v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing Starting build

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 196: Line 196:
 
Some industries require fire-safe materials to build with. Nearly all stone qualifies, as does metal. Wood can be converted to a fire safe material by burning it to ashes in a wood burner's workshop, but of course that workshop requires a fire-safe material. If you're mining, this condition is easy to satisfy, but if you intend to run any of these industries right away you will need to bring appropriate materials.
 
Some industries require fire-safe materials to build with. Nearly all stone qualifies, as does metal. Wood can be converted to a fire safe material by burning it to ashes in a wood burner's workshop, but of course that workshop requires a fire-safe material. If you're mining, this condition is easy to satisfy, but if you intend to run any of these industries right away you will need to bring appropriate materials.
  
Some industries require plant or animal matter to work with. Clothiers ultimately need cloth, which comes from certain plants or animals. Leatherworkers need tanned skins.  (And while you can get 2 off your pack animals, this isn't sufficient to run an industry). If you plan on running these types of industries you will need to provide suitable raw materials. Hunting can cover leatherworking needs (although this requires a hunter and hunting implements), and foraging can find rope reed plants, but its usually better to bring enough appropriate animals or plant seeds to have a good shot at getting started in a predictable and sustainable way. Similarly, milking and cheese-making require milkable animals, and bonecarving requires a dependable source of bones.
+
Some industries require plant or animal matter to work with. Clothiers ultimately need cloth, which comes from certain plants or animals. Leatherworkers need tanned skins.  (And while you can get 2 off your pack animals, this isn't sufficient to run an industry). If you plan on running these types of industries you will need to provide suitable raw materials. Hunting can cover leatherworking needs (although this requires a hunter and hunting implements), and foraging can find rope reed plants, but its usually better to bring enough appropriate animals or plant seeds to have a good shot at getting started in a predictable and sustainable way. Similarly, milking and cheese making require milkable animals, and bonecarving requires a dependable source of bones.
  
Metal industries require [[metal]] and an [[anvil]]. You cannot make an anvil on-site without already having an anvil, so if you plan on doing any forging before the first caravan, you will need to bring one with you. Metal can be brought as bars or as ores to be smelted in a smelter into bars, or can be mined yourself. Each unit of ore smelted will produce 4 bars of metal, so there is definitely a cost-advantage for creating the bars on-site. You will need to provide [[fuel]] or magma to run these workshops; a bar of coke and some bituminous coal can bring your metal industries up to speed much faster than relying on charcoal. Keep in mind that if you wish to produce steel, you will need some form of refined fuel even if you have easy access to magma. Bringing along some bituminous coal is a cheap and efficient way to guarantee a supply, especially since volcanic regions typically lack coal resources. This will greatly ease your wood consumption as well.   
+
Metal industries require [[metal]] and an [[anvil]]. You cannot make an anvil on site without already having an anvil, so if you plan on doing any forging before the first caravan you will need to bring one with you. Metal can be brought as bars or as ores to be smelted in a smelter into bars, or can be mined yourself. Each unit of ore smelted will produce 4 bars of metal, so there is definitely a cost-advantage for creating the bars on site. You will need to provide [[fuel]] or magma to run these workshops; a bar of coke and some bituminous coal can bring your metal industries up to speed much faster than relying on charcoal. Keep in mind that if you wish to produce steel, you will need some form of refined fuel even if you have easy access to magma. Bringing along some bituminous coal is a cheap and efficient way to guarantee a supply, especially since volcanic regions typically lack coal resources. This will greatly ease your wood consumption as well.   
  
[[Soap]] requires wood and a source of [[tallow]] to be produced. [[Lye]] can be bought at embark to skip the first steps and make soap more directly. You will still need to bring or make buckets and have an empty barrel to actually produce soap, this is a matter of having sufficient wood. Tallow can only be acquired by hunting or from livestock you bring but both sources hamper a quick industry start anyway.
+
[[Soap]] requires wood and a source of [[tallow]] to be done. [[Lye]] can be bought at embark to skip the first steps and make soap more directly. You will still need to bring or make buckets and have an empty barrel to actually produce soap, this is a matter of having sufficient wood. Tallow can only be acquired by hunting or from livestock you bring but both sources hamper a quick industry start anyway.
  
Jewellers require gems. Cut gems can be brought at embark, but are too expensive to bring in quantity. Generally a jeweller requires mining to find sufficient gems or a glassworker to produce raw glass to work with.
+
Jewelers require gems. Cut gems can be brought at embark, but are too expensive to bring in quantity. Generally a jeweler requires mining to find sufficient gems or a glassworker to produce raw glass to work with.
  
Glassmaking and Pottery requires sand or clay, and fuel. It's hard to viably run these industries solely off imports.  You can check the pre-embark screen for clay layers, but sand is reported as a soil layer which may contain no sand at all unless in a Sand Desert biome. Like metal workshops, coal can be brought to substitute for fuel fairly efficiently, and [[magma]] can abate the need for fuel entirely.
+
Glassmaking and Pottery requires sand or clay and fuel. It's hard to viably run these industries solely off imports.  You can check the pre-embark screen for clay layers, but sand is reported as a soil layer which may contain no sand at all unless in a Sand Desert biome. Like metal workshops, coal can be brought to substitute for fuel fairly efficiently, and [[magma]] can abate the need for fuel entirely.
  
 
As is probably obvious, certain industries depend on similar inputs. Planning on a set of industries which require similar complementary inputs can let you more efficiently spend your starting points at embark or more efficiently plan your digging during the first year. If you plan on a lot of fuel-dependent industries, it may be worthwhile to prioritize finding a source of magma.
 
As is probably obvious, certain industries depend on similar inputs. Planning on a set of industries which require similar complementary inputs can let you more efficiently spend your starting points at embark or more efficiently plan your digging during the first year. If you plan on a lot of fuel-dependent industries, it may be worthwhile to prioritize finding a source of magma.

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

This page is a member of 2 hidden categories: