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Editing v0.34:Quickstart guide
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{{quality|Exceptional|18:27, 29 April 2012 (UTC)}}{{av}} | {{quality|Exceptional|18:27, 29 April 2012 (UTC)}}{{av}} | ||
− | :''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before | + | |
+ | <div style="font-size:120%"> | ||
+ | :''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before who quickly want to jump in head-first.'' | ||
:''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.'' | :''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.'' | ||
− | :''Also see [[Tutorials]] for more detailed tutorials that people have submitted.'' | + | </div> |
+ | <div style="font-size:120%"> | ||
+ | :'''''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''''' | ||
+ | </div> | ||
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide – it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''you'll remember how you lost.'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}} | {{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide – it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''you'll remember how you lost.'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}} | ||
{{TipBox2|float=right|titlebg=#0cb|Feedback| | {{TipBox2|float=right|titlebg=#0cb|Feedback| | ||
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* Export Local Image: Saves full-size images of your fortress. | * Export Local Image: Saves full-size images of your fortress. | ||
* Music and Sound: Controls for volume adjustment. | * Music and Sound: Controls for volume adjustment. | ||
− | * Abandon the Fortress: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently | + | * Abandon the Fortress: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently (although it will leave behind the fortress itself and most items — see [[abandon]] for more information) and return to the main menu. |
− | Notably lacking is an "exit without save" option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the "die" command in [[Utility:DFHack|DFHack]], | + | Notably lacking is an "exit without save" option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the "die" command in [[Utility:DFHack|DFHack]], Windows Task Manager, or the Linux "kill" command. |
=World Generation= | =World Generation= | ||
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For your first game, find a site with the following properties: | For your first game, find a site with the following properties: | ||
*'''NO [[Aquifer]]''' (This is '''''very''''' important!) | *'''NO [[Aquifer]]''' (This is '''''very''''' important!) | ||
− | *'''Trees:''' Forested or Heavily Forested | + | *'''Trees:''' Forested or Heavily Forested |
*'''Temperature:''' Warm | *'''Temperature:''' Warm | ||
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome. | *'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome. | ||
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The find tool may take 1-2 minutes to run, when it's done, '''be sure to press {{K|ESC}} to look around at the different sites it returns''' (look for flashing Xs on the world map). As you move your yellow X over the flashing suggested sites, the info bar on the right will tell you soil, minerals, aquifer, etc. Choose the one that looks best to you! | The find tool may take 1-2 minutes to run, when it's done, '''be sure to press {{K|ESC}} to look around at the different sites it returns''' (look for flashing Xs on the world map). As you move your yellow X over the flashing suggested sites, the info bar on the right will tell you soil, minerals, aquifer, etc. Choose the one that looks best to you! | ||
− | Your site may have '''multiple biomes''' overlapping it. If so make sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them (Macs | + | Your site may have '''multiple biomes''' overlapping it. If so make sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them (Macs may require {{k|fn}}-{{k|F1}}, depending on your settings). They may each have significantly different characteristics. Note that occasionally a site with multiple biomes may contain an aquifer which ''isn't visible on the local map at first'', due to it not being in the "first" biome (the one visible with {{k|F1}}). If your site has multiple biomes, it is '''very important''' to check all of them to avoid surprises like this. |
Additionally, you can resize your embark area using {{k|U}} {{k|M}} {{k|K}} {{k|H}}. A 4x4 embark (the standard) is usually reasonable, but you may want to decrease the size to avoid an undesirable biome (or if your computer can't handle a 4x4 embark). | Additionally, you can resize your embark area using {{k|U}} {{k|M}} {{k|K}} {{k|H}}. A 4x4 embark (the standard) is usually reasonable, but you may want to decrease the size to avoid an undesirable biome (or if your computer can't handle a 4x4 embark). | ||
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===Stout Labor=== | ===Stout Labor=== | ||
