https://dwarffortresswiki.org/api.php?action=feedcontributions&user=BahamutZERO&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-29T08:35:02ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=40d_Talk:What%27s_the_easiest_way_to_check_dwarves_happiness&diff=4429840d Talk:What's the easiest way to check dwarves happiness2008-08-17T21:43:01Z<p>BahamutZERO: Just now I edited this article significantly but accidentally marked it as a minor edit,, sorry</p>
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<div>Err, I edited this article but accidentally marked it minor when it was actually more of a significant edit. Sorry about that.</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:What%27s_the_easiest_way_to_check_dwarves_happiness&diff=4428840d:What's the easiest way to check dwarves happiness2008-08-17T21:38:07Z<p>BahamutZERO: Rewrote some of the article for clarity, correctness and style; and added some information about exclamation point status icons.</p>
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<div>If a dwarf is very unhappy, they'll have a flashing yellow exclamation point. If they're so miserable that they're on the brink of a tantrum, they'll flash a red exclamation point. If they are in a special [[strange mood]] they will have some other color of exclamation point, depending on the type of strange mood. <br />
<br />
Otherwise, to check a dwarf's mood you look at their thoughts and preferences. Press {{key|u}} to go to the unit list and then find the dwarf you want to check the mood of. Then press {{key|c}} after highlighting that dwarf to zoom in on them. Occasionally there may be multiple units on the same tile and you end up looking at the wrong one. Just press {{key|v}} to cycle through the units on the selected tile until you find the right one. Once you have the right dwarf selected, press {{key|p}} to go to the unit's preferences page, and then press {{key|z}} to look at their profile. Finally, in their profile hit {{key|Enter}} to view the dwarf's mood, recent mood-influencing thoughts, and likes and dislikes.<br />
<br />
Remember:<br />
<br />
"Dwarves are strange creatures who balance out at 'happy' because on one hand their wife was eaten by elephants and on the other they just ate in a REALLY NICE dining room."<br />
-shadow_archmagi<br />
<br />
{{Moods FAQ}}</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Horse&diff=3386040d Talk:Horse2008-08-17T20:58:25Z<p>BahamutZERO: Milking Horses</p>
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<div>If all we can do is butcher them... do I do that early or later?[[User:GarrieIrons|GarrieIrons]] 01:45, 4 January 2008 (EST)<br />
<br />
:If you wait, their population will grow, which you can then cull for a decent ongoing source of meat/bones/hides. Your choice. Having lots of animals around does slow down framerates a little.--[[User:Maximus|Maximus]] 02:28, 4 January 2008 (EST)<br />
<br />
::Yeah, but I only bought one with me... and I'm out of other food ;_; [[User:GarrieIrons|GarrieIrons]] 07:05, 4 January 2008 (EST)<br />
<br />
:::Hope that you can get it to breed with traders. You've got a few years from Embark! to get a heard started before it dies of old age. Alternatively, buy all the animals you can, and hope to eventually get a male/female pair.<br />
<br />
If you r lucky u might have some wild horses on your map sooner or later, try to tame some (or hunt them ;)) --[[User:Koltom|Koltom]] 01:41, 10 February 2008 (EST)<br />
<br />
== Beware the ninja horse ==<br />
<br />
Retrieving items from a certain area of my map repeatedly failed, "interrupted by horse". Checking for a nearby horse, i never found one, until i scrolled through the z axis and indeed there was a horse lurking on top of a tree. I guess it dropped down the cliff when one of my hunters chased it, quite funny, obviously it can't get down and will stay there forever.--[[User:Koltom|Koltom]] 09:43, 23 March 2008 (EDT)<br />
<br />
:Teleport.exe? --[[User:Savok|Savok]] 10:33, 23 March 2008 (EDT)<br />
<br />
::Get some soldiers armed with crossbows to kill it, or dig underneath of it to collapse the tree. [[User:Diabl0658|Diabl0658]] 11:58, 23 March 2008 (EDT)<br />
<br />
== Riding animals ==<br />
<br />
Can humans ride horses in Adventure mode? --[[User:Lordmick134|Lordmick134]] 10:11, 26 March 2008 (EDT)<br />
<br />
:I'm fairly sure that that hasn't been implemented yet, but that's not an area that falls in my expertise. --[[User:Savok|Savok]] 11:00, 26 March 2008 (EDT)<br />
<br />
== Milking Horses ==<br />
<br />
Horses are milked in the real world by some cultures (http://en.wikipedia.org/wiki/Horse and ctrl+F for "milk"), there's no reason to think that they won't be milkable once Toady does proper milking in DF.</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Horse&diff=2315140d:Horse2008-08-17T20:53:37Z<p>BahamutZERO: Undo revision 30356 by Echo (Talk): no reason to strike out this comment, see Talk:Horse. Also updated RAW data.</p>
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<div>{{CreatureInfo|name=Horse|symbol=H|color={{COLOR:7:0:0}}|bones=9|chunks=9|meat=9|fat=5|skulls=1|skin=Yes|biome= * [[Temperate]] savanna<br />
* Temperate grassland<br />
* Common domestic}}<br />
<br />
'''Horses''' can be [[butcher]]ed for [[meat]]. [[dwarf|Dwarves]] cannot ride horses, but [[human]]s can. So far horses can not be milked. They are used by [[caravan]]s to pull [[wagon]]s. Horses are sometimes brought along by [[immigrants]], as [[pet]]s. Horses can be bought before embarking.<br />
<br />
Horses also occur as wild animals in herds.<br />
<br />
{{Game_Data|[CREATURE:HORSE]<br />
[NAME:horse:horses:horse]<br />
[TILE:'H'][COLOR:7:0:0]<br />
[PETVALUE:200]<br />
[PREFSTRING:strength]<br />
[LARGE_ROAMING][COMMON_DOMESTIC][WAGON_PULLER]<br />
[BENIGN][MEANDERER][PET]<br />
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]<br />
[BODYGLOSS:HOOF][NATURAL][MOUNT]<br />
[POPULATION_NUMBER:15:30]<br />
[CLUSTER_NUMBER:3:7]<br />
[SIZE:9]<br />
[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]<br />
[CHILD:1][CHILDNAME:horse foal:horse foals]<br />
[FAT:5]<br />
[DIURNAL]<br />
[BIOME:GRASSLAND_TEMPERATE]<br />
[BIOME:SAVANNA_TEMPERATE]<br />
[STANDARD_FLESH]<br />
[HOMEOTHERM:10068]<br />
[LAYERING:100]<br />
[SWIMS_INNATE][SWIM_SPEED:2500]<br />
[MUNDANE]<br />
}}<br />
{{Creatures}}<br />
[[Category:Animals]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Donkey&diff=3506040d:Donkey2008-08-17T20:34:06Z<p>BahamutZERO: Added missing tokens from RAWs, removed line about mating with horses because they don't do that in DF yet?</p>
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<div>{{CreatureInfo|name=Donkey|symbol=D|color={{COLOR:6:0:0}}|bones=7|chunks=7|meat=7|fat=4|skulls=1|skin=Yes|biome=<br />
* Common Domestic}}<br />
<br />
'''Donkeys''' are pack [[animal]]s like [[horse]]s, [[mule]]s and [[muskox]]en. They are also common [[pet]]s among [[immigrant]]s.<br />
<br />
{{Game_Data|[CREATURE:DONKEY]<br />
[NAME:donkey:donkeys:donkey]<br />
[TILE:'D'][COLOR:6:0:0]<br />
[PETVALUE:200]<br />
[PREFSTRING:stubborness]<br />
[LARGE_ROAMING]<br />
[COMMON_DOMESTIC][PACK_ANIMAL]<br />
[BENIGN][MEANDERER][PET]<br />
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]<br />
[BODYGLOSS:HOOF][NATURAL]<br />
[SIZE:7]<br />
[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]<br />
[CHILD:1][CHILDNAME:donkey foal:donkey foals]<br />
[FAT:4]<br />
[DIURNAL]<br />
[STANDARD_FLESH]<br />
[HOMEOTHERM:10068]<br />
[LAYERING:100]<br />
[SWIMS_INNATE][SWIM_SPEED:2500]<br />
[TRADE_CAPACITY:1500]<br />
[MUNDANE]<br />
}}<br />
{{Creatures}}<br />
[[Category:Animals]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Cow&diff=3684540d Talk:Cow2008-08-17T05:50:52Z<p>BahamutZERO: cow coming-of-ages</p>
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<div>==Husbandry queries==<br />
Is it possible to raise cattle? - I have a bull and a cow - will they eventually mate? do i have to cage them or smth? there doesnt seem to be a related workshop (except the butcher 'f course ;)) or skill ? is there an article covering this? --[[User:Koltom|Koltom]] 17:39, 8 February 2008 (EST)<br />
