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{{migrated article}}
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{{Quality|Exceptional|09:26, 7 May 2015 (UTC)}}
{{Quality|Unrated}}
 
 
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{{old}}
: ''This is a detailed reference guide. For a beginner tutorial, see [[Quickstart guide]], see further [[tutorials]].''
 
 
:''[[Modding guide|Modding]] is not covered on this page.''
 
:''[[Modding guide|Modding]] is not covered on this page.''
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:''For tutorials about fortress mode, see [[tutorials]].''
  
'''Fortress mode''' is the most popular of three modes in ''Dwarf Fortress'', with the other two being [[Adventurer mode]] and [[Legends mode]], often the mode implied when one talks about ''Dwarf Fortress''. Fortress mode is a construction and management simulation of a colony of dwarves. In fortress mode, you pick an [[embark]] location, and then assign your seven initial [[dwarves]] some starting [[Skill | skills]], equipment, provisions, and perhaps, [[animals]] to bring along. After preparations are complete and your hardy explorers [[embark]], they'll be faced with the fortress site you picked down to every little detail; from geologically appropriate stone types, to roaring waterfalls, to, for example, ornery [[Hippo | hippopotami]]. Rather than control individual dwarves, you design everything, and your dwarves will go about implementing your designs on their own.
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'''Fortress mode''' is the more popular of two modes of gameplay in Dwarf Fortress, with the other mode being [[Adventurer mode]]. It is often the mode implied when one talks about Dwarf Fortress. In fortress mode, you pick an embark location, and then assign your seven initial [[dwarves]] some starting [[Skill | skills]], equipment, provisions, and [[animals]] to bring along. After preparations are complete and your hardy explorers [[embark]], they'll be faced with the fortress site you picked down to every little detail, from geologically appropriate stone types to roaring waterfalls to ornery [[Hippo | hippopotami]]. Rather than control individual dwarves, you design everything and your dwarves will go about implementing your designs on their own.
  
 
== Goals ==
 
== Goals ==
Fortress mode is considered a [[wikipedia:Construction_and_management_simulation_games|construction and management simulation game]]. This entails that few goals are imposed upon the player by the game.  
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The Dwarf fortress mode is considered a [[wikipedia:Construction_and_management_simulation_games|construction and management simulation game]]. This entails that few goals are imposed upon the player by the game.  
  
 
The most apparent goal is survival, as your endeavors at the chosen site will, [[Reclaim fortress mode|for the moment]], end if the last dwarf dies. With this comes the need to keep your dwarves happy, as unhappy dwarves will cultivate some very unhealthy (yet surprisingly [[Losing|Fun]]) habits like murdering their colleagues.
 
The most apparent goal is survival, as your endeavors at the chosen site will, [[Reclaim fortress mode|for the moment]], end if the last dwarf dies. With this comes the need to keep your dwarves happy, as unhappy dwarves will cultivate some very unhealthy (yet surprisingly [[Losing|Fun]]) habits like murdering their colleagues.
  
Another goal of sorts, programmed into the game, is creating a fortress that attracts the king/queen of your civilization. Therefore, players typically, but by no means necessarily, choose to expand into a thriving community with skilled [[Labor|workers]], [[military|battle-ready warriors]] and [[nobles]], creating ridiculous amounts of [[wealth|wealth]] like fine [[finished goods|crafts]], excellent armor, valuable [[furniture]], decorated with precious [[gem]]s, all the while protecting them from [[siege|foes]] with deadly [[trap]]s and a trained [[military]]. Avoiding imminent death also requires providing the dwarves with plenty of [[food]] and [[alcohol]], by way of [[farming|farms]] above and below ground, while [[clothing]] from [[leather]] or [[cloth]] will keep them happy.
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Another goal of sorts, programmed into the game, is creating a fortress that attracts the king of your civilization. Therefore players typically, but by no means necessarily, choose to expand into a thriving community with skilled [[Labor|workers]], [[military|battle-ready warriors]] and [[nobles]], creating ridiculous amounts of [[wealth|wealth]] like fine [[finished goods|crafts]], excellent armor, valuable [[furniture]], decorated with precious [[gem]]s, all the while protecting them from [[siege|foes]] with deadly [[trap]]s and a trained [[military]]. Avoiding imminent death also requires providing the dwarves with plenty of [[food]] and [[alcohol]], by way of [[farming|farms]] above and below ground, while [[clothing]] from [[leather]] or [[cloth]] will keep them happy.
  
