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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=158380</id>
		<title>v0.31:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=158380"/>
		<updated>2011-12-13T22:37:00Z</updated>

		<summary type="html">&lt;p&gt;Ourai: /* Reference Chart */ Re-ordered temps to be consistent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
''For temperature as it relates to choosing an embarkation site, see [[DF2010:Climate|Climate]].''&lt;br /&gt;
&lt;br /&gt;
==Temperature scale==&lt;br /&gt;
Dwarf Fortress uses its own temperature scale in most cases, often called &amp;quot;Degrees [[Main:Urist|Urist]]&amp;quot; on this wiki.&lt;br /&gt;
So if you see something like [HOMEOTHERM:10067], don't be amazed.&lt;br /&gt;
&lt;br /&gt;
[[Main:Magma|Magma]]'s temperature is 12,000° Urist.&lt;br /&gt;
&lt;br /&gt;
The highest possible temperature in Dwarf Fortress is 60,000°U - the temperature 60,001°U is used internally for temperatures which have been set to &amp;quot;NONE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [CELSIUS] * 9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [KELVIN] * 9/5 + 9508.33&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [RANKINE] + 9508.33&lt;br /&gt;
&lt;br /&gt;
''(Note: Mod-makers may find this [http://www.bay12forums.com/smf/index.php?topic=80523.0 Temperature Conversion Utility] handy if they find themselves having to convert a lot of temperatures to and/or from Degrees Urist.)''&lt;br /&gt;
&lt;br /&gt;
===Reference Chart===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Significance&lt;br /&gt;
! DF Scale&lt;br /&gt;
! Fahrenheit&lt;br /&gt;
! Celsius&lt;br /&gt;
! Kelvin&lt;br /&gt;
! Rankine&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Boiling Point of Water&lt;br /&gt;
| 10180&lt;br /&gt;
| 212&lt;br /&gt;
| 100&lt;br /&gt;
| 373.15&lt;br /&gt;
| 671.67&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Human Body Temperature&lt;br /&gt;
| 10066.6&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 98.6&lt;br /&gt;
| 37.0&lt;br /&gt;
| 310.15&lt;br /&gt;
| 558.27&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Freezing Point of Water&lt;br /&gt;
| 10000&lt;br /&gt;
| 32&lt;br /&gt;
| 0&lt;br /&gt;
| 273.15&lt;br /&gt;
| 491.67&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Absolute Zero&lt;br /&gt;
| 9508.33&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| -459.67&lt;br /&gt;
| −273.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DF Scale's Zero&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| -9968&lt;br /&gt;
| -5555.555...&lt;br /&gt;
| -5282.40555...&lt;br /&gt;
| -9508.33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Yes, temperatures in Dwarf Fortress can go '''far, far''' below absolute zero, which is physically impossible. Considering Dwarf Fortress also allows [[water wheel#Perpetual motion|perpetual motion]], it's best not to ask questions.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Technically, fractional/decimal temperatures are not possible in Dwarf Fortress, as they are stored as unsigned 16-bit integers. For instance, body temp for humans in the raws is rounded to 10067.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some general information about temperatures in DF (copied from somewhere on the forums):&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event / location&lt;br /&gt;
! Temperature&lt;br /&gt;
|-&lt;br /&gt;
| alcohol freezes&lt;br /&gt;
| 9850 U&lt;br /&gt;
|-&lt;br /&gt;
| water freezes&lt;br /&gt;
| 10000 U&lt;br /&gt;
|-&lt;br /&gt;
| underground&lt;br /&gt;
| 10015 U&lt;br /&gt;
|-&lt;br /&gt;
| outside (varies)&lt;br /&gt;
| 10048 U&lt;br /&gt;
|-&lt;br /&gt;
| dwarf/human body temp&lt;br /&gt;
| 10067 U&lt;br /&gt;
|-&lt;br /&gt;
| floor above magma&lt;br /&gt;
| 10075 U&lt;br /&gt;
|-&lt;br /&gt;
| fat melts&lt;br /&gt;
| 10078 U&lt;br /&gt;
|-&lt;br /&gt;
| water boils&lt;br /&gt;
| 10180 U&lt;br /&gt;
|-&lt;br /&gt;
| fire&lt;br /&gt;
| 11000 U&lt;br /&gt;
|-&lt;br /&gt;
| common stone melts&lt;br /&gt;
| 11500 U&lt;br /&gt;
|-&lt;br /&gt;
| magma&lt;br /&gt;
| 12000 U&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Melting point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will melt.&lt;br /&gt;
&lt;br /&gt;
==Boiling point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will evaporate.&lt;br /&gt;
&lt;br /&gt;
==Ignition point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will catch fire.&lt;br /&gt;
&lt;br /&gt;