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'''Labors''' are how you control what types of tasks a dwarf will do. For example, if the [[Fishing]] labor is enabled for a dwarf, that dwarf is allowed to engage in fishing. | '''Labors''' are how you control what types of tasks a dwarf will do. For example, if the [[Fishing]] labor is enabled for a dwarf, that dwarf is allowed to engage in fishing. | ||
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Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of. | Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of. | ||
− | Look over your dwarves' assigned [[labor]]s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for "preferences: labors". You will see a list of labor categories that you can navigate using {{K|-}} | + | {{TipBox2|float=right|titlebg=#aa0|Dwarf Therapist| |
+ | You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac, and most Linux systems): | ||
+ | * '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more. | ||
+ | * '''[[Utility:DFHack|DFHack]]''' also contains a UI for managing labors. While it has fewer features than Dwarf Therapist, it still lets you change labors. In addition, it is accessible from within DF (which eliminates the need to constantly switch between applications). It also supports sorting and can display dwarves' moods and preferences.}} | ||
+ | |||
+ | Look over your dwarves' assigned [[labor]]s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for "preferences: labors". You will see a list of labor categories that you can navigate using {{K|-}}{{K|+}}. You can enter each category with {{k|Enter}} (except for mining, which is a single labor), toggle each labor off and on with {{K|Enter}}, and get back out with {{K|Esc}}. | ||
After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|c}} for "zoom to creature" and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.) | After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|c}} for "zoom to creature" and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.) | ||
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Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so. | Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so. | ||
+ | {{clear}} | ||
==Strike The Earth!== | ==Strike The Earth!== | ||
− | + | Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. So the first thing you will do is {{K|d}}esignate some areas to "mine". | |
− | + | Decide where you will build your main entrance. The best thing to do is just put it near your wagon to make it faster and less work to haul all of your supplies inside. | |
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To designate an area for digging: | To designate an area for digging: | ||
#Hit {{K|d}} to bring up the [[Designations Menu]]. | #Hit {{K|d}} to bring up the [[Designations Menu]]. | ||
− | #Hit {{K|d}} to mine | + | #Hit {{K|d}} again to select Mine. (Note that dwarves mine horizontally, not downwards. Use {{k|h}} (Channel) instead if you want to dig down.) |
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}. | #Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}. | ||
− | #Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}. | + | #Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner dwarf will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}. |
− | This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can be | + | This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can also be one tile wide, or just one single tile. |
− | + | If your wagon is near a [[cliff]], you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If you are on flat land with no cliff near the wagon, [[channel]] out a small rectangle (perhaps 3x3) on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|>}} and tunnel into the wall of the pit (with {{K|d}}-{{K|d}}) to create your entry. (Think of this as creating your own cliff, with the inside wall of the pit being the "cliff".) | |
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− | If your wagon is near a [[cliff]] | ||
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway. | Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway. | ||
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[[File:Quickstart lodgings 1.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot, which will go in the 5x5 room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]] | [[File:Quickstart lodgings 1.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot, which will go in the 5x5 room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]] | ||
− | Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a 3x3 room, which will later become your main stairwell. Two tiles past that, dig an 11x11 room | + | Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a 3x3 room, which will later become your main stairwell. Two tiles past that, dig an 11x11 room, which will later become your general stockpile, and connect it to the stairwell with a 1-wide passageway. |
Don't make any of these rooms too much larger than the sizes given, or your miner will take forever to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower. | Don't make any of these rooms too much larger than the sizes given, or your miner will take forever to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower. | ||