Of course, every dwarf loves precious [[metal]]s, but the only way to find them is to [[mining|dig]]. Make sure you don't delve too greedily and too deep, for many creatures dwell in the [[caverns]] below...
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Of course, every dwarf loves precious [[metal]]s, but the only way to find them is to [[mining|dig]]. Make sure you don't dig too greedily, or too deep, for many creatures dwell in the [[caverns]] below...
  
 
== The world ==
 
== The world ==
To play ''Dwarf Fortress'' in fortress mode, you must generate a world that includes a dwarven civilization - see [[World generation]] for detailed instructions. After at least one world has been generated, you will be able to start the game. Only one game may be going on in a world at the same time.
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To play Dwarf Fortress in fortress mode you must generate a world that includes a dwarven civilization. See [[World generation]] for detailed instructions. After at least one world has been generated you will be able to start the game. Only one game may be going on in a world at the same time.
  
=== Geographic features / Inhabitants / History ===
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=== Geographic features ===
The main features of a world are [[biome]]s on the surface and [[stone layer]]s underground, some of which may contain [[aquifer]]s. Other surface features that are significant, but which aren't biomes, strictly speaking, are [[river]]s, [[volcano]]es, and [[cave]]s.  There are also [[cavern]]s and [[magma sea]]s everywhere underground which your dwarves will most likely encounter, but you can't see these on the world map, or on the local map, for that matter, until you dig into them. There may also be other [[Fun]] things underground that you can't see. You will have to find these on your own, if they exist.
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The main features of a world are [[biome]]s on the surface and [[stone layer]]s under the surface, some of which may contain [[aquifer]]s. Other surface features that are significant, but which aren't biomes strictly speaking, are [[river]]s, [[volcano]]es, and [[cave]]s.
  
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There are also [[cavern]]s and magma seas everywhere underground which your dwarves will most likely encounter, but you can't see these on the world map and won't see them on the local map until you dig into them. There may also be other [[Fun]] things underground that you can't see. You will have to find these on your own, if they exist.
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=== Inhabitants ===
 
Every playable world will be inhabited by various [[creature]]s, [[civilization]]s, [[night creature]]s, and [[megabeast]]s (including [[titan]]s and [[forgotten beast]]s) in addition to your dwarves. You may encounter all of these types of inhabitants at some point in the form of wildlife, invaders, or rampaging forces of nature.
 
Every playable world will be inhabited by various [[creature]]s, [[civilization]]s, [[night creature]]s, and [[megabeast]]s (including [[titan]]s and [[forgotten beast]]s) in addition to your dwarves. You may encounter all of these types of inhabitants at some point in the form of wildlife, invaders, or rampaging forces of nature.
  
Given that your world includes creatures and civilizations capable of independent action, it also has a history that is viewable in [[legends mode]], historical events showing up in [[engraving]]s and other artwork created by your dwarves. Historical dates are expressed in terms of the [[Calendar|dwarven calendar]].
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=== History ===
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Given that your world includes creatures and civilizations capable of independent action, it also has a history that is viewable in [[legends mode]]. Historical events will show up in [[engraving]]s and other artwork created by your dwarves. Historical dates are expressed in terms of the [[Calendar|Dwarven Calendar]].
  
You will also be making history as events occur in your fortress, and these events will be recorded for all time in the annals of your world, even if you'd rather that they not be. These events may later become the subject of various [[engraving]]s and [[decoration]]s created by your dwarves, or those in a later fortress.
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You will also be making history as events occur in your fortress and these events will be recorded for all time in the annals of your world, even if you'd rather that they not be. These events may later become the subject of various [[engraving]]s and [[decoration]]s created by your dwarves or those in a later fortress.
  
 
== Embarking ==
 
== Embarking ==
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:''See also: [[Reclaim fortress mode]]''
 
:''See also: [[Reclaim fortress mode]]''
  
[[File:FlowchartDF.png|thumb|250px|right|[[From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] – a flowchart showing approximately what sequence of actions most people will take after embarking.]]
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[[File:FlowchartDF.png|thumb|200px|right|[[::From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] – a flowchart showing approximately what sequence of actions most people will take after embarking.]]
  