==Heat damage point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature above which an object will begin to take heat [[wear|damage]]. Flammable items without a heat damage point (or with an exceptionally high one) will take damage very slowly, causing them to burn for about 9-10 months before disappearing.&lt;br /&gt;
&lt;br /&gt;
==Cold damage point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature below which an object will begin to take frost [[wear|damage]].&lt;br /&gt;
&lt;br /&gt;
==Specific heat==&lt;br /&gt;
&lt;br /&gt;
This determines how long it takes an object to heat up or cool down. An object with high specific heat will change temperature more slowly.&lt;br /&gt;
&lt;br /&gt;
==Fixed temperature==&lt;br /&gt;
&lt;br /&gt;
A substance's temperature can be forced to always be a certain value via the MAT_FIXED_TEMP [[material definition token]].  The only standard material which uses this is the [[nether-cap]], whose temperature is always at the melting point of water.  If a substance's temperature is fixed to between its cold damage point and its heat damage point then items made from that substance will never suffer cold/heat damage, unless it's [[dump]]ed into [[magma]] or [[water]].  This makes nether cap [[fire-safe]] and [[magma safe]], in spite of being [[wood]].&lt;br /&gt;
&lt;br /&gt;
The fixed temperature of an item is set when the item comes into existence, so you can't change the MAT_FIXED_TEMP token to cause an existing item to melt/burn/etc.&lt;br /&gt;
&lt;br /&gt;
The fixed temperature of a [[container]] has no effect on its contents, so you can't freeze [[water]] by putting it into a [[bucket]] made from nether cap.&lt;br /&gt;
&lt;br /&gt;
The fixed temperature of a substance only affects items made from that substance.  For example, setting a type of rock to have a fixed temperature over its melting point won't cause walls made from that rock to instantly melt, cause ice walls adjacent to the rock walls to melt, or even cause them to be considered [[Main:warm stone|warm stone]].&lt;/div&gt;</summary>
		<author><name>Ourai</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:System_requirements&amp;diff=158377</id>
		<title>v0.31:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:System_requirements&amp;diff=158377"/>
		<updated>2011-12-13T08:09:48Z</updated>

		<summary type="html">&lt;p&gt;Ourai: /* OS */ Added ref to Lion tweak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|08:51, 1 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
''If you're looking for information on improving the performance of Dwarf Fortress on your computer, see [[Maximizing framerate|Maximizing Framerate]].  For installation instructions, see [[Installation]].''&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== OS ==&lt;br /&gt;
&lt;br /&gt;
* '''Windows''' requires XP SP3 or newer.&lt;br /&gt;
* '''Linux''' runs natively or using Wine.&lt;br /&gt;
* '''Mac''' needs Intel chip. (OS X Lion works, but requires [http://df.magmawiki.com/index.php/DF2010:Installation#Mac a short modification] to run)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''The [[40d:System requirements|40d article]] has detailed info on Non-Windows OS' that is probably mostly still valid.''&lt;br /&gt;
&lt;br /&gt;
== RAM ==&lt;br /&gt;
&lt;br /&gt;
DF is not particularly RAM-hungry. Expect the process to allocate between 300 and 700 MB with medium regions. With 512MB you may be a bit on the short side, but 1 GB is absolutely sufficient. World Generation can eat up far more than that, but Generation will only be slower if less RAM is available. Otherwise the influence of RAM on game speed is limited, as DF is not loading and offloading big chunks of data much. &amp;lt;!-- Is this correct?  Longer worldgen history may increase RAM use during Fortress mode play, IIRC... or was that a bug? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are no detailed requirements per se.  However, because simply saying the more RAM you have and the faster your CPU is the better is not all that helpful, here are some stats that users have experienced while playing this game on a variety of different environments.  (Please note that ‘fast game-play’ and ‘slow game-play’ are subjective terms and not intended to relay anything specific or exact.  What may be fast to one person might be slow to another). It's also essential that you mention the state of your fortress - how many dwarves there are, animals, terrain, speedups, and so forth.&lt;br /&gt;
&lt;br /&gt;
== What is SDL and Legacy version difference? ==&lt;br /&gt;
