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{{Quality|Masterwork}}
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{{Quality|Unrated}}
 
{{av}}
 
{{av}}
 
:''For installation instructions, see [[Installation]].''
 
:''For installation instructions, see [[Installation]].''
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The {{DFtext|Choose origin civilization}} button on the zoomed out map shows a list of the dwarven civilizations on this world. Selecting one will center the map on their capital with a blue outline on each of their sites (no outline in ASCII mode), and show population and site counts.
 
The {{DFtext|Choose origin civilization}} button on the zoomed out map shows a list of the dwarven civilizations on this world. Selecting one will center the map on their capital with a blue outline on each of their sites (no outline in ASCII mode), and show population and site counts.
  
Additionally, when placing the embark area you can resize it using the buttons on-screen. A 4×4 embark (the default) is usually reasonable, but you may want to change the size to avoid an undesirable biome or match your finder criteria.
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Additionally, when placing the embark area you can resize it using the buttons on-screen. A 4x4 embark (the default) is usually reasonable, but you may want to change the size to avoid an undesirable biome or match your finder criteria.
  
 
Possible causes of partial matches include:
 
Possible causes of partial matches include:
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</diagram>
 
</diagram>
  
This diagram shows the cross-section (side view) of 1×1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of "downward ramps" can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope. In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from the surface level is one of the few times you'll ever need to channel.
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This diagram shows the cross-section (side view) of 1x1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of "downward ramps" can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope. In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from the surface level is one of the few times you'll ever need to channel.
  
 
<small>Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.</small>
 
<small>Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.</small>
 
}}
 
}}
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|m}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3×3 rectangle on the surface with {{K|m}}-{{K|u}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|c}} (or use the mouse scroll wheel) and tunnel into one wall of the pit (with {{K|m}}) to create your entry.
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If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|m}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|m}}-{{K|u}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|c}} (or use the mouse scroll wheel) and tunnel into one wall of the pit (with {{K|m}}) to create your entry.
  
 
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20. This will be your entryway.
 
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20. This will be your entryway.
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==Delving Secure Lodgings==
 
==Delving Secure Lodgings==
Near the middle of the entry tunnel, build a 5×5 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 small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.
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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 small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.
  
 
[[File:DFwikiExampleLayout.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]
 
[[File:DFwikiExampleLayout.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]
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=== ''Room dimensions'' ===
 
=== ''Room dimensions'' ===
Apart from wagon access (3 tiles wide), the trade depot (5×5), and other workshops (3×3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners 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. In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3×3 per floor staircase (9 stairs!) is absolute overkill for anything but 20-year-old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11×11 is a reasonable size for stockpile rooms. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoners’ bedrooms need not be larger than the amount of furniture you want inside.
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Apart from wagon access (3 tiles wide), the trade depot (5x5), and other workshops (3x3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners 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. In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3x3 per floor staircase (9 stairs!) is absolute overkill for anything but 20-year-old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11x11 is a reasonable size for stockpile rooms. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoners’ bedrooms need not be larger than the amount of furniture you want inside.
  
 
=== ''Mining safety'' ===
 
=== ''Mining safety'' ===
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}}
 
}}
  
Dig a [[Stairs|stairway]] in the room you dug out for the stairwell (''not'' the 5×5 room that you dug out earlier): press {{K-|m|t}}, click on the floor of the room to start the staircase, scroll down one level, and click again to finish designating the staircase. This will create down-stairs on the top level, and up-stairs on the level below. To continue digging downwards later, you can designate another staircase ({{K-|m|t}}) starting on the lowest exposed level and continuing downwards. For now just dig down one level.
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Dig a [[Stairs|stairway]] in the room you dug out for the stairwell (''not'' the 5x5 room that you dug out earlier): press {{K-|m|t}}, click on the floor of the room to start the staircase, scroll down one level, and click again to finish designating the staircase. This will create down-stairs on the top level, and up-stairs on the level below. To continue digging downwards later, you can designate another staircase ({{K-|m|t}}) starting on the lowest exposed level and continuing downwards. For now just dig down one level.
  
 
[[Image:DF2014 Terraform.png|thumb|left|600px|''This is how the different stairs would look like from the side.'']]
 
[[Image:DF2014 Terraform.png|thumb|left|600px|''This is how the different stairs would look like from the side.'']]
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[[File:DFwikiTemporaryMeetingHallExample.png|thumb|right|An example meeting area. Note that this layer has a different type of soil than the layer above - this can happen often. Also note that the "north" side of this room is directly below the lake in the level above, but no water is present.]]
 