Before starting to build a fortress, you must choose the embark location in the world, then assign skills and supplies to the seven dwarves on the expedition team you will embark with into that environment. This is the embarking process, and is a major subject on its own - see the [[Embark]] guide for all the details. Also see [[Starting build]] for more information on outfitting your expedition. After you embark, the real game begins.
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Before starting to build a fortress you must pick a site, assign skill points to dwarves, and buy starting equipment. This is the embarking process and is a major subject in and of itself. See the [[Embark]] guide for all of the details. Also see [[Starting build]] for more information on outfitting your expedition.
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 +
After you embark, the real game begins.
  
 
== Gameplay user interface ==
 
== Gameplay user interface ==
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|-
 
|-
 
|  [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]][[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] or {{K|[}} {{K|]}}
 
|  [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]][[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] or {{K|[}} {{K|]}}
| Zoom in and out('['and ']' must be set manually in the key bindings)
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| Zoom in and out
 
|-
 
|-
 
| {{k|Tab}}
 
| {{k|Tab}}
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|}
 
|}
  
Assuming you are at the top level of the user interface looking at the map, you can hit {{K|Esc}} to enter the options menu.
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Assuming you are at the top level of the user interface looking at the map, you can hit {{K|Esc}} to enter the options menu. This allows you to do things like save or abandon your game.
  
*{{DFtext|Save and return to title menu}} – Saves the game, unloads the fortress, and returns to the main menu screen. There is no "save and continue" option, but saves can be [[saved game folder|backed up and reloaded]].
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*{{DFtext|Return to Game}} – Exit the options menu. You can also just press {{K|Esc}}.
*{{DFtext|Save and continue playing}}
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*{{DFtext|Save Game}} – Saves the game, unloads the fortress, and returns to the main menu screen. There is no "save and continue" option, but saves can be [[saved game folder|backed up and reloaded]].
*{{DFtext|Retire the fortress (for the time being)}} – Saves and ends your control of the fort, giving limited control to the game. Most of the fortress remains as is, with citizens, livestock, and most items continuing to exist. Not always available, such as during [[siege]]s. After it saves and returns to the main menu you may start a new game in any mode including to [[Reclaim fortress mode|unretire]] the fortress.
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*{{DFtext|Key Bindings}} – A UI for changing the [[Key bindings]].
*{{DFtext|Abandon the fortress to ruin}} (or {{DFtext|Succumb to Invasion}}) – This permanently [[abandon]]s the fortress, saves the map to the world's data files for later use, and returns to the main menu. Once you abandon a fort, all of your dwarves leave the site, all of your livestock dies, and all items including corpses will be scattered around the map before it is saved. This is how you "give up" on a fortress. You might later [[Reclaim fortress mode|reclaim]] the fortress with a new group of dwarves or visit it with an adventurer in [[Adventurer mode]].
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*{{DFtext|Export Local Image}} – Use this to export each level of your map as .BMP files for use on such things as the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive].
*{{DFtext|Quit without saving}}
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*{{DFtext|Music and Sound}} – Options related to the [[Music | Music]].
*{{DFtext|Settings}} – [[Settings]] for video, audio, game, keybindings, and difficulty options.
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*{{DFtext|Abandon the Fortress}} (or {{DFtext|Succumb to Invasion}})   This permanently [[abandon]]s the fortress, saves the map to the world's data files for later use, and returns to the main menu. Once you abandon a fort, all of your dwarves leave the site, all of your livestock dies, and all items including corpses will be scattered around the map before it is saved. This is how you "give up" on a fortress. You might later [[Reclaim fortress mode|reclaim]] the fortress with a new group of dwarves or visit it with an adventurer in [[Adventurer mode]].
*{{DFtext|Return to game}} – Exits the options menu. You can also just press {{K|Esc}}.
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*{{DFtext|Retire the Fortress}} <!-- TODO look up exact label --> &ndash; This ends the game without destroying the fortress, with citizens, livestock, and items continuing to exist. You may start new games in any mode and can later [[Reclaim fortress mode|unretire]] the fortress.
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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 DFHack, Windows Task Manager, or the Linux "kill" command.
  