=== Mining safety === | === Mining safety === | ||
− | While mining, | + | While mining, you may notice [[water]] visible nearby. Dwarves do not like water, particularly high water, and especially water underground. Most dwarves are also terrible swimmers. For these reasons, do not mine directly into the side of ''any'' underground water you encounter. However, it is safe to mine ''next to'' underground water, as long as you leave at least one "wall" tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but DF will generate warnings and force you to designate each tile individually. |
− | Also note that '''water can flow diagonally''' | + | Also note that '''water can flow diagonally:''' |
− | + | {{diagram|spaces=yes| | |
− | [#00f] | + | [#00f]≈▓.▓ ║ [#00f]≈▓.▓ |
− | ▓▓.▓ | + | ▓▓.▓ ║ ▓..▓ |
− | + | ║ | |
− | [#0f0] | + | [#0f0]o[#0f0]k ║ [#f00]f[#f00]l[#f00]o[#f00]o[#f00]d |
− | + | }} | |
=== Stockpiles === | === Stockpiles === | ||
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To keep functioning, your dwarves require constant supplies of food and drink. You can use the {{k|z}} stock screen to monitor how much food and drink are available. Luckily, your dwarves will eat almost everything raw, including plants. | To keep functioning, your dwarves require constant supplies of food and drink. You can use the {{k|z}} stock screen to monitor how much food and drink are available. Luckily, your dwarves will eat almost everything raw, including plants. | ||
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+ | === Plant gathering === | ||
+ | If your food starts running low, {{k|d}}esignate some {{k|p}}lants to be gathered on the surface (similar to selecting an area for mining, except it only selects edible plants). | ||
===Farming=== | ===Farming=== | ||
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<sub>* Hopefully you have chosen a site with a soil layer, which will make farming much easier, but if not you will need to [[Irrigation|irrigate]] to create the required mud on stone floors.</sub> | <sub>* Hopefully you have chosen a site with a soil layer, which will make farming much easier, but if not you will need to [[Irrigation|irrigate]] to create the required mud on stone floors.</sub> | ||
− | Use {{K|b}}-{{k|p}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Notice that some types of buildings (as well as most constructions) are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the length and width of the building using {{K|u}}{{K|m}}{{K|k}}{{K|h}} and position it with the directional keys. | + | Use {{K|b}}-{{k|p}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Notice that some types of buildings (as well as most constructions) are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the length and width of the building using {{K|u}}{{K|m}}{{K|k}}{{K|h}} and position it with the directional keys. So hit {{K|u}}{{K|u}}{{K|k}}{{K|k}} to make the plot 3x3 and position it in the room, ideally near the wall to leave space for more plots later on. |
− | Remember that you must enable the {{DFtext|Farming (Fields)}} | + | Remember that you must enable the {{DFtext|Farming (Fields)}} labour for at least one dwarf or the farm plot won't get built and farming will not take place. (If you selected "Play Now" earlier then you will start with a dwarf with farming enabled.) |
{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow [[plump helmet]]s during all seasons. You can use {{K|+}} and {{K|-}} to select plump helmets (pressing {{k|-}} once should do the trick). '''You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season''' — otherwise you'll end up with an idle field for 3/4ths of the year. | {{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow [[plump helmet]]s during all seasons. You can use {{K|+}} and {{K|-}} to select plump helmets (pressing {{k|-}} once should do the trick). '''You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season''' — otherwise you'll end up with an idle field for 3/4ths of the year. | ||
− | Note that a default embark starts with ''five'' plump helmet seeds — for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available | + | Note that a default embark starts with ''five'' plump helmet seeds — for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available. |
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{{clear}} | {{clear}} | ||
− | + | ===Butchering=== | |
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If you suddenly run low on food, butchering an animal is another option. Build a [[butcher]] shop ({{k|b}}, {{k|w}}, {{k|u}}) and mark one of your animals for slaughtering (press {{k|v}}, move the cursor to the animal, then press {{k|p}}, {{k|s}}). A dwarf with the butchering labor enabled will haul the animal off to the butcher's shop, work for a while, and produce neat stacks of meat products. | If you suddenly run low on food, butchering an animal is another option. Build a [[butcher]] shop ({{k|b}}, {{k|w}}, {{k|u}}) and mark one of your animals for slaughtering (press {{k|v}}, move the cursor to the animal, then press {{k|p}}, {{k|s}}). A dwarf with the butchering labor enabled will haul the animal off to the butcher's shop, work for a while, and produce neat stacks of meat products. | ||