[[File:DFwikiTemporaryMeetingHallExample.png|thumb|right|An example meeting area. Note that this layer has a different type of soil than the layer above - this can happen often. Also note that the "north" side of this room is directly below the lake in the level above, but no water is present.]]
  
On the second z-level below ground (the one below the stockpile level, which you just reached with the staircase), dig a short, 3-tile wide passageway (this only needs to be 1-2 tiles long). Past that, dig out a room between 5×5 and 7×7, leaving room to enlarge it in at least one direction in the future. Using the {{Menu icon|z|sep=-}} key, create a meeting area in the room you just created, filling the entire room (be careful not to make this too small lest your [[overcrowding|overcrowded]] animals start fighting). This works much like creating a stockpile except that you define what the area is for before you draw the rectangle. Select "Meeting area", draw the rectangle, filling the entire room, and click "Accept". Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble.  
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On the second z-level below ground (the one below the stockpile level, which you just reached with the staircase), dig a short, 3-tile wide passageway (this only needs to be 1-2 tiles long). Past that, dig out a room between 5x5 and 7x7, leaving room to enlarge it in at least one direction in the future. Using the {{Menu icon|z|sep=-}} key, create a meeting area in the room you just created, filling the entire room (be careful not to make this too small lest your [[overcrowding|overcrowded]] animals start fighting). This works much like creating a stockpile except that you define what the area is for before you draw the rectangle. Select "Meeting area", draw the rectangle, filling the entire room, and click "Accept". Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble.  
  
 
NOTE: Again, make sure your [[Zones|activity zone]] is already mined out before attempting to designate the meeting area.
 
NOTE: Again, make sure your [[Zones|activity zone]] is already mined out before attempting to designate the meeting area.
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==Refuse==
 
==Refuse==
 
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]]
 
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]]
Outside your fort entrance, use {{Menu icon|p|sep=-}} and click the "plus stockpile" icon to create a stock{{K|p}}ile for [[Stockpile#Refuse|refuse]] (trash can icon) ''at least'' 5×5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -> remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, click on the general stockpile and check its custom settings to make sure refuse has been disabled.
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Outside your fort entrance, use {{Menu icon|p|sep=-}} and click the "plus stockpile" icon to create a stock{{K|p}}ile for [[Stockpile#Refuse|refuse]] (trash can icon) ''at least'' 5x5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -> remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, click on the general stockpile and check its custom settings to make sure refuse has been disabled.
 
{{clear}}
 
{{clear}}
  
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===''Farming''===
 
===''Farming''===
For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a [[soil]] layer (including sand, clay, loam, silt, peat, and ooze) accessible from inside your existing fortress. 5×5 is a good size to start with, but you'll want to leave room to expand in at least one direction. You must pick an ''underground'' area with mud or soil*. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.
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For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a [[soil]] layer (including sand, clay, loam, silt, peat, and ooze) accessible from inside your existing fortress. 5x5 is a good size to start with, but you'll want to leave room to expand in at least one direction. You must pick an ''underground'' area with mud or soil*. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.
  
 
{{Dual image
 
{{Dual image
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|classic=File:Quickstart_layout_3.png
 
|classic=File:Quickstart_layout_3.png
 
|width=150px
 
|width=150px
|caption=A 5×5 room with a 3×3 farm plot
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|caption=A 5x5 room with a 3x3 farm plot
 
}}
 
}}
  
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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 {{Menu icon|b|o|f|p|sep=-}} to build a 3×3 [[Farming|farm plot]] in the room you just created. Position the farm plot ideally near the wall to leave space for more plots later on.
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Use {{Menu icon|b|o|f|p|sep=-}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Position the farm plot ideally near the wall to leave space for more plots later on.
  
 
The {{DFtext|Planters}} work detail must be enabled for at least one dwarf, or the farm plot won't get built and farming will not take place. By default, Planters is set to "Everybody does this", so there's no need to change this now.
 
