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{{Quality|Exceptional|22:20, 10 May 2013 (UTC)}}
 
{{av}}
 
 
This guide is intended to be used in conjunction with a save file downloadable [http://dffd.wimbli.com/file.php?id=728 here] (5 meg download). By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed.
 
This guide is intended to be used in conjunction with a save file downloadable [http://dffd.wimbli.com/file.php?id=728 here] (5 meg download). By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed.
  
 
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks.
 
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks.
  
This guide and associated save file was created using version '''v0.28.181.40d'''. Thus, it will '''not''' work with version v0.31.01 or later.
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This guide and associated save file was created using version '''v0.28.181.40d'''.
  
 
==What you will see when you load the game==
 
==What you will see when you load the game==
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Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]].
 
Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]].
  
By using the numpad keys you can move the active screen around and explore. <!-- What you will discover is compiled below, with key points highlighted. -->
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By using the numpad keys you can move the active screen around and explore. What you will discover is compiled below, with key points highlighted.
<!--
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[[Image:Qs03.png]]
 
[[Image:Qs03.png]]
FILE IS MISSING
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-->
 
 
The grey line that run roughly down the center of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.
 
The grey line that run roughly down the center of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.
  
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*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.
 
*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.
 
*'''Matthew''' is a miner exactly the same as Sue.
 
*'''Matthew''' is a miner exactly the same as Sue.
*'''Jane''' is a [[woodworker]]. She carries a [[battle axe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to draft her into the [[military]].
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*'''Jane''' is a [[woodworker]]. She carries a [[battleaxe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to [[draft]] her into the [[military]].
 
*'''Daniel''' is a stoneworker. She has several skill points in [[mason]]ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in [[mechanic]]s so she can build rock [[mechanism]]s, which are required to create [[trap]]s and some [[machine]]s.
 
*'''Daniel''' is a stoneworker. She has several skill points in [[mason]]ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in [[mechanic]]s so she can build rock [[mechanism]]s, which are required to create [[trap]]s and some [[machine]]s.
 
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill.
 
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill.
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*1 [[cat]], which will hunt [[vermin]] for you.
 
*1 [[cat]], which will hunt [[vermin]] for you.
 
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance.
 
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance.
*A [[horse]] and a [[mule]]. If you purchase a male horse from a trade caravan then you could start breeding horses for [[meat]], large stacks of [[bone]] (good for making practice crossbow [[bolt]]s), and [[leather]]; however mules will not breed (nor do they in real life).
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*A [[horse]] and a [[mule]]. If you purchase a male horse from a trade caravan then you could start breeding horses for [[meat]], large stacks of [[bone]] (good for making practice crossbow [[bolt]]s), and [[leather]]; however mules never breed (not in DF, not in RL).
  
 
====Items====
 
====Items====
Most of your supplies are still in the [[wagon (embark)|wagon]]. You have:
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Most of your supplies are still in the [[wagon]]. You have:
 
*Plenty of food and alcohol.
 
*Plenty of food and alcohol.
 
*An [[anvil]].
 
*An [[anvil]].
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That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food [[stockpile]] in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Juliet is going to fish, and the miners will begin mining.
 
That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food [[stockpile]] in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Juliet is going to fish, and the miners will begin mining.
  
There are, however, several things I deliberately left unfinished so I can walk you through them. So let's start by pressing {{K|Tab}} to bring the menu window back. I'll be referring to it from now on (and generally it's easier to play with it there constantly).
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There are, however, several things I left unfinished for you to practice on. So let's hit {{K|Tab}} to bring the menu window back. I'll be referring to it from now on, and generally it's easier to play with it there constantly.
  
 
<br clear="all" />
 
<br clear="all" />
  
 
==Set tasks in workshops==
 
==Set tasks in workshops==
We've got a Craftdwarf's Workshop all built and ready to go, but currently there are no work tasks there so Rachel is just going to ignore it (just like if you built a cinema complex but forgot to order someone to play the movies).  
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We've got a Craftdwarf's Workshop all setup and ready to go but currently there are no work tasks there and Rachel is just going to ignore it. To find the workshop, press {{k|r}} to enter the <tt>View Rooms/Buildings</tt> menu, use {{K|Page Down}} twice to get the Crwaftdwarf's Workshop in view, then use {{k|&#8593;}} {{k|&#8595;}} to highlight the workshop.  Press {{k|t}} to zoom to the workshop, and the {{K|Space}} to get back to the main menu.
  
To find the workshop you can either press {{k|q}} to access the <tt>Set Building Tasks/Preferences</tt> menu and then move the cursor around using the Numpad until you find the workshop, but this can take a long time when your fortress grows in size. Instead you can press {{k|r}} to enter the <tt>View Rooms/Buildings</tt> menu, use {{K|Page Down}} (twice) to get the Craftdwarf's Workshop in view, then use {{k|&#8593;}} {{k|&#8595;}} to highlight the workshop.  Press {{k|t}} to zoom to the workshop, and the {{K|Space}} to get back to the main menu.
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We want to use the <tt>Set Building Tasks/Preferences</tt> menu, {{k|q}}. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected.
 