:Yeah the cow will have some calves sooner or later.--[[User:Ikkonoishi|Ikkonoishi]] 17:46, 8 February 2008 (EST)<br />
::They ''should be'' [[milk]]able at a [[farmers workshop]] but it seems it is not implemented yet. Do you really want to run a dairy farm, or a [[Dwarf Fortress:About|dwarven fortress]]?? ;) [[User:GarrieIrons|GarrieIrons]] 22:01, 8 February 2008 (EST)<br />
Yes, it is not implemented yet. My question however was aimed at meat. But actually i would '''love''' to run a dairy ''inside'' a dwarven fortress ;) imagine the happy thoughts of Tobul drinking her first cup of home-made cow milk she so loves.. --[[User:Koltom|Koltom]] 12:41, 9 February 2008 (EST)<br />
:I guess a related question is, does the game follow real-world herd management: 1 bull can mate with about 30 cows, or as the article currently implies do you need "breeding pairs" (which actually makes expanding a herd a quite difficult task).<br />
:So far it is hard to monitor this because you don't know which is the mother cow and if you cage animals they just don't breed. And without caging them, it is difficult to keep animals from wandering over the whole map (mine seem to spend most of their time in my dining rooms though... yum yum cat tallow biscuits surrounded by the aroma of cow shit!)[[User:GarrieIrons|GarrieIrons]] 23:13, 15 February 2008 (EST)<br />
::One male is enough. I had twenty cows popping calves almost simultaneously (inn a couple of days), with only one bull.<br />
I bet that bulls will be milkable for few versions after milking cows will be implemented... --[[User:Someone-else|Someone-else]] 00:15, 7 May 2008 (EDT)<br />
<br />
== Trading ==<br />
<br />
Is it possible to trade for a bull? The liaison screen only lets you request "cow", so I assume this will also (randomly) include bulls?<br />
I started with one female cow, and managed to trade for another. Then one of my cows gave birth (mated with a caravan bull perhaps?) - to two happy, healthy... ''female'' calves. Now I've just traded for ''another'' female cow. At the moment all I can do is keep them tied up in my paddock, and enjoy their haunting moos... --[[User:Raumkraut|Raumkraut]] 22:36, 20 June 2008 (EDT)<br />
:I think it says in one of the tutorials, and I've found it to be the case, that animals selected at embark alternate gender. So, if you get two cows, one will be a bull. If you get four, two will be, and so on. --[[User:Zombiejustice|Zombiejustice]] 22:57, 20 June 2008 (EDT)<br />
::Yes, but embarkation cows are '''expensive'''! I was operating under the assumption that animals alternated gender throughout the game, not just during initial selection, which from memory seemed to be the case - until that particular game! --[[User:Raumkraut|Raumkraut]] 19:23, 21 June 2008 (EDT)<br />
<br />
== Cow ages? ==<br />
<br />
What's the age a calf must become to grow into a cow or bull? I've read the .txt but I can't find a [CHILD] or [BABY] token.<br />
:They have the [CHILD:1] token, so I think they go straight from calves to adults when they turn 1 year old. --[[User:BahamutZERO|BahamutZERO]] 01:50, 17 August 2008 (EDT)</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&diff=4339940d:Advanced world generation2008-08-17T02:29:16Z<p>BahamutZERO: /* Terrian Parameters */ fixed a typo</p>
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<div>[[World generation]] allows advanced options for customizing worlds. These parameters are not all well understood, so please contribute here as you experiment. [http://www.bay12games.com/forum/index.php?topic=20512.0 This forum post] has additional information on the parameters.<br />
<br />
<br />
= Advanced Parameters =<br />
<br />
To access advanced parameters, press 'e' when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.<br />
<br />
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world tokens]]. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.<br />
<br />
== Seed Parameters ==<br />
<br />
==== Use Seed ====<br />
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. <br />
<br />
==== Use History Seed ====<br />
Same as above but instead of determining terrian and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. <br />
<br />
==== Use Name Seed ====<br />
Same as above but used to determine the randomly selected name used by the program. <br />
<br />
== Terrain Parameters ==<br />
<br />
==== Minimum Savagery/Maximum Savagery ====<br />
Defines the minimum and maximum savagery per tile.<br />
* 0 - 32: Benign<br />
*33 - 65: Neutral <br />
*66 - 100: Savage<br />
<br />
Humans and Dwarves will not settle in savage areas.<br />
<br />
==== Minimum Volcanism/Maximum Volcanism ====<br />
<br />
From what I have found out so far I can say [[Igneous extrusive layer]] are only found in areas with a volcanism higher than 90. Volcanoes are only placed on tiles with a volcanism of 100.<br />
<br />
==== Minimum Volcano Number ====<br />
<br />
Places volcanoes on tiles with a volcanism of 100, if there are not enough tiles the world is rejected.<br />
<br />
==== Minimum Mountain Peak Number ====<br />
<br />
Places mountain peaks on tiles with an pre-erosion elevation of at least 380, if there are not enough viable tiles the world is rejected.<br />
<br />
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.<br />
<br />
==== Erosion Cycle Count ====<br />
<br />
Higher numbers make the mountains less steep and river canyons deeper.<br />
<br />
== Historical Parameters ==<br />
<br />
==== End Year ====<br />
<br />
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.<br />
<br />
==== Population Cap after Civ Creation ====<br />
<br />
How many creatures can exist in the game once civilizations have been added into generation.<br />
<br />
==== Percentage Beasts Dead for Stoppage ====<br />
<br />
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.<br />
<br />
==== Year to Begin Checking Megabeast Percentage ====<br />
<br />
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. <br />
<br />
==== Cull Unimportant Historical Figures ====<br />
<br />
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen. <br />
<br />
==== Reveal All Historical Events ====<br />
<br />
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. <br />
<br />
== Creature Parameters ==<br />
<br />
==== Maximum Natural Cave Size ====<br />
<br />
Determines the size and depth of caves formed by world-gen. Currently unknown what the number means and effects. May determine the number of caves period.<br />
<br />
==== Number of Mountain Caves ====<br />
<br />
Determines the number of caves to be placed in mountain regions. <br />
<br />
==== Number of Non-Mountain Caves ====<br />
<br />
Determines the number of caves to be placed in other regions.<br />
<br />
==== Make Caves Visible ====<br />
<br />
Makes caves visible on the world location selection screen.<br />
<br />
==== Number of Civilizations ====<br />
<br />
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. <br />
<br />
* Error Code: Not enough entity placement locations: Decrease the Number of Civilizations or move to a larger map size.<br />
<br />
==== Playable Civilization Required ====<br />
<br />
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.<br />
<br />
* Error Code: No controllable entity definitions available: Add some high (mountain) elevations to the map. Dwarf civ's will only appear on these tiles.<br />
<br />
= Experimenting with Parameters =<br />
<br />
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set<br />
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. <br />
<br />
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.<br />
<br />
[[Category:World]]<br />
[[Category:Guides]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Technical_tricks&diff=1465440d:Technical tricks2008-08-12T22:10:33Z<p>BahamutZERO: /* Viewport size */ added notes about curses_640x480 and curses_800x600 tile sizes because this is useful information for making the window the right size</p>