The {{DFtext|Planters}} work detail must be enabled for at least one dwarf, or the farm plot won't get built and farming will not take place. By default, Planters is set to "Everybody does this", so there's no need to change this now.
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==Building material==
 
==Building material==
Initially, [[wood]] is probably a good choice for building material, as it's lightweight and can be easily obtained. You will need plenty of building materials as your fortress grows, but wood will suffice for now. If you are unable to locate enough wood (or if you run out of trees, which is unlikely at this point), extend your staircase down to a stone level ({{k|m}}-{{k|t}}) and mine out a small area (at least 5×5) to obtain stone.
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Initially, [[wood]] is probably a good choice for building material, as it's lightweight and can be easily obtained. You will need plenty of building materials as your fortress grows, but wood will suffice for now. If you are unable to locate enough wood (or if you run out of trees, which is unlikely at this point), extend your staircase down to a stone level ({{k|m}}-{{k|t}}) and mine out a small area (at least 5x5) to obtain stone.
  
 
Even if you don't have trees, you can obtain 3 logs from your embark wagon. Click on your wagon, and click the button in the top right to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into 3 units of wood. (Removing other buildings is done the same way.)
 
Even if you don't have trees, you can obtain 3 logs from your embark wagon. Click on your wagon, and click the button in the top right to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into 3 units of wood. (Removing other buildings is done the same way.)
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===''Woodcutting''===
 
===''Woodcutting''===
 
{{Update in next major version}}
 
{{Update in next major version}}
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood. Create a stock{{K|p}}ile for wood outside your entrance (preferably near to it). As it will only be temporary, don't make it too big (maybe 5×3, or 15 tiles total). Later, you will move this closer to your carpenter's workshop (once you build one with {{Menu icon|b|o|p|sep=-}}), so don't worry about placement too much. Also near the entry, designate a couple of trees to be chopped down with {{Menu icon|l|sep=-}}. One tree will produce many logs, so only designate three to five at this point. If you designate too many trees, your woodcutters will spend all of their time chopping them down and hauling the resulting logs, instead of doing other work. As soon as one tree is cut down and its wood stored in a stockpile, you can proceed to the next step (your woodcutter will continue cutting down any remaining designated trees).
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Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood. Create a stock{{K|p}}ile for wood outside your entrance (preferably near to it). 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 with {{Menu icon|b|o|p|sep=-}}), so don't worry about placement too much. Also near the entry, designate a couple of trees to be chopped down with {{Menu icon|l|sep=-}}. One tree will produce many logs, so only designate three to five at this point. If you designate too many trees, your woodcutters will spend all of their time chopping them down and hauling the resulting logs, instead of doing other work. As soon as one tree is cut down and its wood stored in a stockpile, you can proceed to the next step (your woodcutter will continue cutting down any remaining designated trees).
  
 
==Drinks==
 
==Drinks==
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[[File:DFwikiCompletedStillQuickstart.png|thumb|right|A completed still]]
 
[[File:DFwikiCompletedStillQuickstart.png|thumb|right|A completed still]]
 
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:
 
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:
# Dig out a 3×3 area connected to the farm plot.
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# Dig out a 3x3 area connected to the farm plot.
# Use {{Menu icon|b|o|f|l|sep=-}} to build a still. Position it in the 3×3 area you just created.
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# Use {{Menu icon|b|o|f|l|sep=-}} to build a still. Position it in the 3x3 area you just created.
 
# Click on a building material for the still (this is probably one of the logs you just cut down by default).
 
# Click on a building material for the still (this is probably one of the logs you just cut down by default).
 
After a short delay, one of your dwarves should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).
 
After a short delay, one of your dwarves should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).
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If you aren't sure whether or not an animal is a grazer, you can check {{catlink|Grazer|this category}}. (You can also [[Special:search|search]] for the animal on this wiki.)
 
If you aren't sure whether or not an animal is a grazer, you can check {{catlink|Grazer|this category}}. (You can also [[Special:search|search]] for the animal on this wiki.)
 
}}
 
}}
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{Menu icon|z|sep=-}} to create a Pen/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it with the "plus bunny" icon in the top right of the zone menu. This area needs to be about 10×10 or so to ensure they have enough grass and don't trample it all. 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.
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If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{Menu icon|z|sep=-}} to create a Pen/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it with the "plus bunny" icon in the top right of the zone menu. This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all. 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.
  
 
==Designing your first fortress==
 
==Designing your first fortress==
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==Workshops==
 
==Workshops==
 
[[File:DFwikiStockpileWorkshopQuickstart.png|thumb|right|An example workshop layout. The gem stockpile (empty) is north of the Jeweler's workshop (southwest corner), the wood stockpile is west of the Carpenter's workshop (northeast corner), and the stone stockpile occupies the rest of the space. Note the wheelbarrow in the stone stockpile.]]
 