− | == | + | ===Drinks=== |
− | + | Drinks can be more problematic than food, since they require more preparation. In warmer weather, you can specify a "water source" activity zone ({{k|i}}-{{k|w}}) around a lake or river on the surface to keep your dwarves from dying of thirst, but dwarves deprived of [[alcohol]] slow down and become unhappy. If your alcohol supply is running low, build a [[still]] ({{k|b}}, {{k|w}}, {{k|l}}) and brew a few plants (if you don't have plants, you'll need to {{k|d}}designate some {{k|p}}lants to be gathered on the surface). Keep a wary eye on your supplies; the only warning that your stocks have run out is a dead dwarf. | |
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− | Drinks can be more problematic than food, since they require more preparation | ||
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==Pasture== | ==Pasture== | ||
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The amount of grass required varies greatly depending on the type(s) of animals being pastured. If you intend to keep grazing animals permanently, you may need vastly larger pastures later. As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials. | The amount of grass required varies greatly depending on the type(s) of animals being pastured. If you intend to keep grazing animals permanently, you may need vastly larger pastures later. As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials. | ||
+ | |||
+ | ==Woodcutting== | ||
+ | Create another stock{{K|p}}ile for {{K|w}}ood outside your entrance. As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later you will move this closer to your carpenter's workshop once you build one. | ||
+ | |||
+ | Press {{K|q}}, place the cursor on your wagon, and hit {{K|x}} to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into a few units of wood. Removing other buildings is done the same way. | ||
+ | |||
+ | Also near the entry, designate at least 10 trees to be chopped down with {{K|d}}-{{K|t}}. Don't designate too many trees at the beginning, or your dwarves will spend all of their time chopping them down and hauling them rather than doing other work. | ||
==Designing Your First Fortress== | ==Designing Your First Fortress== | ||
− | While this guide recommends a vertical fortress design around a central stairwell with each z-level being used for a particular purpose, it is not | + | While this guide recommends a vertical fortress design around a central stairwell with each z-level being used for a particular purpose, it is really not that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the "levels" described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest. |
− | + | To get stone though you may need to dig down a bit if you have more than one z-level of sand/clay/soil on the surface. | |
==Workshops== | ==Workshops== | ||
− | [[File:Quickstart workshops | + | [[File:Quickstart-level-1-workshops.png|right|thumb|Level -1: Mason's, carpenter's, mechanic's, and jeweler's workshops surrounded by appropriate stockpiles.]] |
− | Dig your stairwell down one level (with {{K|d}}-{{K|i}}), if you haven't already | + | Dig your stairwell down one level (with {{K|d}}-{{K|i}}), if you haven't already, and create four 5x5 rooms off of the stairwell. These will hold your [[Mechanic's_workshop|mechanic's]], [[Mason's_workshop|mason's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. |
− | + | Use {{K|b}}-{{K|w}} to build the workshops, and select some sort of junk stone for the material. If you are still digging in soil and don't have stone yet, just use wood. (The material really doesn't matter in this case.) Put each workshop in the center of each room, and use the remaining space for the appropriate type of stockpile (wood for your carpenter, stone for your mason and mechanic, and gems for your jeweler.) If the construction of any building gets "suspended" just use {{K|q}} to unsuspend it. (This can happen if stone is blocking the way. See "Garbage" Dumping below if you find you need to remove some stone.) | |
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{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}} | {{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}} | ||
Remove the temporary wood stockpile you created outside (using {{K|p}}-{{K|x}}) and dwarves will move the wood to the new wood storage area. | Remove the temporary wood stockpile you created outside (using {{K|p}}-{{K|x}}) and dwarves will move the wood to the new wood storage area. | ||
− | Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one [[table | + | Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one [[table]] and one [[throne]]/chair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop. |
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=="Garbage" Dumping== | =="Garbage" Dumping== | ||