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<div>{{old|0.23.130.23a}}<br />
<br><br />
__TOC__<br />
== Overview ==<br />
In order to configure Dwarf Fortress to your liking you need to edit a text-file containing the settings, namely '''init.txt''', or the ''init file''.<br />
<br />
== Locating your configuration file ==<br />
Your configuration file is called ''init.txt'' and is stored in the ''[installation folder]\data\init'' folder ([installation folder] is the folder where you installed Dwarf Fortress).<br />
<br />
== Editing the configuration file ==<br />
You can edit the file with any text editor of your choice, Notepad works very well.<br />
<br />
== Settings ==<br />
There are a number of settings in Dwarf Fortress that you can alter to your liking:<br />
<br />
=== Sound ===<br />
*[SOUND:ON]<br />
Change this to ''OFF'' in order to turn off the sound and music.<br />
<br />
=== Intro ===<br />
*[INTRO:ON]<br />
Change this to ''OFF'' in order to skip the intro movies.<br />
<br />
===Windowed/Fullscreen===<br />
[WINDOWED:PROMPT]<br />
Can be YES, NO or PROMPT. YES sets the game to Windowed mode.<br />
<br />
===Viewport size===<br />
[GRID:80:25]<br />
This is the dimensions in tiles of the display grid. Minimum x is 80. Minimum y is 25. Maximums are 200. Make sure the window size or full screen resolution matches the grid/tile size if you don't want the display to be squashed or stretched. The default windowed font (curses_640x480.bmp) has tiles that are 8x12 pixels, for instance, so for a 80x25 grid, you use a 640x300 window, and for a 125x50 grid, you'd use a 1000x600 window. If you use the curses_800x600.bmp font, it has tiles that are 10x12 pixels.<br />
<br />
=== Screen sizes ===<br />
*[WINDOWEDX:640]<br />
*[WINDOWEDY:300]<br />
*[FONT:curses_640x300.bmp]<br />
This is the size and font for windowed mode. You can alter this however you want but please note that changing these values does not change the number of tiles displayed at once. To modify the number of tiles displayed at once you need to modify the GRID values in the previous section.<br />
<br />
In order to keep aspect ratio, multiply the value of WINDOWEDY with 2.133333333 to get the correct WINDOWEDX. You can also multiply WINDOWEDX with 0.46875 to get the correct WINDOWEDY value.<br />
<br />
You should change the font to ''curses_800x600.bmp'' if you increase the windowed size considerably. Despite the name, the font works both with 800x600 and 800x300 aspect ratios.<br />
<br />
Running in a 1280x600 window, using the 'curses_640x300.bmp' font, will give an evenly stretched font, and an almost square aspect ratio. For an even more square aspect ratio, try 1600x600 (or 800x300) with the 'curses_800x600.bmp' font.<br />
<br />
*[FULLSCREENX:800]<br />
*[FULLSCREENY:600]<br />
*[FULLFONT:curses_800x600.bmp]<br />
<br />
The same as above, only for fullscreen mode. Be sure you only use modes supported by your monitor!<br />
<br />
There are also several custom [[tilesets]] available on the wiki.<br />
<br />
=== The look of the game ===<br />
*[VARIED_GROUND_TILES:YES]<br />
Set this to ''NO'' in order to only have periods (.) as ground tiles. If set to ''YES'' the game will randomly use ,.`' to represent ground.<br />
<br />
*[EXTENDED_ASCII:YES]<br />
If you turn this off, you'll see some atrocious 128 character mode crap. There is no reason to turn this off.<br />
(As of at least v0.23.130.23a, this no longer appears to do anything.)<br />
<br />
*[GRAPHICS:NO]<br />
*[GRAPHICS_WINDOWEDX:1280]<br />
*[GRAPHICS_WINDOWEDY:400]<br />
*[GRAPHICS_FONT:curses_square_16x16.bmp]<br />
*[GRAPHICS_FULLSCREENX:1280]<br />
*[GRAPHICS_FULLSCREENY:800]<br />
*[GRAPHICS_FULLFONT:curses_square_16x16.bmp]<br />
*[GRAPHICS_BLACK_SPACE:YES]<br />
Graphics info, most of it as above. Set GRAPHICS to YES to turn it all on. This will use the "raw/graphics" folder for tile information. Currently this is limited to whatever creature graphics you have downloaded. The game comes with a few pictures to demonstrate.<br />
<br />
*[NICKNAME_DWARF:CENTRALIZE]<br />
*[NICKNAME_ADVENTURE:CENTRALIZE]<br />
*[NICKNAME_LEGENDS:CENTRALIZE]<br />
Use these settings to configure how nicknames are displayed in each mode of the game. REPLACE_FIRST replaces the first name of the dwarf with its nickname, CENTRALIZE puts the nickname between the first and last name of the dwarf and REPLACE_ALL replaces the original name completely with the nickname.<br />
<br />
*[SKY:178:3:0:0]<br />
This controls the display of areas that are far below outside. The format is SKY:<character>:<foreground color>:<background color>:<brightness>. The <character> can be either an ASCII tile number or a character in quotes, like '#'.<br />
<br />
*[CHASM:250:0:0:1]<br />
As above, for inside/subterranean areas.<br />
<br />
*[ENGRAVINGS_START_OBSCURED:NO]<br />
If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.<br />
<br />
*[SHOW_FLOW_AMOUNTS:NO]<br />
Set this to YES to display fluids as numbers indicating depth.<br />
<br />
=== Colors ===<br />
<br />
All the color values at the end of the ''init.txt'' file is used to control how the game represents that particular color. If you for instance alter [BLACK_R], [BLACK_G] and [BLACK_B] to 255 the color black will be represented by white in the game.<br />
<br />
You can replace your colors with any scheme you would like. There are a variety of pre-made schemes available on the [[color schemes]] page.<br />
<br />
=== Input ===<br />
* [KEY_HOLD_MS:150]<br />
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game. Increase this if the game seems to repeat your instructions even if you only (intended to) press the key once.<br />
<br />
Recent versions of the game have been tweaked to ignore repeat presses in most situations (outside of menus and scrolling), so this isn't so important now.<br />
<br />
If you do need to adjust this, do so in small increments. A change of 25-50 should be more than enough. Any more and you slow down your scrolling considerably.<br />
<br />
*[MORE:YES]<br />
*[DISPLAY_LENGTH:23]<br />
This controls "more" in adventure mode. If MORE is set to ''NO'', all announcements will be skipped. DISPLAY_LENGTH controls how many lines are printed before it gives you the "more" prompt.<br />
<br />
*[MOUSE:YES]<br />
Change this to NO if you don't want to have the mouse involved at all.<br />
<br />
=== Game Changers and Performance Enhancers ===<br />
For more detail on how to boost game speed through editing init.txt, see [[Maximizing framerate]].<br />
<br />
*[TEMPERATURE:YES]<br />
*[WEATHER:YES]<br />
*[ECONOMY:YES]<br />
*[INVADERS:YES]<br />
*[CAVEINS:YES]<br />
*[ARTIFACTS:YES]<br />
<br />
Do exactly what they say, turn on or off temp, weather, economy, invaders, caveins, and artifacts. It has been suggested to turn off Temperature and Weather for increased performance, as both do have every-frame calculations (temperatures are flows!)<br />
<br />
*[PATH_COST:1:2:5:25]<br />
Change these numbers to set the default weights for traffic designations. If you make the last numbers too large, pathfinding might lag.<br />
The format is (PATH_COST:<high>:<normal>:<low>:<restricted>).<br />
<br />
These can be changed in-game, this is just the default setting for new forts.<br />
<br />
*[G_FPS_CAP:50]<br />
Determines the rate at which changes in game state are updated to screen. This does not directly effect the underlying engine's actions (governed by FPS). However, lowering this value (say, to 10) may result in improved performance, but will lead to a choppier visual appearance. Systems with older video cards are likely to be most affected by this change.<br />
<br />
== Editing Creatures ==<br />
Check [[Creature_standard.txt]] for further information.<br />
[[Category:Guides]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Technical_tricks&diff=1465340d:Technical tricks2008-08-12T21:28:15Z<p>BahamutZERO: Added new section for the GRID parameters, modified description for window dimensions to reflect the new function.</p>
<hr />
<div>{{old|0.23.130.23a}}<br />