[[File:DFwikiStockpileWorkshopQuickstart.png|thumb|right|An example workshop layout. The gem stockpile (empty) is north of the Jeweler's workshop (southwest corner), the wood stockpile is west of the Carpenter's workshop (northeast corner), and the stone stockpile occupies the rest of the space. Note the wheelbarrow in the stone stockpile.]]
Most labors of your dwarves need a place where they can process raw materials &mdash; [[workshop]]s. Almost all of them occupy a 3×3 square, and most of them require just 1 unit of any building material (wood, stone, metal). Dig your stairwell down one level (with {{K-|m|t}}), if you haven't already. It's fine if this layer is soil &mdash; in fact, soil is better, since it's easier to dig through (if you only have one soil layer, you can put these workshops somewhere on your first level). Dig space for your workshops off of the stairwell. It will hold your [[Mechanic's_workshop|mechanic's]], [[Stoneworker's_workshop|stoneworker's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. Something to consider is stockpile proximity: the farther away the material is the dwarves use, the more time they waste with walking. So for now, dig out some more space for stockpiles close to where your new workshops will be (wood for your carpenter, stone for your stoneworker and mechanic, and gems for your jeweler).
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Most labors of your dwarves need a place where they can process raw materials &mdash; [[workshop]]s. Almost all of them occupy a 3x3 square, and most of them require just 1 unit of any building material (wood, stone, metal). Dig your stairwell down one level (with {{K-|m|t}}), if you haven't already. It's fine if this layer is soil &mdash; in fact, soil is better, since it's easier to dig through (if you only have one soil layer, you can put these workshops somewhere on your first level). Dig space for your workshops off of the stairwell. It will hold your [[Mechanic's_workshop|mechanic's]], [[Stoneworker's_workshop|stoneworker's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. Something to consider is stockpile proximity: the farther away the material is the dwarves use, the more time they waste with walking. So for now, dig out some more space for stockpiles close to where your new workshops will be (wood for your carpenter, stone for your stoneworker and mechanic, and gems for your jeweler).
 
It doesn't matter if you put everything in one large room or dig out small rooms for each workshop and stockpile. Once you've dug out your rooms, set your miners to work by adding a z-level or two to the staircase. Hopefully you'll obtain some stone by doing this, which will be useful eventually. While your miners are busy, use {{Menu icon|b|o|sep=-}} to build the workshops, using whatever building material you have. 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. Be sure that your craftsdwarves still have labors corresponding to each workshop enabled (see [[#Labor and work details|Labor and work details]] above) so they will begin construction. (Dwarves already busy mining or hauling may not immediately stop to construct workshops; if you like, you may temporarily disable other labors in order to jumpstart workshop construction.) If the construction of any building gets "suspended" click on the workshop and click "Resume construction" to unsuspend it. (This can happen if another dwarf or object is blocking the way. See [[#"Garbage" Dumping|Garbage Dumping]] below if you find you need to remove an object.)
 
It doesn't matter if you put everything in one large room or dig out small rooms for each workshop and stockpile. Once you've dug out your rooms, set your miners to work by adding a z-level or two to the staircase. Hopefully you'll obtain some stone by doing this, which will be useful eventually. While your miners are busy, use {{Menu icon|b|o|sep=-}} to build the workshops, using whatever building material you have. 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. Be sure that your craftsdwarves still have labors corresponding to each workshop enabled (see [[#Labor and work details|Labor and work details]] above) so they will begin construction. (Dwarves already busy mining or hauling may not immediately stop to construct workshops; if you like, you may temporarily disable other labors in order to jumpstart workshop construction.) If the construction of any building gets "suspended" click on the workshop and click "Resume construction" to unsuspend it. (This can happen if another dwarf or object is blocking the way. See [[#"Garbage" Dumping|Garbage Dumping]] below if you find you need to remove an object.)
  
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[[File:DFwikiGarbageDump.png|thumb|right| The garbage dump icon in-game.]]
 
[[File:DFwikiGarbageDump.png|thumb|right| The garbage dump icon in-game.]]
  