 
Once you've found it you want to use the <tt>Set Building Tasks/Preferences</tt> menu, {{k|q}}, to set the work tasks. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected.
 
  
 
[[Image:Qs05.png]]
 
[[Image:Qs05.png]]
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[[Image:Qs06d.png]]
 
[[Image:Qs06d.png]]
  
If a task is set to repeat then once it's completed it drops to the end of the task list (instead of being removed from the list). So now Rachel will sit in her shop constantly producing goods.
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If a task is set to repeat then once it's completed it returns to the end of the task list, instead of being removed from the list. So now Rachel will sit in her shop constantly producing goods.
  
To keep her working steadily there is one other step you need to make: making sure she doesn't get distracted by other jobs.
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There is one other step though: making sure she doesn't get distracted by other jobs.
 
<br clear="all" />
 
<br clear="all" />
 
 
==Setting job preferences==
 
==Setting job preferences==
 
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once.
 
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once.
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You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.
 
You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.
 
Plump Helmets have a short growing cycle and can be eaten, cooked, or made into Dwarven Wine, so they are a staple crop.
 
 
Sweet Pods are made into Dwarven Rum.  Variety is important or your dwarves will complain!
 
 
<br clear="all" />
 
<br clear="all" />
  
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Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.  Note that you can designate entire rectangles to be mined, not just a single line like I did.
 
Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.  Note that you can designate entire rectangles to be mined, not just a single line like I did.
  
Now let's create a [[stairs|staircase]] to access the next level up. First designate an up-stair on the current level (figure 22): press {{k|u}}, then {{K|Enter}} twice.
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Now let's create a [[staircase]] to access the next level up. First designate an up-stair on the current level (figure 22): press {{k|u}}, then {{K|Enter}} twice.
  
 
And now the tricky bit - move up one level ({{k|<}}) and designate a down staircase ''directly above it'' (figure 23) by doing {{k|j}}, then {{K|Enter}} twice.
 
And now the tricky bit - move up one level ({{k|<}}) and designate a down staircase ''directly above it'' (figure 23) by doing {{k|j}}, then {{K|Enter}} twice.
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To get Jane the woodworker to chop down trees, go to the outdoors west of the indoor rooms, select {{k|t}} from the designation menu, press {{K|Enter}} to select one corner of a rectangle, use the arrow keys to move to the opposite corner of the desired rectangle, and press {{K|Enter}} again; all of the trees inside of the rectangle will be highlighted to indicate that they've been designated for cutting.  If you've selected too many trees you might later need to turn off Jane's Wood Cutting labor to get her to stop cutting trees and start making bins out of the trees she's already cut.
 
To get Jane the woodworker to chop down trees, go to the outdoors west of the indoor rooms, select {{k|t}} from the designation menu, press {{K|Enter}} to select one corner of a rectangle, use the arrow keys to move to the opposite corner of the desired rectangle, and press {{K|Enter}} again; all of the trees inside of the rectangle will be highlighted to indicate that they've been designated for cutting.  If you've selected too many trees you might later need to turn off Jane's Wood Cutting labor to get her to stop cutting trees and start making bins out of the trees she's already cut.
  
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===Digging, [[warm stone]], and [[magma]]===
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As you mine through the mountain, you'll eventually encounter the error message:
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:<tt>Digging designation canceled: warm stone located.</tt>
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Stone is warm because it's right next to magma, either right beside it on the same [[z-level]], above it on the next level, or below it on the lower level.  In the first two cases digging away the warm stone will cause magma to come flooding out.
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Note that you'll only get the error message if a digging designation which you placed on an unexplored area crosses warm stone.  If you place a digging designation on explored/known stone which is warm ''then your dwarfs will dig it out, possibly unleashing a flood of magma''.  Fortunately, known warm stone is displayed by a flashing yellow "☼" on red background while designating a digging area.  However, that's all the warning you'll get, so be careful.
  
 
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<br clear="all" />
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==Creating workshops==
 
==Creating workshops==
 
<div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1">
 
<div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1">
Image:Qs24.png|Fig 24: Rotting turtles surround a pond
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Image:Qs24.png|Fig 24: Rotting turtles surrond a pond
 
Image:Qs25a.png|Fig 25a: The <tt>Site building</tt> menu
 
Image:Qs25a.png|Fig 25a: The <tt>Site building</tt> menu
 
Image:Qs25b.png|Fig 25b: The workshop sub-menu
 
Image:Qs25b.png|Fig 25b: The workshop sub-menu

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