 
=== Main map ===
 
=== Main map ===
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| Move map view around
 
| Move map view around
 
|-
 
|-
| {{k|1}} {{k|2}} {{k|3}} {{k|4}} {{k|6}} {{k|7}} {{k|8}} {{k|9}} (keypad)
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| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)
 
| Move map view around
 
| Move map view around
 
|-
 
|-
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| Zoom to starting location (default [[#Hotkeys|hotkey]])
 
| Zoom to starting location (default [[#Hotkeys|hotkey]])
 
|}
 
|}
The main map window is what you will be looking at for the majority of the time. This is where all of the action happens.
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The main map window is what you will be looking at the majority of the time. This is where all of the action happens.
  
 
While the play area itself is three-dimensional, the window is not; you can only view one [[Z-level]] at a time. You can change which Z-Level is currently displayed using {{k|<}} and {{k|>}}.
 
While the play area itself is three-dimensional, the window is not; you can only view one [[Z-level]] at a time. You can change which Z-Level is currently displayed using {{k|<}} and {{k|>}}.
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=== Status indicators ===
 
=== Status indicators ===
In the upper left corner of the screen, you may see some '''report flags''' indicating that new combat-related [[Reports]] have been generated. Some common flags are:
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In the upper left corner of the screen you may see some '''report flags''' indicating that new combat-related [[Reports]] have been generated. The flags are:
  
 
:{{Tile|C|4:7:1}}: new [[combat]] report available
 
:{{Tile|C|4:7:1}}: new [[combat]] report available
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:{{Tile|S|3:7:1}}: new [[sparring]] report available
 
:{{Tile|S|3:7:1}}: new [[sparring]] report available
  
Press {{K|r}} to view the new reports in the [[DF2014:Reports#Combat|reports screen]]. Once you do so, the flags will be reset.
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Press {{K|r}} to view the new reports in the [[#Combat Reports|reports screen]] and once you do the flags will be reset.
  
 
There is also an '''idle counter''', usually in the upper right, indicating how many dwarves are milling around uselessly, in need of something productive to do.
 
There is also an '''idle counter''', usually in the upper right, indicating how many dwarves are milling around uselessly, in need of something productive to do.
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== Your dwarves ==
 
== Your dwarves ==
  
Your [[Dwarf|dwarves]] are one of the creature types who implement your designs in-between periods of drinking, eating, partying, drinking again, sleeping, and entertaining themselves. While you do not have full control of your dwarves, you have more control over them than any other creatures. Be aware that it is not necessarily always the case that a dwarf is friendly; [[Insanity|insane]] dwarves, [[Werebeast|weredwarves]] or [[Vampire|vampires]] are anything but.
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Your [[Dwarf|dwarves]] are the creatures who implement your designs in-between periods of drinking, eating, partying, drinking again, sleeping, and entertaining themselves. While you do not have full control of your dwarves, you have more control over them than any other creatures. Be aware that it is not necessarily always the case that a dwarf is friendly; [[Insanity|insane]] dwarves, [[Werebeast|weredwarves]] or [[Vampire|vampires]] are anything but.
 
 
For a comprehensive reference, Reddit user DarxusC has done research on the minimum requirements to keep dwarves alive for long periods of time [https://www.reddit.com/r/dwarffortress/comments/cvdssa/a_video_showing_how_little_is_needed_to_survive/ here].
 
  
 
=== Eating, drinking, and sleeping ===
 
=== Eating, drinking, and sleeping ===
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=== Happiness ===
 
=== Happiness ===
While going about their day, dwarves will get happy and unhappy [[thought]]s, depending on what sorts of things happen to them. This will nudge their happiness levels up or down each time one such event occurs to them. If they become too unhappy, they may throw [[tantrum]]s, or go completely [[Insanity|berserk]], killing and destroying things.
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While going about their day, dwarves will get happy and unhappy [[thought]]s depending on what sorts of things happen to them. This will nudge their happiness levels up or down each time one occurs to them. If they become too unhappy they may throw [[tantrum]]s or go completely [[Insanity|berserk]], killing and destroying things.
  
 
=== Children and immigration ===
 
=== Children and immigration ===
Periodically, new dwarves from the outside world will [[Immigration|migrate]] to your fortress, drawn by tales of, and looking to share in, your wealth and success. Female dwarves will also get pregnant and have [[children]], if they are [[Marriage|married]] to a male dwarf.
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Periodically, new dwarves from the outside world will [[Immigration|migrate]] to your fortress, drawn by tales of, and looking to share in, your wealth and success. Female dwarves will also get pregnant and have [[children]] if they are [[Marriage|married]].
  