Press {{K|z}}, click on "Garbage Dump", and create a 1×1 activity zone somewhere near your stoneworker's and mechanic's workshops. 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 1×1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the more tiles your dump contains, the harder it will be to find anything in it. Press {{k-|i|p}} to select the mass dump/forbid tool. Select a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've built your fort in a soil layer). This will designate this stone to be transported to a garbage dump zone. Be sure not to designate the stone in your stockpiles by mistake, since that will only cause your dwarves to perform unnecessary hauling. 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 {{K-|i|F}} (or just {{K|i}}). Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all. If there is a particular dwarf you don't want hauling "garbage", use the labor menu ({{K|y}}) and select the "Haulers" work detail. From there you can select certain dwarves that you want to haul items. By default, Haulers is set to "Everybody does this". You might want to exclude Miners from hauling, since they are far more useful when digging than when moving the stone they just dug out.
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Press {{K|z}}, click on "Garbage Dump", and create a 1x1 activity zone somewhere near your stoneworker's and mechanic's workshops. 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 more tiles your dump contains, the harder it will be to find anything in it. Press {{k-|i|p}} to select the mass dump/forbid tool. Select a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've built your fort in a soil layer). This will designate this stone to be transported to a garbage dump zone. Be sure not to designate the stone in your stockpiles by mistake, since that will only cause your dwarves to perform unnecessary hauling. 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 {{K-|i|F}} (or just {{K|i}}). Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all. If there is a particular dwarf you don't want hauling "garbage", use the labor menu ({{K|y}}) and select the "Haulers" work detail. From there you can select certain dwarves that you want to haul items. By default, Haulers is set to "Everybody does this". You might want to exclude Miners from hauling, since they are far more useful when digging than when moving the stone they just dug out.
  
 
Congratulations! Knowing how to use garbage dump zones puts you head and shoulders above many new players - it takes some people weeks to figure this out.
 
Congratulations! Knowing how to use garbage dump zones puts you head and shoulders above many new players - it takes some people weeks to figure this out.
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''Note that producing goods creates [[wealth]] and getting too much wealth too fast can have [[Immigration#Migrant_wave_sizes|unwanted]] [[Siege|consequences]].''
 
''Note that producing goods creates [[wealth]] and getting too much wealth too fast can have [[Immigration#Migrant_wave_sizes|unwanted]] [[Siege|consequences]].''
 
===Trade Depot===
 
===Trade Depot===
Build a [[trade depot]] using {{Menu icon|b|T|sep=-}} in the 5×5 room you created near your entrance. This is where [[caravan]]s will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3×3 so the entrance tunnel needs to be at least 3×3 for the wagons to go by). You need at least 3 logs or boulders to build the depot. [[File:DFwikiTradeDepotExample.png|thumb|right|An example Trade Depot.]]
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Build a [[trade depot]] using {{Menu icon|b|T|sep=-}} in the 5x5 room you created near your entrance. This is where [[caravan]]s 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 need at least 3 logs or boulders to build the depot. [[File:DFwikiTradeDepotExample.png|thumb|right|An example Trade Depot.]]
  
 
===Producing for export===
 
===Producing for export===
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* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few.
 
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few.
 
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need a [[stonecutter]]. If you selected "play now", you should have one already. Use {{K|v}} to smooth 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 a [[stonecutter]]. If you selected "play now", you should have one already. Use {{K|v}} to smooth stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}
* Is the path to the depot only accessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3×3 wide.
+
* Is the path to the depot only accessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3x3 wide.
 
* Building a paved [[road]] {{Menu icon|b|n|o|sep=-}} will stop trees from growing on the wagon path, and can be a good way to ensure that the wagons have an unobstructed path to your depot.
 
* Building a paved [[road]] {{Menu icon|b|n|o|sep=-}} will stop trees from growing on the wagon path, and can be a good way to ensure that the wagons have an unobstructed path to your depot.
 
It's possible that there are multiple obstacles blocking the depot, so this can take some troubleshooting.
 
It's possible that there are multiple obstacles blocking the depot, so this can take some troubleshooting.
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Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:
 
Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:
 
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).
 
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3×3 staircase takes more work than extending a single hallway.
+
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3x3 staircase takes more work than extending a single hallway.
 
Both options work equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look.  
 
Both options work equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look.  
  
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Earlier you should have queued up a table and throne in your stoneworker's shop, and they should be done by now.  
 
Earlier you should have queued up a table and throne in your stoneworker's shop, and they should be done by now.  
# Dig out a room near your sleeping quarters or stockpiles (at least 1×3, no more than 5×5).   
+
# Dig out a room near your sleeping quarters or stockpiles (at least 1x3, no more than 5x5).   
 