<br><br />
__TOC__<br />
== Overview ==<br />
In order to configure Dwarf Fortress to your liking you need to edit a text-file containing the settings, namely '''init.txt''', or the ''init file''.<br />
<br />
== Locating your configuration file ==<br />
Your configuration file is called ''init.txt'' and is stored in the ''[installation folder]\data\init'' folder ([installation folder] is the folder where you installed Dwarf Fortress).<br />
<br />
== Editing the configuration file ==<br />
You can edit the file with any text editor of your choice, Notepad works very well.<br />
<br />
== Settings ==<br />
There are a number of settings in Dwarf Fortress that you can alter to your liking:<br />
<br />
=== Sound ===<br />
*[SOUND:ON]<br />
Change this to ''OFF'' in order to turn off the sound and music.<br />
<br />
=== Intro ===<br />
*[INTRO:ON]<br />
Change this to ''OFF'' in order to skip the intro movies.<br />
<br />
===Windowed/Fullscreen===<br />
[WINDOWED:PROMPT]<br />
Can be YES, NO or PROMPT. YES sets the game to Windowed mode.<br />
<br />
===Viewport size===<br />
[GRID:80:25]<br />
This is the dimensions in tiles of the display grid. Minimum x is 80. Minimum y is 25. Maximums are 200. Make sure the window size or full screen resolution matches the grid/tile size if you don't want the display to be squashed or stretched. The default windowed font has tiles that are 8x12 pixels, for instance, so for a 80x25 grid, you use a 640x300 window, and for a 125x50 grid, you'd use a 1000x600 window.<br />
<br />
=== Screen sizes ===<br />
*[WINDOWEDX:640]<br />
*[WINDOWEDY:300]<br />
*[FONT:curses_640x300.bmp]<br />
This is the size and font for windowed mode. You can alter this however you want but please note that changing these values does not change the number of tiles displayed at once. To modify the number of tiles displayed at once you need to modify the GRID values in the previous section.<br />
<br />
In order to keep aspect ratio, multiply the value of WINDOWEDY with 2.133333333 to get the correct WINDOWEDX. You can also multiply WINDOWEDX with 0.46875 to get the correct WINDOWEDY value.<br />
<br />
You should change the font to ''curses_800x600.bmp'' if you increase the windowed size considerably. Despite the name, the font works both with 800x600 and 800x300 aspect ratios.<br />
<br />
Running in a 1280x600 window, using the 'curses_640x300.bmp' font, will give an evenly stretched font, and an almost square aspect ratio. For an even more square aspect ratio, try 1600x600 (or 800x300) with the 'curses_800x600.bmp' font.<br />
<br />
*[FULLSCREENX:800]<br />
*[FULLSCREENY:600]<br />
*[FULLFONT:curses_800x600.bmp]<br />
<br />
The same as above, only for fullscreen mode. Be sure you only use modes supported by your monitor!<br />
<br />
There are also several custom [[tilesets]] available on the wiki.<br />
<br />
=== The look of the game ===<br />
*[VARIED_GROUND_TILES:YES]<br />
Set this to ''NO'' in order to only have periods (.) as ground tiles. If set to ''YES'' the game will randomly use ,.`' to represent ground.<br />
<br />
*[EXTENDED_ASCII:YES]<br />
If you turn this off, you'll see some atrocious 128 character mode crap. There is no reason to turn this off.<br />
(As of at least v0.23.130.23a, this no longer appears to do anything.)<br />
<br />
*[GRAPHICS:NO]<br />
*[GRAPHICS_WINDOWEDX:1280]<br />
*[GRAPHICS_WINDOWEDY:400]<br />
*[GRAPHICS_FONT:curses_square_16x16.bmp]<br />
*[GRAPHICS_FULLSCREENX:1280]<br />
*[GRAPHICS_FULLSCREENY:800]<br />
*[GRAPHICS_FULLFONT:curses_square_16x16.bmp]<br />
*[GRAPHICS_BLACK_SPACE:YES]<br />
Graphics info, most of it as above. Set GRAPHICS to YES to turn it all on. This will use the "raw/graphics" folder for tile information. Currently this is limited to whatever creature graphics you have downloaded. The game comes with a few pictures to demonstrate.<br />
<br />
*[NICKNAME_DWARF:CENTRALIZE]<br />
*[NICKNAME_ADVENTURE:CENTRALIZE]<br />
*[NICKNAME_LEGENDS:CENTRALIZE]<br />
Use these settings to configure how nicknames are displayed in each mode of the game. REPLACE_FIRST replaces the first name of the dwarf with its nickname, CENTRALIZE puts the nickname between the first and last name of the dwarf and REPLACE_ALL replaces the original name completely with the nickname.<br />
<br />
*[SKY:178:3:0:0]<br />
This controls the display of areas that are far below outside. The format is SKY:<character>:<foreground color>:<background color>:<brightness>. The <character> can be either an ASCII tile number or a character in quotes, like '#'.<br />
<br />
*[CHASM:250:0:0:1]<br />
As above, for inside/subterranean areas.<br />
<br />
*[ENGRAVINGS_START_OBSCURED:NO]<br />
If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.<br />
<br />
*[SHOW_FLOW_AMOUNTS:NO]<br />
Set this to YES to display fluids as numbers indicating depth.<br />
<br />
=== Colors ===<br />
<br />
All the color values at the end of the ''init.txt'' file is used to control how the game represents that particular color. If you for instance alter [BLACK_R], [BLACK_G] and [BLACK_B] to 255 the color black will be represented by white in the game.<br />
<br />
You can replace your colors with any scheme you would like. There are a variety of pre-made schemes available on the [[color schemes]] page.<br />
<br />
=== Input ===<br />
* [KEY_HOLD_MS:150]<br />
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game. Increase this if the game seems to repeat your instructions even if you only (intended to) press the key once.<br />
<br />
Recent versions of the game have been tweaked to ignore repeat presses in most situations (outside of menus and scrolling), so this isn't so important now.<br />
<br />
If you do need to adjust this, do so in small increments. A change of 25-50 should be more than enough. Any more and you slow down your scrolling considerably.<br />
<br />
*[MORE:YES]<br />
*[DISPLAY_LENGTH:23]<br />
This controls "more" in adventure mode. If MORE is set to ''NO'', all announcements will be skipped. DISPLAY_LENGTH controls how many lines are printed before it gives you the "more" prompt.<br />
<br />
*[MOUSE:YES]<br />
Change this to NO if you don't want to have the mouse involved at all.<br />
<br />
=== Game Changers and Performance Enhancers ===<br />
For more detail on how to boost game speed through editing init.txt, see [[Maximizing framerate]].<br />
<br />
*[TEMPERATURE:YES]<br />
*[WEATHER:YES]<br />
*[ECONOMY:YES]<br />
*[INVADERS:YES]<br />
*[CAVEINS:YES]<br />
*[ARTIFACTS:YES]<br />
<br />
Do exactly what they say, turn on or off temp, weather, economy, invaders, caveins, and artifacts. It has been suggested to turn off Temperature and Weather for increased performance, as both do have every-frame calculations (temperatures are flows!)<br />
<br />
*[PATH_COST:1:2:5:25]<br />
Change these numbers to set the default weights for traffic designations. If you make the last numbers too large, pathfinding might lag.<br />
The format is (PATH_COST:<high>:<normal>:<low>:<restricted>).<br />
<br />
These can be changed in-game, this is just the default setting for new forts.<br />
<br />
*[G_FPS_CAP:50]<br />
Determines the rate at which changes in game state are updated to screen. This does not directly effect the underlying engine's actions (governed by FPS). However, lowering this value (say, to 10) may result in improved performance, but will lead to a choppier visual appearance. Systems with older video cards are likely to be most affected by this change.<br />
<br />
== Editing Creatures ==<br />
Check [[Creature_standard.txt]] for further information.<br />
[[Category:Guides]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=Main_Page&diff=124Main Page2008-05-17T19:18:45Z<p>BahamutZERO: updated penny-arcade forum thread link for new thread</p>
<hr />
<div><h1 style="text-align: center; margin-top: 1em">The Dwarf Fortress Wiki</h1><br />