 
=== Jobs, labors and skills ===
 
=== Jobs, labors and skills ===
Any adult dwarf can perform any [[labor]] even if they have no [[skill]] in that area. Unskilled dwarves will simply be slow and not very good at what they are trying to do, but, with practice, dwarves will acquire skill, and become faster and better at their jobs. Lack of practice for long periods leads to skill "rust".
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Any adult dwarf can perform any [[labor]] even if they have no [[skill]] in that area. Unskilled dwarves will simply be slow and not very good at what they are trying to do. With practice, dwarves will acquire skill, become faster and better at their jobs. A lack of practice for long periods leads to skill "rust".
  
 
=== Nobles ===
 
=== Nobles ===
[[Noble]]s are dwarves who have special positions within your fort. Some of these are appointed, such as your [[broker]] and [[bookkeeper]], but others, such as the [[mayor]], are essentially forced on you by conditions in the game. See the main article on [[Noble]]s for more information.
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[[Noble]]s are dwarves who have special positions within your organization. Some of these are appointed such as your broker and bookkeeper, but others such as [[Mayor]] are essentially forced on you by conditions in the game. See the main article on [[Noble]]s for more information.
  
 
=== Death ===
 
=== Death ===
  
Assuming they somehow manage to avoid starving, dehydrating, freezing, drowning, burning, falling, being crushed, or otherwise suffering fatal [[wound]]s or [[soap|infections]], your dwarves will inevitably [[Death|die]] of old age. Unfortunately, they are a bit picky about how they are [[Coffin|buried]] or otherwise [[Memorial|memorialized]], and they will [[Ghost|cause trouble]] if they are unsatisfied with their remembrance. Corpses lying around can also pose a hazard if there are [[Necromancer|necromancers]] in the area.
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Assuming they somehow manage to avoid starving, dehydrating, freezing, drowning, burning, falling, being crushed, or otherwise suffering fatal [[wound]]s or [[soap|infections]], your dwarves will inevitably [[Death|die]] of old age. Unfortunately they are a bit picky about how they are [[Coffin|buried]] or otherwise [[Memorial|memorialized]], and they will [[Ghost|cause trouble]] if they are unsatisfied with their remembrance. Corpses lying around also pose a hazard if there are [[Necromancer|necromancers]] in the area.
  
 
A [[Healthcare]] industry might help your wounded dwarves postpone death.
 
A [[Healthcare]] industry might help your wounded dwarves postpone death.
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{{Main|Mining}}
 
{{Main|Mining}}
  
Digging is an essential part of building a fort. There are several reasons you might want to dig, such as searching for various stone types, ores and gems, or simply to create the basic tunnels and rooms in your fort.
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All of the '''digging''' operations are considered [[Mining]]. Even if your goal is simply to dig out a passage and you don't care about extracting ore, your miners will be generating [[stone]] as a byproduct unless they are digging through [[soil]]. See [[Stone management]] for ways to deal with all the unwanted stone.
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 +
All digging operations are done using the {{K|d}}esignations menu.
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 +
=== Digging out tunnels and spaces ===
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{| class="wikitable"
 +
|-
 +
| {{K|d}}-{{K|d}}
 +
| [[Mining#Designating_the_area_to_be_mined|Designate area to mine]]
 +
|}
 +
This is what you use to dig out tunnels and larger spaces underground. See [[Mining#Designating_the_area_to_be_mined|designating an area to be mined]]. Note that you can not mine constructions. Instead you must remove them with {{K|d}}-{{K|n}}. (See below.)
 +
 
 +
=== Channeling ===
 +
{| class="wikitable"
 +
|-
 +
| {{K|d}}-{{K|h}}
 +
| Dig out a [[Channel]]
 +
|}
 +
A [[Channel]] is a hole dug in the floor which will mine out the [[z-level]] below too. Channeling an area will dig out the designated tile (if it hasn't been dug out already), the floor of that tile, and the tile below, possibly leaving a [[Ramp]] on the tile below. See [[Channel]] for more information.
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 +
=== Stairways and ramps ===
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{| class="wikitable"
 +
|-
 +
| {{K|d}}-{{K|u}}
 +
| Designate an upward stairway
 +
|-
 +
| {{K|d}}-{{K|j}}
 +
| Designate a downward stairway
 +
|-
 +
| {{K|d}}-{{K|i}}
 +
| Designate an up and down stairway
 +
|-
 +
| {{K|d}}-{{K|r}}
 +
| Designate an upward ramp
 +
|}
 +
See [[Stair]] and [[Ramp]]. Note that digging a stairway will not automatically create a stairway on the z-level above and/or below, but it will make it possible to dig another stairway immediately above and/or below.
 +
 