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'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area. | '''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area. | ||
− | Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a {{K|g}}arbage | + | Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a {{K|g}}arbage Dump. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much garbage as you like. Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory. At some point you will probably want to retrieve an important item from your garbage dump, and the larger your dump is, the harder it will be to find anything in it. |
− | Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With "dump" selected, designate a rectangle over the loose stones cluttering up your living area | + | Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With "dump" selected, designate a rectangle over all of the loose stones cluttering up your living area. This will designate this stone to be transported to the closest garbage dump zone. |
Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it. | Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it. | ||
− | + | Congratulations! Knowing how to use garbage zones and dump commands puts you head and shoulders above most newbs. It takes some people weeks to figure this out. | |
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− | Congratulations! Knowing how to use garbage zones | ||
==Trade Depot== | ==Trade Depot== | ||
Build a [[trade depot]] using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by). | Build a [[trade depot]] using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by). | ||
− | You will need one [[architect]], which will be enabled on your mason if you selected {{DFtext|Play now!}} at embark. | + | You will need one [[architect]], which will be enabled on your mason if you selected {{DFtext|Play now!}} at embark. If you didn't, you can enable it in any dwarf's labor preferences (you may wish to make your mason the architect, but any dwarf can fill the role). Depending on the material you use to build the depot, you also need a [[carpenter]] if you decide to use wood, or a [[mason]] if you decide to use stone. |
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+ | <span style="font-size:85%;">'''Note:''' You can also build a depot out of metal, but this requires a [[metalsmith]], which you may not have yet. Also, there are many better uses for metal, so you're better off choosing a more common material, like stone or wood.</span> | ||
===Troubleshooting=== | ===Troubleshooting=== | ||
− | + | {{collapsible|Troubleshooting|hidden=yes|halign=left|hbgcolor=#e0f0ff| | |
− | * {{raw tile|X|4:4:1}}: This tile is not accessible by wagon. This could be | + | '''Use {{K|D}} from the main menu to make sure your depot is accessible!''' This command is only available once the depot is built (before building, the command will be disabled, and while the depot is under construction everything will flash red until the depot is built). Once completed, checking {{k|D}}epot access will flash some of the following symbols: |
− | * {{raw tile|W|2:2:1}}: This tile is accessible by wagon. | + | * {{raw tile|X|4:4:1}}: This tile is not accessible by wagon. This could be due to a number of reasons: |
− | :This is good, but does not guarantee wagons will be able to reach the depot. Make sure you see the words {{DFtext|Depot accessible|2:1}} on the left. | + | :* The tile is part of an underground tunnel less than 3 tiles wide. |
+ | :* The tile is next to a '''tree''' or '''[[boulder]]'''. | ||
+ | :* The tile is a '''wall''' or part of the '''air''', where it isn't possible for wagons to travel (no, unfortunately, wagons don't fly). | ||
+ | * {{raw tile|W|2:2:1}}: This tile is accessible by wagon. These tiles will radiate outward from the depot, not from the map edges. | ||
+ | :This is '''good''', but does not guarantee wagons will be able to reach the depot. Make sure you see the words {{DFtext|Depot accessible|2:1}} on the left. | ||
* {{raw tile|D|3:2:1}} The depot is accessible via wagon. | * {{raw tile|D|3:2:1}} The depot is accessible via wagon. | ||
* {{raw tile|D|6:2:1}} The depot is '''not''' accessible by wagon. See below. | * {{raw tile|D|6:2:1}} The depot is '''not''' accessible by wagon. See below. | ||
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* Is the path to the depot (in your fortress) less than 3 tiles wide? If not, expand the entranceway and try {{k|D}} again. | * Is the path to the depot (in your fortress) less than 3 tiles wide? If not, expand the entranceway and try {{k|D}} again. | ||
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few (you probably won't need to cut ''all'' the trees in a 3-tile wide path; usually cutting some a few at the end of a path of {{raw tile|W|2:2:1}}'s clears a path. | * Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few (you probably won't need to cut ''all'' the trees in a 3-tile wide path; usually cutting some a few at the end of a path of {{raw tile|W|2:2:1}}'s clears a path. | ||
− | * Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need an [[engraver]]. If you selected "play now", you should have one already. Select {{k|d}}-{{k|s}}mooth Stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}. | + | * Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need an [[engraver]]. If you selected "play now", you should have one already. Select {{k|d}}-{{k|s}}mooth Stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}. Once an engraver has removed the boulder(s), check {{k|D}}epot access again. |
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− | + | }} <!-- end box thing --> | |
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− | == Bedrooms == | + | ==Bedrooms== |
− | + | {{TipBox2|float=right|titlebg=#0a0|Communal Living|When a fort is first getting started, a common [[dormitory]] type [[bedroom]] will suffice for a while, but dwarves will eventually want their own rooms. So feel free to create a [[dormitory]] now if you want and come back later to create individual rooms. You will want an office now though.}} | |
+ | [[File:Quickstart-level-7-bedrooms.png|left|thumb|Level -7: Meager bedrooms and office. All rooms have doors; the bedrooms have a bed, cabinet, and coffer; and the office has a table and chair.]] | ||
+ | Continue digging your stairwell down about seven more levels. Just create the stairwells for now. | ||
− | + | On the lowest level, dig some halls leading to rooms for sleeping quarters. Dwarves don't need much space for living quarters; in fact, you can turn a 1x3 room into decent quarters by smoothing the stone and filling it with some decent quality furniture. | |
− | + | [[Bedroom design|Designing living quarters]] is a matter of personal preference and aesthetic sense. Actual design will be left as an exercise for the player. Just try to keep the bedrooms close to the stairs, and ideally make your access hallways at least two tiles wide so your dwarves don't have to crawl over and under each other to get where they are going. | |
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− | + | You will want to create at least eight rooms: seven for your [[bedroom]]s, and one as an [[office]] for your manager/bookkeeper, which, rather than a chest, bed and cabinet, will contain the chair and table you queued up earlier. | |
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==Nobles== | ==Nobles== | ||
Hit the {{k|n}} key to open up the [[Noble|nobles and administrators]] screen. | Hit the {{k|n}} key to open up the [[Noble|nobles and administrators]] screen. | ||
− | The most important positions to assign are '''[[broker]]''', '''[[bookkeeper]]''' and '''[[manager]]'''. Your [[expedition leader]] is a good choice for bookkeeper and manager when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long. The broker should be | + | The most important positions to assign are '''[[broker]]''', '''[[bookkeeper]]''' and '''[[manager]]'''. Your [[expedition leader]] is a good choice for bookkeeper and manager when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long. The broker should be chosen from one of your other dwarves (rather than being the same as your bookkeeper) so that they're not too busy doing bookkeeping when a trade delegation arrives to actually talk to the traders. |
Having a manager will allow you to queue up work orders which will greatly simplify managing your production. Having a bookkeeper will allow you to maintain inventory counts on the {{K|z}} screen so you'll know what you do and don't have. A broker is necessary to trade with a caravan once one has arrived at your trade depot. | Having a manager will allow you to queue up work orders which will greatly simplify managing your production. Having a bookkeeper will allow you to maintain inventory counts on the {{K|z}} screen so you'll know what you do and don't have. A broker is necessary to trade with a caravan once one has arrived at your trade depot. | ||
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Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned. | Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned. | ||
− | Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. | + | Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. Place them in the office (room you created down in the sleeping area) using the {{K|b}}uild command. Once dwarves have installed the furniture, use {{K|q}} to select the chair, select "make study" {{k|r}}, size the room appropriately, and assign the office to your expedition leader (who should be your bookkeeper and manager). Hit {{K|n}} to verify that these positions now have the office they need. If so then you shouldn't see any red. |
==Furniture== | ==Furniture== | ||
− | {{TipBox2|float=right|titlebg=#0a0 | + | {{TipBox2|float=right|titlebg=#0a0|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (like chairs vs. thrones) even if they're functionally the same. So, if it seems like you can't make something of a particular material, do some poking around and check the wiki.}} |
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− | }} | ||
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice? | Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice? | ||