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Welcome to the Dwarf Fortress Wiki! This is a collection of user-submitted guides, information and advice for the Roguelike game [http://www.bay12games.com/dwarves/ "Dwarf Fortress"]. Dwarf Fortress is a Mac and Windows game (though it can be played on other systems using Wine), developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, a distinct, randomly-generated world (complete with terrain, wildlife and legends), gruesome combat mechanics and vicious schools of [[carp]].<br />
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{| style="width: 100%; background: #fdc; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; text-align: center"<br />
|+ style="color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em" | '''New to Dwarf Fortress?'''<br />
|-<br />
| style="width: 33%" | [[:Dwarf Fortress:About|About Dwarf Fortress]]<br />
| style="width: 33%" | '''[[:Category:Guides|Tutorials and guides]]''' <!-- this is here since no good page has been written for it yet, but it should be replaced by a non-category page eventually once the list of tutorials and guides is more complete --><br />
| style="width: 33%" | [[Starting builds]]<br />
|-<br />
| style="width: 33%" | [[Frequently Asked Questions]]<br />
| style="witdh: 33%" | * [[Your first fortress]] *<br />
| style="width: 33%" | [[Pregenerated worlds|Seeds and Pregenerated Worlds]]<br />
|-<br />
| style="width: 33%" | [[Important advice]]<br />
| style="width: 33%" | * [[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial]] *<br />
| style="width: 33%" | [[Quickstart guide]] (older)<br />
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{| style="width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em"<br />
|+ style="color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em" | '''Playing Dwarf Fortress'''<br />
|-<br />
| style="witdh: 50%" | [[Dwarf Fortress mode|Fortress mode]]<br />
| style="witdh: 50%" | [[Adventure mode]]<br />
|-<br />
| style="witdh: 50%" | [[Reclaim fortress mode|Reclaim fortress]]<br />
| style="witdh: 50%" | [[Legends]]<br />
|-<br />
| style="witdh: 50%" | [[Design strategies]]<br />
| style="witdh: 50%" | [[Local map features]]<br />
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| style="witdh: 50%" | [[:Category:Bloodline_Games|Bloodline games]]<br />
| style="witdh: 50%" | [[Stories]]<br />
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{| style="width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em"<br />
|+ style="color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em" | '''Gameplay elements'''<br />
|-<br />
| style="width: 50%" | [[Activity zone]]s<br />
| style="width: 50%" | [[Farming]]<br />
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| style="width: 50%" | [[Building]]<br />
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|+ style="color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em" | '''Wiki articles by category'''<br />
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|+ style="color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center" | '''Links'''<br />
|- <br />
! style="text-align: left; padding: 0.1em 0.5em" | Forums:<br />
| [http://www.bay12games.com/cgi-local/ultimatebb.cgi?&category=3 Official Forums], [http://forums.somethingawful.com/showthread.php?threadid=2677834 Something Awful Thread], [http://forums.penny-arcade.com/showthread.php?t=58103 Penny-Arcade Thread], [http://forums.facepunchstudios.com/showthread.php?t=517568 Facepunch Studios Thread], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/783000928831 Ars Technica Thread]<br />
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! style="text-align: left; padding: 0.1em 0.5em" | IRC Channels:<br />
| [irc://irc.worldirc.org/bay12games #bay12games] on worldirc.org, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org<br />
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! style="text-align: left; padding: 0.1em 0.5em" | Useful Links:<br />
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)]<br />
|-<br />
|}<br />
[[ru:Заглавная страница]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Fanciful&diff=4044640d:Fanciful2008-05-17T19:02:02Z<p>BahamutZERO: Fixed up the article with correct information.</p>
<hr />
<div>A '''fanciful''' creature is a creature which is not generated normally as part of the game world. They appear in [[engraving]]s and other works of [[art]]. Some fanciful creatures are actually encountered in the game, but they may only appear in special circumstances. Examples of these are some of the targets of [[quest]]s in [[adventure mode]], or the [[megabeast]]s which occasionally attack you in [[fortress mode]].<br />
<br />
Fanciful creatures in the game object data are defined by either the [FANCIFUL] or [MAGICAL] tokens.<br />
<br />
==Fanciful creatures which can be encountered==<br />
<br />
*[[Cyclops]]<br />
*[[Ettin]]<br />
*[[Giant]]<br />
*[[Minotaur]]<br />
*[[Bronze colossus]]<br />
*[[Dragon]]<br />
*[[Hydra]]<br />
*[[Titan]]<br />
<br />
==Fanciful creatures which seem to not actually exist==<br />
<br />
* [[Wizard]]<br />
* [[Chimera]]<br />
* [[Centaur]]<br />
* [[Griffon]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&diff=2905440d Talk:Dragon2008-05-17T02:36:09Z<p>BahamutZERO: /* They're [FANCIFUL]...? */</p>
<hr />
<div>= Tameable? =<br />
<br />
Are Dragons tameable in this version? Supposedly they were in the previous version, but I am not sure. [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)<br />
<br />
If you see a Hyrda in a fortress, will a Dragon ever appear, or will you forever see Hyrdas going forward? [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)<br />
<br />
: Yes, they can be tamed once you get the [[dungeon master]], just like before. --[[User:JT|JT]] 18:43, 24 November 2007 (EST)<br />
:: What about multiple types of megabeasts showing up? Or is it "once a hyrda, always a hydra?"<br />
::: I had both a hydra and bronze colossus show up in the same fort [[User:Coelocanth|Coelocanth]]<br />
::: I had a Dragon, and then 3 months later a hydra show up as well. PS: I edited your comment. --[[User:Gotthard|Gotthard]] 11:08, 10 December 2007 (EST)<br />
::::So far I'm 15 years into my fortress and I've had 3 Bronze Collusi, 2 Hydras, 1 Titan and 1 Dragon. I've tossed them all into a pit which I drop sieging armies into for my amusment... [[User:XRsyst|XRsyst]] 22:55, May 15 2008 (PDT)<br />
<br />
=Disappointment=<br />
I was pretty disappointed with my first Dragon. It came during a goblin siege, and proceeded to make a bee line for them. The first goblin bolt grounded it as unconscious, and the second killed it. Highly anticlimactic, it didn't even singe anything. Would be nice if they were somewhat threatening. --Gotthard 13:50, 3 December 2007 (EST)<br />
:This is not a problem with dragons, it's a recuring problem from ranged weapons. Did you ever try to send champions against a horde of bowmen? They'd die just as easily as recruits... --[[User:Eagle of Fire|Eagle of Fire]] 14:30, 3 December 2007 (EST)<br />
::I would say it is somewhat a problem with megabeasts in general, though. Someone actually mentioned this to me in another context the other day, but megabeasts really need to have some special mechanics for them if they're going to be very mega.--[[User:Qalnor|Qalnor]] 15:01, 3 December 2007 (EST)<br />
::If I read the raws correctly, it just looks like his only attack is a bite (with a good damage of 1-6). Shouldn't he have a tail swipe, or a wing buffet to complement his fire breathing ability? Perhaps an increased resistance to ranged attacks, although armor doesn't seem to do much to piercing damage. Very irritating. --Gotthard 17:21, 3 December 2007 (EST)<br />
<br />
A dragon raided my village, burning everything above ground. The flames consumed everything. Including the dragon itself. --[[User:Sebbekai|Sebbekai]] 16:31, 5 April 2008 (EDT)<br />
:err... it burned itself to death? Are you sure? Because if you look at the object data for dragons in this article, it has the [FIREIMMUNE_SUPER] tag... --[[User:BahamutZERO|BahamutZERO]] 22:17, 16 May 2008 (EDT)<br />
<br />
=Tiny?=<br />
