yourself when you're ready for it).

Even though you've dug out the 3x3 area, it's not fully ready to support a magma smelter, since there needs to be a way to let in the heat of the magma. The magma must be visible through at least one hole in the floor which isn't the center of the 3x3 area. To do this, dig a 1x1 Template:L (d-h) either east or west of the center of the room.

SCREENSHOT PLACEHOLDER

Now to place it. Though smelters and other furnaces look and act like workshops, they're placed by a different menu. Use b-e to get to the menu, the l to select a magma powered smelter. Once placed, it will take someone with the Template:L labor enable to design it, just like for bridges. Note that, since it involves architecture, it does not need someone with the furnace operator Template:L enabled to finish building it, but someone with masonry. You'll still have to give one of your dwarves the furnace operator labor to use it, though.

With the smelter constructed, try adding a job to it (q-a). You'll see that, unlike with the other workshops so far, you can choose exactly what type of raw material you want to use. A job will be in white if you have the right raw materials and red if you don't. Except for Template:Ling none of the jobs have a key associated with them, so you have to scroll with - and + to highlight a job and Enter to add it.

In addition to the "Smelt <rock> Ore" jobs, you'll see some "Make ...." jobs. These are for producing Template:L (more on this later) and for making Template:L. Alloys can be made either from metal Template:Ls, indicated by "(use bars)", or by directly mixing together the ores which make the metals that go into the alloy, indicated by "(use ore)".

Making steel

Making Template:L is more involved than smelting other metals:

  1. Make two bars of Template:L.
  2. Make one of the iron bars into a bar of Template:L by combining it with a piece of Template:L (the carbon) and a chunk of Template:L rock (like the _____ near the surface of your fortress).
  3. Combine the iron bar and the pig iron bar with a second piece of fuel and second piece of flux to make two bars of steel.

You can get the fuel either by turning Template:L into charcoal at a Template:L or by turning Template:L or Template:L into coke at a smelter. Since you want to save on wood, and there lignite and coal available, you'll want to do the second. At a magma smelter lignite has a net product of two pieces of coke and bituminous coal has a net product of three pieces of coke (non-magma smelters use fuel to make fuel, so the net product of coke is one less when using them). Thus, at a magma smelter the set of jobs, in proper order, for making steel is:

  • Smelt <iron> Ore
  • Smelt <iron> Ore
  • Make coke from <lignite or coal>
  • Make pig iron bars
  • Make steel bars

If you put each of the five jobs on Template:L then the smelter will cycle through them, spitting out steel bars until it runs out raw materials. Note that if you make coke from coal instead of lignite you'll end up with an extra piece of coke for every two steel bars you make, so after a while you'll need to remove the "make coke" job to use them up, and then put it back in when you've used up all the excess.

Setting up the smelter stockpile