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.

v0.34 Talk:Quickstart guide

From Dwarf Fortress Wiki
Jump to navigation Jump to search

Please leave any feedback here and sign with --~~~~ This is still slightly out of date... For example, kennels appear to only train vermin--173.3.16.92 02:45, 21 April 2012 (UTC)

Newbie question about trade depot

I'm a newbie. This guide indicates that I should have my trade depot at the end of a hall that is one space wide. If I do that, the caravan can't reach the depot when it comes. Should I widen the hallway when a caravan arrives, or will it be too late? Also, if I widen the hallway, how can I make it narrow again to tighten my defense?24.151.147.137 13:03, 26 April 2012 (UTC)

That "Level 0" image was probably from one of the 0.31.x versions where wagons were broken. In the current version, wagons are back, so you should make a 3-wide path to your trade depot. You'll need to ensure that wagons have an accessible path before they show up. If the caravan arrives and there's no path, the wagons will vanish and you'll just get the merchants with single pack animals. --Greycat 14:02, 26 April 2012 (UTC)

Better farm plot explanation

Another Newbie here, first off: thanks for the guide! But, expanding the "Sustenance by plow"-paragraph about how to identify soil/how to identify possible places for a farm plots would help very much, especially about how to find good places underground witgout knowing where to search. 16:42, 10 May 2012 (UTC)

inaccuracies

Reposted from the forum: The quickstart guide has what appears to be a couple pieces outdated info, at least from my limited/nooby knowledge. I want to check that they are inaccurate before I change them.

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)

2: "Build a kennel and train some war animals" --173.3.16.92 17:01, 13 May 2012 (UTC)

3: "Create stone fall traps near the start of your entry hall" - traps block wagon access, perhaps a section on designing a wagon accessible trapped entry hall should be added?

More Extensive Layout Examples

For a complete beginner like me, it got kind of confusing when we were told good things to put on floor 0, -1, and then skipped straight to floor -9, and then back up to -2. Then all that empty space in between, I'm personally a bit lost as to what should be put on which floor. I know it's up to us, but I'm not sure why we had to skip so many floors if there's nothing to even put there. A section about what should be put near what for efficiency would be nice. Hesuchia 18:44, 18 June 2012 (UTC)

Hey, I'm also a beginner, but I read in the "bedroom" section that the bedrooms should be build deep to keep away from noise, such as woodcutting on the surface. I think this is why the tutorial suggests building the bedroom so low, and leaving such a large gap! Hope this helps! Fleecemaster 12:37, 2 July 2012 (UTC)