Dragons can enter dwarf homes? That's a bit odd. A five story tall dragon probably should be a bit taller then the four-or-so foot dwarves. I'd imagine elves have a hard enough time as is. [[User:Minalkra|Minalkra]] 01:20, 2 May 2008 (EDT)<br />
<br />
== Burning items ... ==<br />
<br />
IMO the easiest way of dealing with fire breath is: Options -> Only military allowed outside.<br />
<br />
Setting this ON as soon as the dragon arrives will result in dwarves not doing much (or more precisely cancelling any task that paths them outside), but should also prevent dwarves from picking up burning items (providing you kill the dragon while it's still outside the fortress.)<br />
<br />
== They're [FANCIFUL]...? ==<br />
<br />
I just noticed the object data for dragons has the [FANCIFUL] tag. I had been led to believe by [[Fanciful|this article]] that this tag was for creatures that were just mythical and didn't actually spawn in the game. But dragons certainly do spawn in the game. Is that article wrong or what? --[[User:BahamutZERO|BahamutZERO]] 22:26, 16 May 2008 (EDT)<br />
:I think this makes dragons not spawn normally. Instead, they spawn when it's time for a dragon attack. --[[User:GreyMario|GreyMaria]] 22:32, 16 May 2008 (EDT)<br />
::Ah, I just looked at the other megabeasts, and they have the tag too, along with the demons. So that's probably why. The [FANCIFUL] article is still somewhat wrong or misleading though. --[[User:BahamutZERO|BahamutZERO]] 22:36, 16 May 2008 (EDT)</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&diff=2905240d Talk:Dragon2008-05-17T02:26:00Z<p>BahamutZERO: /* They're [FANCIFUL]...? */ curse you signiture!</p>
<hr />
<div>= Tameable? =<br />
<br />
Are Dragons tameable in this version? Supposedly they were in the previous version, but I am not sure. [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)<br />
<br />
If you see a Hyrda in a fortress, will a Dragon ever appear, or will you forever see Hyrdas going forward? [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)<br />
<br />
: Yes, they can be tamed once you get the [[dungeon master]], just like before. --[[User:JT|JT]] 18:43, 24 November 2007 (EST)<br />
:: What about multiple types of megabeasts showing up? Or is it "once a hyrda, always a hydra?"<br />
::: I had both a hydra and bronze colossus show up in the same fort [[User:Coelocanth|Coelocanth]]<br />
::: I had a Dragon, and then 3 months later a hydra show up as well. PS: I edited your comment. --[[User:Gotthard|Gotthard]] 11:08, 10 December 2007 (EST)<br />
::::So far I'm 15 years into my fortress and I've had 3 Bronze Collusi, 2 Hydras, 1 Titan and 1 Dragon. I've tossed them all into a pit which I drop sieging armies into for my amusment... [[User:XRsyst|XRsyst]] 22:55, May 15 2008 (PDT)<br />
<br />
=Disappointment=<br />
I was pretty disappointed with my first Dragon. It came during a goblin siege, and proceeded to make a bee line for them. The first goblin bolt grounded it as unconscious, and the second killed it. Highly anticlimactic, it didn't even singe anything. Would be nice if they were somewhat threatening. --Gotthard 13:50, 3 December 2007 (EST)<br />
:This is not a problem with dragons, it's a recuring problem from ranged weapons. Did you ever try to send champions against a horde of bowmen? They'd die just as easily as recruits... --[[User:Eagle of Fire|Eagle of Fire]] 14:30, 3 December 2007 (EST)<br />
::I would say it is somewhat a problem with megabeasts in general, though. Someone actually mentioned this to me in another context the other day, but megabeasts really need to have some special mechanics for them if they're going to be very mega.--[[User:Qalnor|Qalnor]] 15:01, 3 December 2007 (EST)<br />
::If I read the raws correctly, it just looks like his only attack is a bite (with a good damage of 1-6). Shouldn't he have a tail swipe, or a wing buffet to complement his fire breathing ability? Perhaps an increased resistance to ranged attacks, although armor doesn't seem to do much to piercing damage. Very irritating. --Gotthard 17:21, 3 December 2007 (EST)<br />
<br />
A dragon raided my village, burning everything above ground. The flames consumed everything. Including the dragon itself. --[[User:Sebbekai|Sebbekai]] 16:31, 5 April 2008 (EDT)<br />
:err... it burned itself to death? Are you sure? Because if you look at the object data for dragons in this article, it has the [FIREIMMUNE_SUPER] tag... --[[User:BahamutZERO|BahamutZERO]] 22:17, 16 May 2008 (EDT)<br />
<br />
=Tiny?=<br />
Dragons can enter dwarf homes? That's a bit odd. A five story tall dragon probably should be a bit taller then the four-or-so foot dwarves. I'd imagine elves have a hard enough time as is. [[User:Minalkra|Minalkra]] 01:20, 2 May 2008 (EDT)<br />
<br />
== Burning items ... ==<br />
<br />
IMO the easiest way of dealing with fire breath is: Options -> Only military allowed outside.<br />
<br />
Setting this ON as soon as the dragon arrives will result in dwarves not doing much (or more precisely cancelling any task that paths them outside), but should also prevent dwarves from picking up burning items (providing you kill the dragon while it's still outside the fortress.)<br />
<br />
== They're [FANCIFUL]...? ==<br />
<br />
I just noticed the object data for dragons has the [FANCIFUL] tag. I had been led to believe by [[Fanciful|this article]] that this tag was for creatures that were just mythical and didn't actually spawn in the game. But dragons certainly do spawn in the game. Is that article wrong or what? --[[User:BahamutZERO|BahamutZERO]] 22:26, 16 May 2008 (EDT)</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&diff=2905140d Talk:Dragon2008-05-17T02:25:26Z<p>BahamutZERO: They're [FANCIFUL]...?</p>
<hr />
<div>= Tameable? =<br />
<br />
Are Dragons tameable in this version? Supposedly they were in the previous version, but I am not sure. [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)<br />
<br />
If you see a Hyrda in a fortress, will a Dragon ever appear, or will you forever see Hyrdas going forward? [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)<br />
<br />
: Yes, they can be tamed once you get the [[dungeon master]], just like before. --[[User:JT|JT]] 18:43, 24 November 2007 (EST)<br />
:: What about multiple types of megabeasts showing up? Or is it "once a hyrda, always a hydra?"<br />
::: I had both a hydra and bronze colossus show up in the same fort [[User:Coelocanth|Coelocanth]]<br />
::: I had a Dragon, and then 3 months later a hydra show up as well. PS: I edited your comment. --[[User:Gotthard|Gotthard]] 11:08, 10 December 2007 (EST)<br />
::::So far I'm 15 years into my fortress and I've had 3 Bronze Collusi, 2 Hydras, 1 Titan and 1 Dragon. I've tossed them all into a pit which I drop sieging armies into for my amusment... [[User:XRsyst|XRsyst]] 22:55, May 15 2008 (PDT)<br />
<br />
=Disappointment=<br />
I was pretty disappointed with my first Dragon. It came during a goblin siege, and proceeded to make a bee line for them. The first goblin bolt grounded it as unconscious, and the second killed it. Highly anticlimactic, it didn't even singe anything. Would be nice if they were somewhat threatening. --Gotthard 13:50, 3 December 2007 (EST)<br />
:This is not a problem with dragons, it's a recuring problem from ranged weapons. Did you ever try to send champions against a horde of bowmen? They'd die just as easily as recruits... --[[User:Eagle of Fire|Eagle of Fire]] 14:30, 3 December 2007 (EST)<br />
::I would say it is somewhat a problem with megabeasts in general, though. Someone actually mentioned this to me in another context the other day, but megabeasts really need to have some special mechanics for them if they're going to be very mega.--[[User:Qalnor|Qalnor]] 15:01, 3 December 2007 (EST)<br />
::If I read the raws correctly, it just looks like his only attack is a bite (with a good damage of 1-6). Shouldn't he have a tail swipe, or a wing buffet to complement his fire breathing ability? Perhaps an increased resistance to ranged attacks, although armor doesn't seem to do much to piercing damage. Very irritating. --Gotthard 17:21, 3 December 2007 (EST)<br />
<br />
A dragon raided my village, burning everything above ground. The flames consumed everything. Including the dragon itself. --[[User:Sebbekai|Sebbekai]] 16:31, 5 April 2008 (EDT)<br />
:err... it burned itself to death? Are you sure? Because if you look at the object data for dragons in this article, it has the [FIREIMMUNE_SUPER] tag... --[[User:BahamutZERO|BahamutZERO]] 22:17, 16 May 2008 (EDT)<br />
<br />
=Tiny?=<br />
Dragons can enter dwarf homes? That's a bit odd. A five story tall dragon probably should be a bit taller then the four-or-so foot dwarves. I'd imagine elves have a hard enough time as is. [[User:Minalkra|Minalkra]] 01:20, 2 May 2008 (EDT)<br />
<br />
== Burning items ... ==<br />
<br />
IMO the easiest way of dealing with fire breath is: Options -> Only military allowed outside.<br />
<br />
Setting this ON as soon as the dragon arrives will result in dwarves not doing much (or more precisely cancelling any task that paths them outside), but should also prevent dwarves from picking up burning items (providing you kill the dragon while it's still outside the fortress.)<br />
<br />
== They're [FANCIFUL]...? ==<br />
<br />
I just noticed the object data for dragons has the [FANCIFUL] tag. I had been led to believe by [[Fanciful|this article]] that this tag was for creatures that were just mythical and didn't actually spawn in the game. But dragons certainly do spawn in the game. Is that article wrong or what?</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&diff=2905040d Talk:Dragon2008-05-17T02:17:32Z<p>BahamutZERO: /* Disappointment */</p>
<hr />
<div>= Tameable? =<br />
<br />
Are Dragons tameable in this version? Supposedly they were in the previous version, but I am not sure. [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)<br />
<br />
If you see a Hyrda in a fortress, will a Dragon ever appear, or will you forever see Hyrdas going forward? [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)<br />
<br />
: Yes, they can be tamed once you get the [[dungeon master]], just like before. --[[User:JT|JT]] 18:43, 24 November 2007 (EST)<br />
:: What about multiple types of megabeasts showing up? Or is it "once a hyrda, always a hydra?"<br />
::: I had both a hydra and bronze colossus show up in the same fort [[User:Coelocanth|Coelocanth]]<br />
::: I had a Dragon, and then 3 months later a hydra show up as well. PS: I edited your comment. --[[User:Gotthard|Gotthard]] 11:08, 10 December 2007 (EST)<br />
::::So far I'm 15 years into my fortress and I've had 3 Bronze Collusi, 2 Hydras, 1 Titan and 1 Dragon. I've tossed them all into a pit which I drop sieging armies into for my amusment... [[User:XRsyst|XRsyst]] 22:55, May 15 2008 (PDT)<br />
<br />
=Disappointment=<br />
I was pretty disappointed with my first Dragon. It came during a goblin siege, and proceeded to make a bee line for them. The first goblin bolt grounded it as unconscious, and the second killed it. Highly anticlimactic, it didn't even singe anything. Would be nice if they were somewhat threatening. --Gotthard 13:50, 3 December 2007 (EST)<br />
:This is not a problem with dragons, it's a recuring problem from ranged weapons. Did you ever try to send champions against a horde of bowmen? They'd die just as easily as recruits... --[[User:Eagle of Fire|Eagle of Fire]] 14:30, 3 December 2007 (EST)<br />
::I would say it is somewhat a problem with megabeasts in general, though. Someone actually mentioned this to me in another context the other day, but megabeasts really need to have some special mechanics for them if they're going to be very mega.--[[User:Qalnor|Qalnor]] 15:01, 3 December 2007 (EST)<br />
::If I read the raws correctly, it just looks like his only attack is a bite (with a good damage of 1-6). Shouldn't he have a tail swipe, or a wing buffet to complement his fire breathing ability? Perhaps an increased resistance to ranged attacks, although armor doesn't seem to do much to piercing damage. Very irritating. --Gotthard 17:21, 3 December 2007 (EST)<br />
<br />
A dragon raided my village, burning everything above ground. The flames consumed everything. Including the dragon itself. --[[User:Sebbekai|Sebbekai]] 16:31, 5 April 2008 (EDT)<br />
:err... it burned itself to death? Are you sure? Because if you look at the object data for dragons in this article, it has the [FIREIMMUNE_SUPER] tag... --[[User:BahamutZERO|BahamutZERO]] 22:17, 16 May 2008 (EDT)<br />
<br />
=Tiny?=<br />
Dragons can enter dwarf homes? That's a bit odd. A five story tall dragon probably should be a bit taller then the four-or-so foot dwarves. I'd imagine elves have a hard enough time as is. [[User:Minalkra|Minalkra]] 01:20, 2 May 2008 (EDT)<br />
<br />
== Burning items ... ==<br />
<br />
IMO the easiest way of dealing with fire breath is: Options -> Only military allowed outside.<br />
<br />
Setting this ON as soon as the dragon arrives will result in dwarves not doing much (or more precisely cancelling any task that paths them outside), but should also prevent dwarves from picking up burning items (providing you kill the dragon while it's still outside the fortress.)</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=User_talk:BahamutZERO&diff=14979User talk:BahamutZERO2008-05-16T04:09:22Z<p>BahamutZERO: </p>
<hr />
<div>Welcome to this wiki! Especially so since we're rather small, we're very glad to have you here.<br><br />
Since we request that you try to follow DFwiki standards, I've made a list of guidelines to follow:<br><br />
* To let us know who you are, please sign your posts on discussion pages by typing "<nowiki>--~~~~</nowiki>" after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if Javascript is enabled.<br />
* Avoid making a dozen small edits to a page, and instead make one large edit. This makes the history of the page a lot easier to read and avoids cluttering the Recent changes page.<br />
* When making comments on a talk page, if you are replying to a comment, use one more indent than the comment you are replying to. As indents are created with :'s at the begining of line, you'd use ::::: at the begining if you were replying to a 4-indent comment.<br />
--[[User:Savok|Savok]] 11:07, 2 November 2007 (EDT)<br />
:Will do. Sorry about the edit spam occasionally, I sometimes forgot to add the signiture line or saw a typo and etc... I'll try to proofread my edits more from now on. --[[User:BahamutZERO|BahamutZERO]] 12:09, 2 November 2007 (EDT)<br />
<br />
Hi BahamutZERO, welcome to DF and the wiki. I spend ages selecting a site as well, I've spent well over an hour just planning my starting location and resource list before journeying off. --[[User:Markavian|Markavian]]<br />
:Actually I've been around the wiki since the first 3d version, I just thought to give myself a user page now. :P --[[User:BahamutZERO|BahamutZERO]] 00:08, 16 May 2008 (EDT)</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=User_talk:BahamutZERO&diff=14978User talk:BahamutZERO2008-05-16T04:08:50Z<p>BahamutZERO: </p>
<hr />
<div>Welcome to this wiki! Especially so since we're rather small, we're very glad to have you here.<br><br />
Since we request that you try to follow DFwiki standards, I've made a list of guidelines to follow:<br><br />
* To let us know who you are, please sign your posts on discussion pages by typing "<nowiki>--~~~~</nowiki>" after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if Javascript is enabled.<br />
* Avoid making a dozen small edits to a page, and instead make one large edit. This makes the history of the page a lot easier to read and avoids cluttering the Recent changes page.<br />
* When making comments on a talk page, if you are replying to a comment, use one more indent than the comment you are replying to. As indents are created with :'s at the begining of line, you'd use ::::: at the begining if you were replying to a 4-indent comment.<br />
--[[User:Savok|Savok]] 11:07, 2 November 2007 (EDT)<br />
:Will do. Sorry about the edit spam occasionally, I sometimes forgot to add the signiture line or saw a typo and etc... I'll try to proofread my edits more from now on. --[[User:BahamutZERO|BahamutZERO]] 12:09, 2 November 2007 (EDT)<br />