− | Using the manager screen {{k|j}}-{{k|m}}, hit {{k|q}} to queue up a new job, and type " | + | Using the manager screen {{k|j}}-{{k|m}}, hit {{k|q}} to queue up a new job, and type "bed", and then select "construct bed." Set the quantity to seven. Next, queue up seven wooden [[chest]]s or rock coffers, eight [[door]]s, seven [[cabinet]]s, at least two [[table]]s and two [[throne]]s/chairs. The tables and chairs will go in your [[dining room]], speaking of which... |
==Dining and Food Prep Area== | ==Dining and Food Prep Area== | ||
− | + | Above the living quarters, and right off the main stairwell, create another four rooms. One will be for general food storage, one a [[dining room|dining hall]], one a [[kitchen]], and one a [[still]]. The still will allow you to make alcohol. The Kitchen will allow you to make [[Cook#Recipes|Prepared food]]. | |
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+ | Make the rooms for the kitchen and still 5x5 each. The storage area and dining hall should be larger. Ideally make the dining hall so that it can be further expanded later. | ||
− | + | Use {{K|b}}-{{K|w}} to build the still and kitchen in the middle of the 5x5 rooms. Create {{K|f}}ood stockpiles in the remaining space around each workshop, as well as the entire food storage room. | |
− | + | [[File:Quickstart-level-6-dining.png|right|thumb|Level -6: Dining level with dining hall, kitchen, still, and storage area.]] | |
Go back to your general purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles. | Go back to your general purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles. | ||
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If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves. | If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves. | ||
− | Eventually go check out the subpage on [[/Stockpiles | + | Eventually go check out the subpage on [[/Stockpiles|Stockpiles]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section. |
==Placing Furniture== | ==Placing Furniture== | ||
− | Once your furnishings are complete, you need to place them in rooms using the {{K|b}}uild command. | + | Once your furnishings are complete, you need to place them in rooms using the {{K|b}}uild command. Make sure each bedroom gets a bed. Once dwarves have hauled beds to the bedrooms, use {{K|q}} on the installed beds to define the actual bedrooms from them. Don't worry about assigning the bedrooms to specific dwarves; they will eventually pick their own as long as they have been defined as unowned bedrooms. |
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+ | Put the new chairs and tables in the dining room. | ||
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+ | You can add doors, chests, and cabinets to each room if you want, but it is not urgent now. | ||
==Meeting Hall== | ==Meeting Hall== | ||
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Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms. | Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms. | ||
− | Actually, now would be a fine time to make another | + | Actually, now would be a fine time to make another three by three farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]]. |
==Storage Space== | ==Storage Space== | ||
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At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better protected, to set up your [[metal industry]], and later to prepare your [[military|militia]]. | At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better protected, to set up your [[metal industry]], and later to prepare your [[military|militia]]. | ||
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+ | ==Preparing for Immigrants== | ||
+ | Soon you should get some [[Immigration|immigrants]] if you haven't already. When you do get a group of [[Immigration|immigrants]], take a headcount and queue up enough beds, doors, cabinets and chests to make bedrooms for them all. Examine their skills. (This is where [[Utilities#Dwarf_Therapist|Dwarf Therapist]] can come in handy again.) Be sure to enable any labors that they have skills in, but aren't active. Turn any useless dwarves into furnace operators. | ||
==Traps== | ==Traps== | ||
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{| | {| | ||
|- | |- | ||
− | | | + | |{{diagram| |
− | [# | + | [#33f]^[#33f]^[#33f]^[#33f]^[#33f]^ |
− | [# | + | [#0f0].[#0f0].[#0f0].[#0f0].[#0f0]. |
− | ..... | + | [#0f0].[#0f0].[#0f0].[#0f0].[#0f0]. |
− | ..... | + | [#0f0].[#0f0].[#0f0].[#0f0].[#0f0]. |
− | [# | + | [#33f]^[#33f]^[#33f]^[#33f]^[#33f]^ |
− | + | }} | |
|A simple strategy, most useful outside where invaders can come from the sides – inside, this is less useful (invaders don't tend to emerge from the walls) | |A simple strategy, most useful outside where invaders can come from the sides – inside, this is less useful (invaders don't tend to emerge from the walls) | ||
|- | |- | ||
− | | | + | |{{diagram|spaces=yes|\ |
− | + | [#c00]░[#c00]░[#c00]░[#c00]░[#c00]░[#c00]░[#c00]░[#c00]░[#c00]░ | |
− | ░.......░ | + | [#c00]░.......[#c00]░ |
