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{{quality|Exceptional|18:27, 29 April 2012 (UTC)}}{{av}}
 
{{quality|Exceptional|18:27, 29 April 2012 (UTC)}}{{av}}
  
:''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.''
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<div style="font-size:120%">
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:''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before who quickly want to jump in head-first.''
 
:''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''
 
:''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''
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</div>
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<div style="font-size:120%">
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:'''''Also see [[Tutorials]] for more detailed tutorials that people have submitted.'''''
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</div>
 
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''you'll remember how you lost.'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}
 
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''you'll remember how you lost.'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}
 
{{TipBox2|float=right|titlebg=#0cb|Feedback|
 
{{TipBox2|float=right|titlebg=#0cb|Feedback|
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* Abandon the Fortress: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently and return to the main menu (all progress in your fortress will be lost). Your fort and most items will remain, however, so this can be useful in extreme circumstances (e.g. when you know your fortress is doomed and want to start again) – see [[abandon]] for more information).
 
* Abandon the Fortress: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently and return to the main menu (all progress in your fortress will be lost). Your fort and most items will remain, however, so this can be useful in extreme circumstances (e.g. when you know your fortress is doomed and want to start again) – see [[abandon]] for more information).
  
Notably lacking is an "exit without save" option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the "die" command in [[Utility:DFHack|DFHack]], the Windows Task Manager (you might then have to end the process dumprep.exe), or the Unix "kill" command (on some systems, {{k|ctrl}}-{{k|\}} in the terminal running DF accomplishes the same thing). '''Do not''' attempt this while saving, as your save folder may become corrupted. Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. "regionXX") ''before saving'', save the game normally, remove the "regionXX" folder and rename the copy.
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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 [[Utility:DFHack|DFHack]], the Windows Task Manager, or the Unix "kill" command (on some systems, {{k|ctrl}}-{{k|\}} in the terminal running DF accomplishes the same thing). '''Do not''' attempt this while saving, as your save folder may become corrupted. Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. "regionXX") ''before saving'', save the game normally, remove the "regionXX" folder and rename the copy.
  
 
=World Generation=
 
=World Generation=
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==Strike The Earth!==
 
==Strike The Earth!==
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.
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Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. So the first thing you will do is {{K|d}}esignate some areas to "mine".
  
The {{K|d}}esignations menu allows you to select areas to dig. There are multiple methods of digging:
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Decide where you will build your main entrance. The best thing to do is just put it near your wagon to make it faster and less work to haul all of your supplies inside.
* '''[[Mining]]''' removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).
 
* '''[[Channel]]ing''' removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a downward slope on the z-level selected, as well as creating an upward slope on the z-level below. (For best results, ensure that the area below is unrevealed, i.e. black).
 
  
 
To designate an area for digging:
 
To designate an area for digging:
 
#Hit {{K|d}} to bring up the [[Designations Menu]].
 
#Hit {{K|d}} to bring up the [[Designations Menu]].
#Hit {{K|d}} to mine or {{k|h}} to channel (see above)
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#Hit {{K|d}} again to select Mine. (Note that dwarves mine horizontally, not downwards.  Use {{k|h}} (Channel) instead if you want to dig down.)
 
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}.
 
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}.
#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.
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#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner dwarf will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.
  
This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can be many tiles wide.
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This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can also be one tile wide, or just one single tile.
  
 
[[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]
 
[[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]
  
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually showed by the existence of natural ramps), you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) 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|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|>}} and tunnel into the wall of the pit (with {{K|d}}-{{K|d}}) to create your entry. (Think of this as creating your own cliff, with the inside wall of the pit being the "cliff".)
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If your wagon is near a [[cliff]] (generally speaking, any difference in levels, usually showed by the existence of natural ramps), you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If you are on flat land with no cliff near the wagon, [[channel]] out a small rectangle (perhaps 3x3) on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|>}} and tunnel into the wall of the pit (with {{K|d}}-{{K|d}}) to create your entry. (Think of this as creating your own cliff, with the inside wall of the pit being the "cliff".)
  
 
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway.
 
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway.
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For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).
 
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).
 
=== Building ===
 
=== Building ===
Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Beds are queued with {{k|q}}-{{k|a}}-{{k|b}} at a carpenter's workshop and built with {{k|b}}-{{k|b}}. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)
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Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Beds are queued with {{k|q}}-{{k|a}}-{{k|b}} and built with {{k|b}}-{{k|b}}. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)
  
 
'''Setting up a dormitory:'''
 
'''Setting up a dormitory:'''
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[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]
 
[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]
 
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s, and one a [[metalsmith's forge]]. Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later.
 
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s, and one a [[metalsmith's forge]]. Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later.
 
Mind that the forge is a workshop, but the smelters are furnaces, build the metalsmith's forge workshop with {{K|b}} {{K|w}} {{K|f}}, build the smelters (furnaces) with {{K|b}} {{K|e}} {{K|s}}.
 
  
 
Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore.
 
Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore.
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#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.
 
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.
 
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.
 
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helmets, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes).  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt).
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#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helmets, leggings, then gauntlets and high boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes).  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt).
  
 
[[Steel]] is the best normal metal to make armor and most weapons out of, but you're likely find that you want some arms before you can make steel. [[Iron]] is good, and [[bronze]] is also good. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.
 
[[Steel]] is the best normal metal to make armor and most weapons out of, but you're likely find that you want some arms before you can make steel. [[Iron]] is good, and [[bronze]] is also good. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.
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Here are some things that players often do as their population grows:
 
Here are some things that players often do as their population grows:
 
*Smooth and [[engraving|engrave]] walls and floors
 
*Smooth and [[engraving|engrave]] walls and floors
*Produce [[Meat industry|Meat]], [[Egg production|eggs]], milk and [[Beekeeping industry|honey]]
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*Produce [[Meat industry|Meat, eggs, milk, and honey]]
 
*Continue to expand the [[military]]
 
*Continue to expand the [[military]]
 
*Explore new [[Industry|industries]]
 
*Explore new [[Industry|industries]]
 
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below
 
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below
*Enable [[Animal training]] for a dwarf and train some war animals
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*Build a [[kennel]] and train some war animals
 
*Build a [[Mass pitting]] system to dispose of caged enemies
 
*Build a [[Mass pitting]] system to dispose of caged enemies
 
*Build above-ground [[construction]]s such as an archery tower or garden
 
*Build above-ground [[construction]]s such as an archery tower or garden

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