 +
=== Removing things ===
 +
{| class="wikitable"
 +
|-
 +
| {{K|d}}-{{K|z}}
 +
| Remove upward stairs/ramps
 +
|-
 +
| {{K|d}}-{{K|n}}
 +
| Remove a construction
 +
|}
 +
These allow you to dig away upward ramps and stairs, and demolish constructed walls and floors. See [[Remove]] for full details.
  
All of the digging operations are considered [[Mining]]. Even if your goal is simply to dig out a passage and you don't care about extracting ore, your miners will be generating [[stone]] as a byproduct unless they are digging through [[soil]]. See [[Stone management]] for ways to deal with all the unwanted stone.
+
=== Water and magma ===
 +
While digging around you may encounter [[Water]] or [[Magma]], so be on the lookout for '''damp stone''' and '''warm stone'''. Digging into water or magma in the wrong place can completely flood your fort to the point where it is unrecoverable, so be careful where you dig.
  
 
== Stockpiles ==
 
== Stockpiles ==
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== Rooms, furniture, and portals ==
 
== Rooms, furniture, and portals ==
  
To remove one of these, Click on the furniture Item, the press the remove build icon . This will mark the item for removal and a hauling job will be queued. Eventually a dwarf will show up and haul the item off to a [[stockpile]] if one exists.
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To remove one of these, use the {{K|q}} command, place the cursor on the item to remove, and hit {{K|x}}. This will mark the item for removal and a hauling job will be queued. Eventually a dwarf will show up and haul the item off to a [[stockpile]] if one exists.
  
 
=== Furniture ===
 
=== Furniture ===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
| {{Menu icon|b|f|b|sep=-}}
+
| {{K|b}}-{{K|a}}
 +
| place Armor Stand
 +
|-
 +
| {{K|b}}-{{K|b}}
 
| place Bed
 
| place Bed
 
|-
 
|-
| {{Menu icon|b|f|r|sep=-}}
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| {{K|b}}-{{K|c}}
 
| place Chair or Throne (seat)
 
| place Chair or Throne (seat)
 
|-
 
|-
| {{Menu icon|b|f|t|sep=-}}
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| {{K|b}}-{{K|n}}
| place Table
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| place Burial Receptacle (coffin)
|-
 
| {{Menu icon|b|f|h|sep=-}}
 
| place Chest or Container
 
 
|-
 
|-
| {{Menu icon|b|f|n|sep=-}}
+
| {{K|b}}-{{K|f}}
 
| place Cabinet
 
| place Cabinet
 
|-
 
|-
| {{Menu icon|b|f|x|sep=-}}
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| {{K|b}}-{{K|h}}
| place Burial Receptacle (coffin)
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| place Container
 
|-
 
|-
| {{Menu icon|b|f|l|sep=-}}
+
| {{K|b}}-{{K|r}}
| place Memorial Slab
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| place Weapon Rack
 
|-
 
|-
| {{Menu icon|b|f|u|sep=-}}
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| {{K|b}}-{{K|s}}
 
| place Statue
 
| place Statue
 
|-
 
|-
| {{Menu icon|b|f|T|sep=-}}
+
| {{K|b}}-{{K|Alt}}+{{K|s}}
| place Traction Bench
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| place memorial Slab
 
|-
 
|-
| {{Menu icon|b|f|o|sep=-}}
+
| {{K|b}}-{{K|t}}
| place Book Case
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| place Table
 
|-
 
|-
| {{Menu icon|b|f|y|sep=-}}
+
| {{K|b}}-{{K|R}}
| place Display (Pedestal)
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| place Traction Bench
|-
 
| {{Menu icon|b|f|p|sep=-}}
 
| place Offering Place (Alter)
 
|-
 
| {{Menu icon|b|f|i|sep=-}}
 
| place Instrument
 
 
|}
 
|}
Assuming that dwarves have already made a piece of [[furniture]], they can install it somewhere using one of these commands.
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Assuming that dwarves have already made a piece of [[Furniture]], they can install it somewhere using one of these commands.
  
 
=== Defining rooms ===
 
=== Defining rooms ===
 
{{Main|Room}}
 
{{Main|Room}}
  
Areas can be defined as a [[room]] using {{Menu icon|z|sep=-}} (zones), some rooms may require specific pieces of furniture to function properly. The zones menu can also be used to undefine rooms, with or without removing the associated furniture.
+
Certain types of furniture placed in an area can allow the area to be defined as a [[Room]] using {{K|q}}. The {{K|q}} command can also be used to undefine rooms, with or without removing the associated furniture.
  
 
=== Doors and hatches ===
 
=== Doors and hatches ===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
| {{Menu icon|b|p|r|sep=-}}
+
| {{K|b}}-{{K|d}}
| place door
+
| place Door
 
|-
 
|-
| {{Menu icon|b|p|h|sep=-}}
+
| {{K|b}}-{{K|x}}
| place floor hatch
+
| place floodgate
 +
|-
 +
| {{K|b}}-{{K|H}}
 +
| place floor Hatch
 
|}
 
|}
These commands allow you to place already created [[door]]s and [[hatch cover]]s assuming that you have an adjacent wall.
+
These commands allow you to place already created [[Door]]s and [[Hatch cover]]s assuming that you have an adjacent wall.
 +
 
 +
=== Windows, grates, and bars ===
 +
{| class="wikitable"
 +
|-
 +
| {{K|b}}-{{K|W}}
 +
| place Wall grate
 +
|-
 +
| {{K|b}}-{{K|G}}
 +
| place floor Grate
 +
|-
 +
| {{K|b}}-{{K|B}}
 +
| place vertical Bars
 +
|-
 +
| {{K|b}}-{{K|Alt}}+{{K|b}}
 +
| place floor Bars
 +
|-
 +
| {{K|b}}-{{K|y}}
 +
| place glass window
 +
|-
 +
| {{K|b}}-{{K|Y}}
 +
| place gem window
 +
|}
 +
These commands allow you to install [[Window]]s, [[Grate]]s, and [[Bars]] over openings, assuming that you have already created them.
  
 
== Constructions ==
 
== Constructions ==
 
{{Main|Construction}}
 
{{Main|Construction}}
  
[[Construction]]s are features that are built in place, rather than carved out of existing rock. Constructions are how you build above-ground structures or structures in any other place where there's no rock or soil to carve them out of.
+
[[Construction]]s are features that are built in place rather than created in a workshop and installed or carved out of existing rock. Constructions are how you build above-ground structures or structures in any other place where there's no rock or soil to carve them out of.
  
Constructions are usually built out of, and thus require, [[stone]] or [[wood]], but you can also use a variety of materials (such as metal) to build them. Possible constructions include [[Floor]]s, [[Wall]]s, [[Stair]]s, [[Ramp]]s, and [[Fortification]]s. Some constructions may also require to be created in a workshop first before being able to place them down, such as [[Grate]].
+
Constructions are usually built out of, and thus require, [[Stone]] or [[Wood]], but you can also use a variety of materials (such as metal) to build them. Possible constructions include [[Floor]]s, [[Wall]]s, [[Stair]]s, [[Ramp]]s, and [[Fortification]]s.
  
 
=== Walls, floors, and stairs ===
 
=== Walls, floors, and stairs ===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
| {{Menu icon|b|n|sep=-}}
+
| {{K|b}}-{{K|C}}
 
| build Constructions submenu
 
| build Constructions submenu
 
|-
 
|-
| {{Menu icon|b|n|l|sep=-}}
+
| {{K|b}}-{{K|C}}-{{K|w}}
 
| build Constructed [[Wall]]
 
| build Constructed [[Wall]]
 
|-
 
|-
| {{Menu icon|b|n|f|sep=-}}
+
| {{K|b}}-{{K|C}}-{{K|f}}
 
| build Constructed [[Floor]]
 
| build Constructed [[Floor]]
 