− | ░.......░ | + | [#c00]░.......[#c00]░ |
− | ░.......░ | + | [#c00]░.......[#c00]░ |
− | ....[# | + | ....[#33f]^.... |
− | ....[# | + | ....[#33f]^.... |
− | ....[# | + | ....[#33f]^.... |
− | + | [#c00]░[#c00]░[#c00]░[#c00]░[#c00]░[#c00]░[#c00]░[#c00]░[#c00]░ | |
− | + | }} | |
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route. | |A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route. | ||
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|} | |} | ||
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If you place a trap somewhere you didn't mean to, remove it with {{k|t}}-{{k|x}} ({{k|q}}-{{k|x}} will work, but it won't display the name of the trap, making it harder to select the correct one). | If you place a trap somewhere you didn't mean to, remove it with {{k|t}}-{{k|x}} ({{k|q}}-{{k|x}} will work, but it won't display the name of the trap, making it harder to select the correct one). | ||
==Guard Animals== | ==Guard Animals== | ||
− | Create two 1x1 [[pasture]]s near the beginning of your entryway, one on either side, using {{K|i}}. Using the {{K|N}} key inside the zone interface, assign a [[dog]] or other non-grazing animal to each of them. These animals will spot thieves and raiders before they gain entrance to your fortress. Try to pick disposable animals, as they ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] | + | Create two 1x1 [[pasture]]s near the beginning of your entryway, one on either side, using {{K|i}}. Using the {{K|N}} key inside the zone interface, assign a [[dog]] or other non-grazing animal to each of them. These animals will spot thieves and raiders before they gain entrance to your fortress. Try to pick disposable animals, as they ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]]. |
==Drawbridge== | ==Drawbridge== | ||
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[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]] | [[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]] | ||
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s, and one a [[metalsmith's forge]]. Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later. | Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s, and one a [[metalsmith's forge]]. Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later. | ||
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Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore. | Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore. | ||
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===Forging=== | ===Forging=== | ||
− | {{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out | + | {{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out ok in the short term.}} |
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first: | Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first: | ||
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good. | #'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good. | ||
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so. | #'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so. | ||
− | #'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helmets, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows. Also make some shields out of wood | + | #'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helmets, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows. Also make some shields out of wood (since the shield's material doesn't matter for defensive purposes), unless you're swimming in metal. Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt). |
[[Steel]] is the best normal metal to make armor and most weapons out of, but you're likely find that you want some arms before you can make steel. [[Iron]] is good, and [[bronze]] is also good. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all. | [[Steel]] is the best normal metal to make armor and most weapons out of, but you're likely find that you want some arms before you can make steel. [[Iron]] is good, and [[bronze]] is also good. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all. | ||
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Here are some things that players often do as their population grows: | Here are some things that players often do as their population grows: | ||
*Smooth and [[engraving|engrave]] walls and floors | *Smooth and [[engraving|engrave]] walls and floors | ||
− | *Produce [[Meat industry|Meat | + | *Produce [[Meat industry|Meat, eggs, milk, and honey]] |
*Continue to expand the [[military]] | *Continue to expand the [[military]] | ||
*Explore new [[Industry|industries]] | *Explore new [[Industry|industries]] | ||
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below | *Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below | ||
− | * | + | *Build a [[kennel]] and train some war animals |
*Build a [[Mass pitting]] system to dispose of caged enemies | *Build a [[Mass pitting]] system to dispose of caged enemies | ||
*Build above-ground [[construction]]s such as an archery tower or garden | *Build above-ground [[construction]]s such as an archery tower or garden |