SDL is a cross-platform application framework. The SDL version of DF uses that framework and so runs on mac and linux, along with including Baughn's new opengl code, which should be faster, allows png files for tilesets, zooming with the mousewheel, etc. The SDL version is quite new, so isn't proven yet. It's also being actively worked on, getting features like &amp;quot;separate files for graphics and font&amp;quot;, and true-type font support.&lt;br /&gt;
&lt;br /&gt;
Legacy is Toady's old code, only kept in case the SDL version doesn't work for someone. There is no legacy version for mac or linux.&lt;br /&gt;
&lt;br /&gt;
== Experiential reports ==&lt;br /&gt;
=== Report format ===&lt;br /&gt;
Please read [[DF2010:System_requirements/Report_Template | the report template]] page before contributing any reports&lt;br /&gt;
&lt;br /&gt;
=== Reports ===&lt;br /&gt;
Configuration type: AMD based, full desktop PC&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: 31.08 - graphics&lt;br /&gt;
:World size: Medium region (default, nonmodified)&lt;br /&gt;
:Embark size: 5x5&lt;br /&gt;
:Age of fort: 6 years&lt;br /&gt;
:Number of dwarves: 140&lt;br /&gt;
:Average fps: 6-14&lt;br /&gt;
:Default/nondefault raws: nondefault, dwarven speed modified, some smelting recipes modified.&lt;br /&gt;
:Tileset in use: Phoebus prebuilt version&lt;br /&gt;
:Amount of stone dug: 8693 at the moment of measure&lt;br /&gt;
:Amount of water and state: A brook, dammed and diverted into big cisterns for trap use, mostly static and pressurised.&lt;br /&gt;
:Approximate amount of z-levels: Beyond 200 below the ground level, around 5 upwards from ground.&lt;br /&gt;
:RAM usage of game: Around 1.25 GB when playing&lt;br /&gt;
:Draw mode in init.txt: VBO&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: AMD 7750x2 BE @ 2.7GHz&lt;br /&gt;
:MBO: Gigabyte GA-MA78G-DS3h&lt;br /&gt;
:RAM: 4GB DDR2 800&lt;br /&gt;
:GPU: XFX GTX260&lt;br /&gt;
:OS: Windows 7 x64 Ultimate&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: 31.12&lt;br /&gt;
:World size: Smaller Region&lt;br /&gt;
:Embark size: 4x4&lt;br /&gt;
:Number of dwarves: 7&lt;br /&gt;
:Average fps: 90-100&lt;br /&gt;
:Default/nondefault raws: Giant Eagles can be everywhere. No aquifers, and one cavern layer.&lt;br /&gt;
:Tileset in use: Ironhand.&lt;br /&gt;
:Amount of stone dug: ~150&lt;br /&gt;
:Amount of water and state: A dozen murky pools.&lt;br /&gt;
:Approximate amount of z-levels: 40-50.&lt;br /&gt;
:RAM usage of game: Unknown.&lt;br /&gt;
:Draw mode in init.txt: 2D.&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: 1.6 GHz Intel Centrino.&lt;br /&gt;
:MBO: Unknown.&lt;br /&gt;
:RAM: 512 MB.&lt;br /&gt;
:GPU: Unknown.&lt;br /&gt;
:OS: Windows XP.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Configuration type: Intel Based, Fairly clean copy of Windows, Defragged weekly and virus scanned daily at night.&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: .31.18 Graphics&lt;br /&gt;
:World size: Medium&lt;br /&gt;
:Embark size: 3x3&lt;br /&gt;
:Age of fort: 3 years&lt;br /&gt;
:Number of dwarves: 100&lt;br /&gt;
:Average fps: ~95&lt;br /&gt;
:Default/nondefault raws: Default raws&lt;br /&gt;
:Tileset in use: Phoebus&lt;br /&gt;
:Amount of stone dug: ~600 blocks&lt;br /&gt;
:Amount of water and state: ~200 blocks, with river&lt;br /&gt;
:Approximate amount of z-levels:  7 in use around 150-200 in all&lt;br /&gt;
:RAM usage of game: 330 Mb.&lt;br /&gt;
:Draw mode in init.txt: 2d&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: Core 2 Quad 2.6 Ghz&lt;br /&gt;
:MBO: Asus P5N-D&lt;br /&gt;
:RAM: 6 Gigs DDR2 (x2 1 Gig, x2 2 Gig)&lt;br /&gt;
:GPU: EVGA Geforce Gtx 465 1 Gig&lt;br /&gt;
:OS: Windows 7 Ultimate x64&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Configuration type: Thinkpad T42&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: v0.31.25&lt;br /&gt;
:World size: Medium&lt;br /&gt;
:Embark size: 4x4&lt;br /&gt;
:Age of fort: 10 years&lt;br /&gt;
:Number of dwarves: ~200&lt;br /&gt;
:Number of animals: ~250&lt;br /&gt;
:Average fps: 12-15&lt;br /&gt;
:Default/nondefault raws: default&lt;br /&gt;
:Tileset in use: default&lt;br /&gt;
:Amount of stone dug: ~15000&lt;br /&gt;
:Amount of water and state: 1 flowing river that splits and merges back, numerous murky pools&lt;br /&gt;
:Approximate amount of z-levels: 20 in use, 45 total&lt;br /&gt;
:RAM usage of game: 600-900mb&lt;br /&gt;
:Draw mode in init.txt: VBO&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: Pentium M 1.8ghz&lt;br /&gt;
:MBO:&lt;br /&gt;
:RAM: 1gb&lt;br /&gt;
:GPU: ATI Mobility Radeon 7500&lt;br /&gt;
:OS: Windows XP Pro SP3&lt;br /&gt;
&lt;br /&gt;
=== Archived reports ===&lt;br /&gt;
Older, incomplete reports can be found [[DF2010:System_requirements/Archived_reports | here]].&lt;/div&gt;</summary>
