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Editing v0.34 Talk:Quickstart guide

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== newbie questions ==
 
how to save the game?
 
  
 
== Using defaults versus extra detail ==
 
== Using defaults versus extra detail ==
 
I came here after being told a bunch of things that the quickstart says that are just stupid. For cleaning up, we should probably move almost all of this detail to the relevant pages. For a QUICK start, I'd recommend using the defaults for everything possible. This would include the word generation, embark location (which is usually pretty decent), and skill/equipment loadout. The other details should come later, or be linked to for those that are curious about these extra details.
 
I came here after being told a bunch of things that the quickstart says that are just stupid. For cleaning up, we should probably move almost all of this detail to the relevant pages. For a QUICK start, I'd recommend using the defaults for everything possible. This would include the word generation, embark location (which is usually pretty decent), and skill/equipment loadout. The other details should come later, or be linked to for those that are curious about these extra details.
<small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Scribbler|Scribbler]]</small>
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==Old info==
 
==Old info==
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1: "Also make some shields out of wood (since the shield's material doesn't matter for defensive purposes), unless you're swimming in metal."
 
1: "Also make some shields out of wood (since the shield's material doesn't matter for defensive purposes), unless you're swimming in metal."
 
  - Materials do matter now, right? (according to the armor page)
 
  - Materials do matter now, right? (according to the armor page)
: [[DF2012:Armor#Encumbrance]] says that weight is more important. Supported by [http://dwarffortresswiki.org/index.php/Military_testing#Steel_vs._Wooden_Shield_.28tested_by:_apostle602.29 test results]. --[[User:Njals|Njals]] ([[User talk:Njals|talk]]) 08:28, 11 February 2014 (UTC)
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2: "Build a kennel and train some war animals" --[[Special:Contributions/173.3.16.92|173.3.16.92]] 17:01, 13 May 2012 (UTC)
 
2: "Build a kennel and train some war animals" --[[Special:Contributions/173.3.16.92|173.3.16.92]] 17:01, 13 May 2012 (UTC)
  
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Amen to this. I personally, once I get stuff mildly settled, build a second Mason's workshop just so I can have him make doors on repeat, because I'm OCD and like having doors everywhere. Plus it makes the dorfs less pissy when they inevitably start starving. I know I have a tough enough time remembering to make enough BEDS, let alone comfort furnishings. -- [[Special:Contributions/174.21.25.90|174.21.25.90]] 5:57, 9 October 2012 (UTC)
 
Amen to this. I personally, once I get stuff mildly settled, build a second Mason's workshop just so I can have him make doors on repeat, because I'm OCD and like having doors everywhere. Plus it makes the dorfs less pissy when they inevitably start starving. I know I have a tough enough time remembering to make enough BEDS, let alone comfort furnishings. -- [[Special:Contributions/174.21.25.90|174.21.25.90]] 5:57, 9 October 2012 (UTC)
 
Agreed. I'll probably remove this soon, or possibly move it to a separate guide. --[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 02:09, 23 August 2013 (UTC)
 
  
 
== Maisma ==
 
== Maisma ==
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The German pages (marked '''de:''') are now avaible under www (dot) gerugon (dot) de (slash) wiki. would be nice if you could link the de-ref there. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:79.206.195.135|79.206.195.135]]</small>
 
The German pages (marked '''de:''') are now avaible under www (dot) gerugon (dot) de (slash) wiki. would be nice if you could link the de-ref there. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:79.206.195.135|79.206.195.135]]</small>
 
: Cool. That's something an admin would need to do, so I'm [[User talk:Briess#German wiki links|forwarding it]] to [[User:Briess|Briess]]. Thanks for letting us know! --{{User:Lethosor/sig}} 18:44, 18 May 2013 (UTC)
 
: Cool. That's something an admin would need to do, so I'm [[User talk:Briess#German wiki links|forwarding it]] to [[User:Briess|Briess]]. Thanks for letting us know! --{{User:Lethosor/sig}} 18:44, 18 May 2013 (UTC)
 
== stout labor ==
 
During transcript of this passage I occcured that in this paragraph some part is missing, but I duno exatly what the orignal author wanted to write:
 
 
"When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated." It's missing what dwarfs do, when they are idle. I have added some suitable thing in my transscription, but don't want to bring it in without discussing. [[Special:Contributions/79.242.128.219|79.242.128.219]] 08:59, 21 May 2013 (UTC)
 
 
:Well, they don't do ''anything'' when they're idle. The part about not being allowed to do tasks occurs when (for example) you've ordered a workshop to be built, but you have no dwarves with a relevant labor enabled (for example, trying to build a [[mechanic's workshop]] with no mechanics).  --{{User:Lethosor/sig}} 20:39, 21 May 2013 (UTC)
 
 
== Medium Evil? ==
 
 
The Choosing a Good Site section, says to see a chart for why "Calm" is desirable, but the chart makes no mention of "Medium Evil".  After some reading I suspect that "Low Evil" = "Good" (on that chart page) and "Medium Evil" = "Neutral" (on that chart page), but I'm not sure and it'd be nice if this text was clearer:
 
 
 
<code>
 
Notes about find tool: "Calm" is classified as Medium Evil, Low Savagery. (See the [[Surroundings#Combinations_of_surroundings|the chart here]] for why.)
 