|-
 
|-
| {{Menu icon|b|n|r|sep=-}}
+
| {{K|b}}-{{K|C}}-{{K|r}}
 
| build Constructed upward [[Ramp]]
 
| build Constructed upward [[Ramp]]
 
|-
 
|-
| {{Menu icon|b|n|t|sep=-}}
+
| {{K|b}}-{{K|C}}-{{K|u}}
| build Constructed [[Stair]]
+
| build Constructed Up [[Stair]]
|-
 
| {{Menu icon|b|n|b|sep=-}}
 
| build a [[bridge]]
 
|-
 
| {{Menu icon|b|n|o|sep=-}}
 
| build Paved [[road]]
 
|-
 
| {{Menu icon|b|n|O|sep=-}}
 
| build Dirt road 
 
|-
 
| {{Menu icon|b|n|F|sep=-}}
 
| build a [[Fortification]]
 
 
|-
 
|-
| {{Menu icon|b|n|G|sep=-}}
+
| {{K|b}}-{{K|C}}-{{K|d}}
| build a Wall [[grate]]
+
| build Constructed Down [[Stair]]
 
|-
 
|-
| {{Menu icon|b|n|g|sep=-}}
+
| {{K|b}}-{{K|C}}-{{K|x}}
| build a Floor grate
+
| build Constructed up and down [[Stair]]
|-
 
| {{Menu icon|b|n|M|sep=-}}
 
| build a Vertical bar
 
|-
 
| {{Menu icon|b|n|m|sep=-}}
 
| build a Floor bar
 
|-
 
| {{Menu icon|b|n|y|sep=-}}
 
| build a Glass [[window]]
 
|-
 
| {{Menu icon|b|n|Y|sep=-}}
 
| build a Gem window
 
|-
 
| {{Menu icon|b|n|p|sep=-}}
 
| build a [[Support]]
 
|-
 
| {{Menu icon|b|n|k|sep=-}}
 
| build a [[Track]]
 
|-
 
| {{Menu icon|b|n|K|sep=-}}
 
| build a Track stop
 
 
|-
 
|-
 +
| {{K|b}}-{{K|C}}-{{K|F}}
 +
| build Constructed [[Fortification]]
 
|}
 
|}
  
Walls, Floors, and Stairs are removed with the {{Key|m}}ining menu and selecting {{Key|x}} Remove Construction. Bridges and roads are removed by selecting them and clicking the button in the top right corner.
+
Walls, Floors, and Stairs are removed with {{K|d}}-{{K|n}}. Bridges and roads are removed with {{K|q}}.
  
 
=== Bridges ===
 
=== Bridges ===
 
+
{| class="wikitable"
 +
|-
 +
| {{K|b}}-{{K|g}}
 +
| build a bridge
 +
|}
 
A [[Bridge]] is not only used to cross rivers or chasms, but can also be used as a large door when built as a drawbridge. Such use requires that a [[Lever]] be linked to it in order for dwarves to control its open or closed state.
 
A [[Bridge]] is not only used to cross rivers or chasms, but can also be used as a large door when built as a drawbridge. Such use requires that a [[Lever]] be linked to it in order for dwarves to control its open or closed state.
  
 
=== Roads ===
 
=== Roads ===
 
+
{| class="wikitable"
 +
|-
 +
| {{K|b}}-{{K|o}}
 +
| build Paved road
 +
|-
 +
| {{K|b}}-{{K|O}}
 +
| build Dirt road
 +
|}
 
[[Road]]s are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge, though they don't really require one. A paved road is much like a [[floor]] except that it requires fewer raw materials per tile to build. A dirt road requires no materials to build, but deteriorates over time.
 
[[Road]]s are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge, though they don't really require one. A paved road is much like a [[floor]] except that it requires fewer raw materials per tile to build. A dirt road requires no materials to build, but deteriorates over time.
 
=== Grates and Bars ===
 
[[Grates]] and bars are used to stop creatures for passing through, while still allowing liquids such as water and magma to. Bars are similar to grates, but they are made of metal instead of rock or wood and don't have to be built in a workshop first.
 
  
 
== Trading ==
 
== Trading ==
Line 377: Line 426:
 
{{Category|Interface}}
 
{{Category|Interface}}
 
[[ru:Dwarf fortress mode]]
 
[[ru:Dwarf fortress mode]]
[[zh:Fortress mode]]
 

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