# Place the furniture in it with {{Menu icon|b|f|r|sep=-}} (chair) and {{Menu icon|b|f|t|sep=-}} (table).  
 
# Place the furniture in it with {{Menu icon|b|f|r|sep=-}} (chair) and {{Menu icon|b|f|t|sep=-}} (table).  
 
# Wait for the dwarves to install the furniture
 
# Wait for the dwarves to install the furniture
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==Dining and Food Prep Area==
 
==Dining and Food Prep Area==
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5×5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.
+
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5x5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.
  
 
[[File:DFwikiDiningFoodPrepExample.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]
 
[[File:DFwikiDiningFoodPrepExample.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]
  
Use {{Menu icon|b|o|f|k|sep=-}} to build the kitchen in the middle of the 5×5 room. Use {{Menu icon|p|sep=-}} to create food stockpiles in the remaining space around it, as well as the entire food storage room. Go back to your general-purpose stockpile on the top level and change the settings to disable food (click "Food" then click "None" in the center column). This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles. Hit {{K|y}} and select ''[[Kitchen]]'' from the top of the screen, then disable all cooking for plants, and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food. 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/]] 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.
+
Use {{Menu icon|b|o|f|k|sep=-}} to build the kitchen in the middle of the 5x5 room. Use {{Menu icon|p|sep=-}} to create food stockpiles in the remaining space around it, as well as the entire food storage room. Go back to your general-purpose stockpile on the top level and change the settings to disable food (click "Food" then click "None" in the center column). This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles. Hit {{K|y}} and select ''[[Kitchen]]'' from the top of the screen, then disable all cooking for plants, and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food. 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/]] 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==
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{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}
 
{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}
Speaking of booze, in order to keep the booze flowing, you will need to create some [[barrel]]s, or some stone [[pot]]s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a [[Craftsdwarf's workshop]], make sure someone has the [[Stonecrafting]] labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them. Keep checking your food and drink stock levels on the status bar at the top of the 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 3×3 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]].)
+
Speaking of booze, in order to keep the booze flowing, you will need to create some [[barrel]]s, or some stone [[pot]]s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a [[Craftsdwarf's workshop]], make sure someone has the [[Stonecrafting]] labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them. Keep checking your food and drink stock levels on the status bar at the top of the 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 3x3 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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==Guard Animals==
 
==Guard Animals==
Create one 1×1 [[pasture]] near the beginning of your entryway, in the middle tile, using {{Menu icon|z|sep=-}}. Assign a [[dog]] or other non-grazing animal to it. This animal will spot thieves and raiders before they gain entrance to your fortress. Try to pick a disposable animal, as it ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).
+
Create one 1x1 [[pasture]] near the beginning of your entryway, in the middle tile, using {{Menu icon|z|sep=-}}. Assign a [[dog]] or other non-grazing animal to it. This animal will spot thieves and raiders before they gain entrance to your fortress. Try to pick a disposable animal, as it ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).
  
 
==Drawbridge==
 
==Drawbridge==
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==Metal Industry==
 
==Metal Industry==
 
[[File:DFwikiForgesandSmeltersExample.png|thumb|right|Level -2: Forge and smelters with bars stockpile in the middle.]]
 
[[File:DFwikiForgesandSmeltersExample.png|thumb|right|Level -2: Forge and smelters with bars stockpile in the middle.]]
Now, below your first workshop level, dig out four more 5×5 rooms around the stairwell. Three of these will be [[smelter]]s ({{Menu icon|b|o|u|l|sep=-}}), and one a [[metalsmith's forge]] ({{Menu icon|b|o|i|sep=-}}). Designate stockpiles for bars 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. Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a stone stockpile, then change the settings on it to forbid all types of stone other than ore. Finally, go to your general-purpose stockpile on the top level and disable Bars. Stone should already be disabled on this stockpile, and if so, then ore is already disabled for it.
+
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s ({{Menu icon|b|o|u|l|sep=-}}), and one a [[metalsmith's forge]] ({{Menu icon|b|o|i|sep=-}}). Designate stockpiles for bars 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. Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a stone stockpile, then change the settings on it to forbid all types of stone other than ore. Finally, go to your general-purpose stockpile on the top level and disable Bars. Stone should already be disabled on this stockpile, and if so, then ore is already disabled for it.
  
 
===Wood Burning===
 
===Wood Burning===

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