		<author><name>Ourai</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Installation&amp;diff=158376</id>
		<title>v0.31:Installation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Installation&amp;diff=158376"/>
		<updated>2011-12-13T08:07:04Z</updated>

		<summary type="html">&lt;p&gt;Ourai: /* Mac */ Formalized the subsection on how to run DF under Lion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Download =&lt;br /&gt;
__NOTOC__&lt;br /&gt;
You can always get Dwarf Fortress as [[Main:Toady One|Toady One]], the developer, released it from the [http://www.bay12games.com/dwarves/ Bay12 site] (check the top of the page).&lt;br /&gt;
&lt;br /&gt;
You can also download the latest version here:&lt;br /&gt;
{{News/Mirrors/{{current/version}}}}&lt;br /&gt;
Windows users: Use the &amp;quot;Main&amp;quot; version unless there's some reason not to.&lt;br /&gt;
== Third-Party Packages ==&lt;br /&gt;
&lt;br /&gt;
*[[Main:Lazy Newb Pack|Lazy Newb Pack]] (Windows Only) - the full game plus utilities and graphics sets in one big package&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] - improves the look of tiles&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set] - another graphics set&lt;br /&gt;
*[[Utilities#Dwarf_Therapist|Dwarf Therapist]] - Utility for managing dwarves&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress community often creates custom [[Graphics set repository|graphics sets]] and [[Tilesets|tilesets]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set].&lt;br /&gt;
&lt;br /&gt;
There's also the (Windows only) [[Main:Lazy Newb Pack|Lazy Newb Pack]] which has several tilesets and utilities gathered together to make it easier for new players to get started and to experiment with the different tilesets. The only disadvantage to downloading LNP is that there is usually some lag time between when a new version of the game is released and when the LNP is updated to include it. So, if a new version of the game has just been released it may not be in the LNP yet.&lt;br /&gt;
&lt;br /&gt;
Also see [[Utilities]] for a long list of utilities that people have created, including the incredibly useful [[Utilities#Dwarf_Therapist|Dwarf Therapist]], something that many people won't play the game without.&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
:''Also see: [[System requirements]]''&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
There is no installer for the game. Simply extract the archive file to a folder somewhere and run the game from within the folder.&lt;br /&gt;
&lt;br /&gt;
Make sure to actually ''extract'' the archive; do not just open the archive and run the game from the window that appears. If you do this then it may appear to work, but your save game data will get discarded. This is the cause of many &amp;quot;my saved games keep getting deleted&amp;quot; complaints. The game also needs to be able to write to its own folder, so do '''not''' install it in C:\Program Files if you are running Windows Vista or later.&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
The Mac version is not a single application bundle, but like the Windows version it consists of a folder containing the application along with data files and there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.&lt;br /&gt;
&lt;br /&gt;
To start the game execute the launch script &amp;quot;df&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== OS X 10.7 Lion ===&lt;br /&gt;
&lt;br /&gt;
When first running Dwarf Fortress on 10.7 Lion, you may be startled to discover that Terminal crashes without so much as a by-your-leave. Don't worry; Dwarf Fortress will still run on Lion. The issue lies in the libraries; they haven't changed from the ones in Snow Leopard, but their naming scheme has. The fix is a quick one. Open up the &amp;quot;df&amp;quot; launch script in a text editor of your choice (TextEdit is the default), and locate the following lines:&lt;br /&gt;
&lt;br /&gt;
:export DYLD_FALLBACK_LIBRARY_PATH=${PWD}/libs&amp;lt;br/&amp;gt;&lt;br /&gt;
:export DYLD_FALLBACK_FRAMEWORK_PATH=${PWD}/libs&lt;br /&gt;
&lt;br /&gt;
Change them to read as follows:&lt;br /&gt;
&lt;br /&gt;
:export DYLD_LIBRARY_PATH=${PWD}/libs&amp;lt;br/&amp;gt;&lt;br /&gt;
:export DYLD_FRAMEWORK_PATH=${PWD}/libs&lt;br /&gt;
&lt;br /&gt;
With the change, Dwarf Fortress should run normally.&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