</code>
 
<small>&ndash; [[template:unsigned|unsigned]] comment by [[User:75.136.109.74|75.136.109.74]]</small>
 
 
:You're right, it should have been "Neutral" (I think this may have been left over from v0.31). Hopefully this makes it clearer, but let me know if it doesn't. --[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 14:26, 15 June 2013 (UTC)
 
 
== Feedback: Placement ==
 
 
<div style="color:#888;padding-left:2em;">Section: Brewing and Cooking</div>
 
I think brewing should at least go above furniture, if not above bedrooms. Dwarves can survive without a bedroom with three personal pieces of furniture (they should end up sleeping in the meeting area at this point, which is reasonably safe), and can certainly eat without dozens of tables and chairs. However, a fortress can collapse quickly without alcohol or water (which can freeze without warning), so I think this section should be moved up (possibly merged with the Drinks section under Food). Cooking can stay where it is for now, since setting up a working farm has already been covered, and that should be producing enough food to sustain a fortress. --[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 20:25, 1 September 2013 (UTC)
 
 
== Feedback: Clarity ==
 
 
<div style="color:#888;padding-left:2em;">Section: [[DF2012:Quickstart guide#Traps|Traps]]</div>
 
I didn't really understand how this related to the fortress built, perhaps an image would be helpful. Same applies to the entire traps/dogs/drawbridge component of this guide. --[[Special:Contributions/114.76.25.136|114.76.25.136]] 14:13, 10 December 2013 (UTC)
 
 
:Traps are an important step in defending a fortress, usually being more reliable at first than militia. Guard dogs are useful because they spot instantly any [[kobold]] that passes in a 3 tile wide corridor. And a drawbridge is useful because, in case of a [[Siege]] or some guests visiting, you can lock yourself inside your fortress, as bridges, when raised, act as an ''indestructible'' wall. IMHO, they are better explained at their own pages, and it "encourages" those who read the guide to look into the pages. Explaining how everything works is not the point of the quickstart guide.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 13:09, 13 January 2014 (UTC)
 
 
== Feedback: Inconsistent reference ==
 
 
<div style="color:#888;padding-left:2em;">Section: [[DF2012:Quickstart guide#Offices (Studies)|Offices (Studies)]]</div>
 
Section mentions that the "Bedroom" section prepared a room for the Office, but that other section makes no such reference. --[[Special:Contributions/24.18.113.193|24.18.113.193]] 01:47, 16 December 2013 (UTC)
 
:Fixed. --[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 02:43, 16 December 2013 (UTC)
 
 
== Feedback: Just wanted to say thank you ==
 
 
<div style="color:#888;padding-left:2em;">No section specified</div>
 
The article was very informative, helpful, and well-written. --[[Special:Contributions/137.186.198.242|137.186.198.242]] 19:52, 17 December 2013 (UTC)
 
 
== Feedback: confusion about digging ==
 
 
<div style="color:#888;padding-left:2em;">Section: [[DF2012:Quickstart guide#Strike The Earth!|Strike The Earth!]]</div>
 
Hey, so this is super helpful, but I've never played before, and I kept getting confused about how to dig, because it doesn't START by saying precisely where I should dig, i.e. that I have to dig into a cliff or something, or channel first, so I just kept trying to dig on flat land. Anyway, maybe this is obvious to everyone else, but it tripped me up for a few minutes. so maybe before describing how precisely TO designate the digging action, you should indicate how to find the correct spot to dig. I dunno. Thanks! --[[Special:Contributions/68.49.92.24|68.49.92.24]] 06:49, 13 January 2014 (UTC)
 
 
:As with all things in live, there is no right or wrong answer. The most important part in the beginning of a first fortress is to go ''inside the earth'', hence there are two ways to do that: either by digging into a level of soil/rock near your wagon or by channeling downwards, hence traveling to the rock below. Each have non-trivial advantages and disadvantages that on the first fortress (due to the biome selection) shouldn't matter much. I think your problem lies with the fact there isn't made a ''visual'' distinction (in the form of a screenshot) between digging and channeling. I can take one if it helps.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 10:23, 13 January 2014 (UTC)
 
 
== Feedback: 80 people ==
 
 
<div style="color:#888;padding-left:2em;">Section: [[DF2012:Quickstart guide#Military|Military]]</div>
 
I learned the hard way about what happens when you get 80 dwarfs --[[Special:Contributions/166.216.157.51|166.216.157.51]] 07:57, 4 June 2014 (UTC)
 
 
== Feedback: "Number of barrels currently in your stockpile" ==
 
 
<div style="color:#888;padding-left:2em;">Section: [[v0.34:Quickstart guide# Brewing | Brewing ]]</div>
 
Not sure that the average new user will be able to accurately determine how many barrels are in the stockpile already. --[[Special:Contributions/204.195.88.92|204.195.88.92]] 06:08, 9 July 2014 (UTC)
 
 
== Feedback: Traps, Guard Animals and Bridges ==
 
 
<div style="color:#888;padding-left:2em;">Section: [[v0.34:Quickstart guide#Beyond a Minimal Fortress|Beyond a Minimal Fortress]]</div>
 
These sections should have more illustrative examples like the "Bedroom", "Dining and Food Prep Area" and "Delving Secure Lodgings". It's important to get a feeling of different layouts to use, where to place traps, bridges and the trade depot areas, as well as showing paths (with arrows) that intruders would normally use. I'd say it would be better to merge these sections into one, something like "Securing your fortress" with the steps to take with a full picture of optimal layouts. --[[Special:Contributions/2601:9:4980:3BF:906E:F00:D08E:8217|2601:9:4980:3BF:906E:F00:D08E:8217]] 16:08, 3 August 2014 (UTC)
 
 
== Feedback: Unquantitative ==
 
 
<div style="color:#888;padding-left:2em;">Section: [[v0.34:Quickstart guide#Brewing and Cooking|Brewing and Cooking]]</div>
 
Is 100 food very good or very bad, for example. What level should we be at? --[[Special:Contributions/174.16.237.135|174.16.237.135]] 16:36, 3 December 2014 (UTC)
 

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