The Linux version of the game is shipped as a compiled 32-bit x86 (Intel/AMD) application. It will also run on a system with a 64-bit AMD or Intel processor and a 64-bit kernel, provided that you have the (32-bit) shared libraries available that the program needs.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress for Linux is meant to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to login and get to a command prompt.  At least in the default mode, however, Dwarf Fortress is an X client program, so you should be in a terminal inside an X session before starting the game.  Dwarf Fortress will create a new X window outside of the terminal window, so don't worry about the size of the terminal.&lt;br /&gt;
&lt;br /&gt;
* '''Unpacking''': Dwarf Fortress is shipped as a (bzip2) compressed tar archive.  It will extract into a new directory called '''df_linux'''.  So, cd to wherever you want the game to be unpacked, and then run '''tar xjf /path/to/df_XX_YY_linux.tar.bz2''' (where df_XX_YY_linux.tar.bz2 is the filename).  Then run '''cd df_linux''' to change into the new directory.&lt;br /&gt;
* '''Running''': Run '''./df''' to execute the Dwarf Fortress wrapper script.&lt;br /&gt;
* '''Troubleshooting''': If you get an error like this:&lt;br /&gt;
 ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_image-1.2.so.0:&lt;br /&gt;
 cannot open shared object file: No such file or directory&lt;br /&gt;
: it means that your system is missing one or more shared libraries.  See below.&lt;br /&gt;
* '''Upgrading''': Since every new version of Dwarf Fortress unpacks in a directory named '''df_linux''' you have to manage upgrades yourself.  You should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways.  Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.&lt;br /&gt;
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=== 32-bit vs. 64-bit systems ===&lt;br /&gt;
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Modern desktop PCs (of the Intel/AMD persuasion) contain CPUs that can run in either 32-bit or 64-bit modes.  When you install Linux, you choose one of these architectures.  The programs on your system will then be compiled either for the 32-bit (i386, x86) arch, or the 64-bit (amd64, x86_64) arch.  If you've forgotten which one you have, you can check:&lt;br /&gt;
&lt;br /&gt;
 $ file /bin/ls&lt;br /&gt;
 /bin/ls: ELF 64-bit LSB executable, x86-64, version 1 (SYSV), dynamically linked (uses shared libs),&lt;br /&gt;
 for GNU/Linux 2.6.18, stripped&lt;br /&gt;
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The above would indicate a 64-bit system.  Here's one from a 32-bit system:&lt;br /&gt;
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 $ file /bin/ls&lt;br /&gt;
 /bin/ls: ELF 32-bit LSB executable, Intel 80386, version 1 (SYSV), dynamically linked (uses shared libs),&lt;br /&gt;
 for GNU/Linux 2.6.18, stripped&lt;br /&gt;
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Dwarf Fortress is compiled for 32-bit systems, so if you're on a 32-bit system, things will be slightly easier.  If you are getting errors about missing SDL_image libraries (etc.) then you simply need to install them.  Use your distribution's package manager for this -- details will be extremely distribution-specific.  You don't need the development versions of the packages with the headers (although that won't hurt) -- you just need the runtime versions, with the actual shared libraries.&lt;br /&gt;
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If you're on a 64-bit system, then things get a bit trickier.  Since DF is a 32-bit application, it needs 32-bit versions of the shared libraries.  Some Linux distributions provide these in one or more packages that you can download.  For example, in Debian, the ia32-libs package contains most of the common 32-bit libraries, including libSDL.  Unfortunately, it does ''not'' include the SDL add-on libraries such as libSDL_image and libSDL_ttf.  If your distribution does not include these, then you may have to supply them manually.&lt;br /&gt;
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If this is the case, then the first step is to figure out where you will be putting them.  Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32.  Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf.  On other distributions, the path could be different.&lt;br /&gt;
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The second step is to get the 32-bit libraries.  You can typically do this by downloading them directly from your distribution's 32-bit package repository.  Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture.  This takes us to [http://packages.debian.org/search?searchon=contents&amp;amp;keywords=libSDL_image&amp;amp;mode=filename&amp;amp;suite=stable&amp;amp;arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture.  Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing.  Store these package files somewhere convenient.&lt;br /&gt;
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The third step is to extract the libraries from the packages and get them in the proper location.  You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture.  Instead, you'll probably have to extract them by hand.  The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources.  I'll show the steps for a .deb package.&lt;br /&gt;
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* cd into some temporary working directory such as /tmp&lt;br /&gt;
* Extract the files from the .deb archive, which is in ar(1) format:&lt;br /&gt;
  ar x /path/to/libsdl-image1.2*_i386.deb&lt;br /&gt;
: This creates three files: debian-binary, control.tar.gz and data.tar.gz.  We only care about data.tar.gz.&lt;br /&gt;
* Extract data.tar.gz:&lt;br /&gt;
  tar xzf data.tar.gz&lt;br /&gt;
: This creates a subdirectory named usr with various files inside it.  We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).&lt;br /&gt;
* Move the shared library into place:&lt;br /&gt;
  sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/&lt;br /&gt;
* Create a symlink to it:&lt;br /&gt;
  cd /usr/lib32&lt;br /&gt;
  sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0&lt;br /&gt;
  cd -&lt;br /&gt;
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Repeat this for libSDL_ttf and whatever other libraries are required.&lt;br /&gt;
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'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:&lt;br /&gt;
  find */libsndfile.so*&lt;br /&gt;
cd to the correct directory, then use ln as shown above.&lt;br /&gt;
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Another common difficulty with 64bit systems is related to the art packs. When DF is run on most (?all) 64bit Unix systems, it generates error messages related to the PNG variants of the art files, errors which prevent the game from starting.&lt;br /&gt;
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To solve this problem, you must first edit the ''/data/init/init.txt'' file and set the game to use the BMP variants of the art files, instead of the default PNG. This should solve all the error messages except for one: &amp;quot;''Not found: data/art/mouse.png''&amp;quot; since there is no setting in the ''init'' files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.&lt;br /&gt;
If you don't know how to do that, you can try this:&lt;br /&gt;
* cd to the ''/df_linux/libs'' folder&lt;br /&gt;
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:&lt;br /&gt;
  vi ./Dwarf_Fortress&lt;br /&gt;
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.&lt;br /&gt;
* With vi open, write the following string and press ''Enter'':&lt;br /&gt;
  /mouse&lt;br /&gt;
: This will search for all the strings that contain the word &amp;quot;mouse&amp;quot; and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.&lt;br /&gt;
* Press the ''n'' key until the cursor moves to the desired string, which is &amp;quot;''data/art/mouse.png''&amp;quot;. If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).&lt;br /&gt;
* Once you find the right string, you will have to move the cursor over the &amp;quot;p&amp;quot; in &amp;quot;[..]/mouse.&amp;lt;b&amp;gt;p&amp;lt;/b&amp;gt;ng&amp;quot;. You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.&lt;br /&gt;
* With the cursor in the right position press the following key sequence:&lt;br /&gt;
  xxxibmp&lt;br /&gt;
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.&lt;br /&gt;
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':&lt;br /&gt;
  :wq&lt;br /&gt;
: This saves the changes and quits 'vi'&lt;br /&gt;
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Now the game should work properly. Have fun!&lt;br /&gt;
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= Documentation =&lt;br /&gt;
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Fortunately the documentation on this wiki is very detailed and extensive. You may want to start out with:&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]&lt;br /&gt;
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
Then move on to:&lt;br /&gt;
* [[Dwarf fortress mode|Fortress Mode reference]]&lt;br /&gt;
* [[Adventure mode|Adventure Mode reference]]&lt;br /&gt;
* [[Special:Search|Searching]] the wiki&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Ourai</name></author>
	</entry>
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