<br />
Hi BahamutZERO, welcome to DF and the wiki. I spend ages selecting a site as well, I've spent well over an hour just planning my starting location and resource list before journeying off. --[[User:Markavian|Markavian]]<br />
:Actually I've been around the wiki since the first 3d version, I just thought gave myself a user page now. :P --[[User:BahamutZERO|BahamutZERO]] 00:08, 16 May 2008 (EDT)</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&diff=1104640d:Your first fortress2008-05-16T02:36:51Z<p>BahamutZERO: /* Digging */ rephrased note about digging up stairs</p>
<hr />
<div>This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarves]] alive. If you have unanswered questions or find given details confusing, please tell us so on the [[Talk:Your_first_fortress|discussion page]]! Above all else, always remember the [[Dwarf Fortress]] motto: "Losing is fun!"<br />
<br />
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations. It is also deliberately terse. For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.<br />
<br />
== Generating a world ==<br />
<br />
The first thing you'll want to do when starting Dwarf Fortress is [[World generation |create a world]]. You have two options: Create a fractally-generated random world or re-create one of the [[pregenerated worlds]] using a specific seed. <br />
<br />
However, for new players it is recommended that you create a random world using the '''STANDARD''' template, so just hit {{k|Enter}} to continue. The engine will then start to create a random world for you. You might notice that worlds are rejected before the engine continues with rivers and lakes. The rejections are normal engine behaviour, since it rejects the random generated world if it doesn't meet certain criteria.<br />
<br />
Generating a random world with the standard template may take a long time on most machines. If you want to jump right into playing, you should probably choose Design New World with Parameters instead of Create New World Now! and pick a small or pocket-sized world instead of a standard-sized world.<br />
<br />
(Once you've gotten down the basics, you can return to the world generation screen and experiment with all of the options and create a world using one of the other techniques mentioned above.)<br />
<br />
See the article on [[world generation]] for a complete guide to the world generation screen.<br />
<br />
== Choosing a location ==<br />
<br />
=== The interface ===<br />
<br />
If you have at least one world without an active fortress, you will be able to choose "Start Playing" from the main menu. Chose "Dwarf Fortress" and you'll see a four-section window looking something like:<br />
<br />
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]<br />
<br />
You can move around the region map with {{k|←}}{{k|↑}}{{k|→}}{{k|↓}}, or at 10x speed with {{k|Shift}}+{{k|←}}{{k|↑}}{{k|→}}{{k|↓}}. The region map is immense, at the default size, so there is also a world map that shows you where you are in the world.<br />
<br />
Your next goal will be choosing the starting location for your fortress.<br />
<br />
=== Your surroundings ===<br />
<br />
You can discern a lot of information by scrolling through the various modes. The interface has five modes which you cycle through by pressing {{k|TAB}}. In turn, they display:<br />
<br />
# [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[Animal|wildlife]] at the center of the selection rectangle. Look at the example picture again. Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's true only for the exact center of the local area: You'll notice that the local area includes some of both on the edges, which is often all you need. You can view the different types of [[biomes]] in the selected area by hitting the {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} keys.<br />
# Nearby [[civilization]]s that are capable of interacting with you. (Other settlements are shown with various symbols on the regional map.) You will want to be in contact with dwarves to get [[immigrant]]s and a dwarven trading caravan; you'll also want to trade with [[human]]s and [[elves]] if possible. [[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island and you will be attacked by Goblins some point in the game anyway. Just don't set up your first fortress in their area.<br />
# Your dwarven civilization. Your choice of civilization may have an effect on [[trade]] and [[immigration]].{{verify}} For instance, one civilization might have access to certain [[meat]], whereas another might not. Ignore this for now.<br />
# Relative [[elevation]] and <br />
# [[Slope]] steepness. These final two modes let you guess at the shape of the land. Try to avoid [[cliff]]s of 4 or more. A good elevation map contains lots low elevation changes ranging from 1 to 4.<br />
<br />
==== Location, Location, Location ====<br />
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:<br />
<br />
* Lots of trees and vegetation are good for producing food and lumber for your fortress.<br />
* Running water = permanent source of water. Lakes and pools have a finite amount of water and may dry out.<br />
* A temperate climate is one that experiences all four seasons. '''Hot''' and '''Freezing''' climates take those temperatures to the extreme. Just like in the real world, it is more difficult to sustain life (and therefore, your fortress) in these conditions.<br />
<br />
* Try to stay away from locations that are labeled "terrifying." Also, starting out in the middle of a goblin fortress is not a good idea.<br />
* Magma is nice, but not necessary. And with magma comes Magma men and other such frightful creatures.<br />
* Areas with [[Aquifers]] require some engineering to get to rock. You'll be warned if you chose an area with an aquifer. When in doubt, don't try it.<br />
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!<br />
<br />
The following are things you'll probably want to ensure you have access to for a mature fortress:<br />
<br />
*A [[Sedimentary layer]] - lets face it, a dwarven fortress without iron is going to have it pretty rough if it intends to make a military. And while hematite can occur in some igneous layers, magnetite and limonite only occur in sedimentary, and magnetite occurs in much greater quantities than the other two. Further, you will have no access to coal without sedimentary rocks, and if you chose a site without magma you will need coal to have a smoothly running metal industry - burning trees for fuel is less efficient and while manageable if you have lots of wood, it is more burdensome.<br />
*[[Flux]] - marble, dolomite, limestone, and chalk are all layer forming stones and will show up on the embark screen as a stone layer. The last 3 are also sedimentary - nifty! Calcite, the only other flux stone, only appears within other flux stones. If you don't see one of these layers, you won't have flux, and your ability to produce steel will be extremely limited.<br />
*[[Sand]] - you'll need it to make glass. You cannot trade for sand, nor can you trade for raw glass. Sand also means you have soil, which removes the need for irrigation to start farming.<br />
<br />
==== Fortress size ====<br />
Once you've decided on location, you need to decide the size of your fortress area. Advantages of requesting a large local area include more raw materials, greater diversity of [[rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include slower game performance, higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front [[gate]]. (Note that you can [[mine]] many levels deep into the ground, and even a 3x3 area generally contains more raw materials than you're ever likely to need.)<br />
<br />
You can adjust the size of your fort's area by using {{k|SHIFT}} + the {{k|h}} {{k|k}} {{k|u}} or {{k|m}}keys.<br />
<br />
=== Embark ===<br />
<br />
When done, hit {{k|e}} to embark. A warning may appear if you've chosen a challenging site.<br />
<br />
== Buying skills and items ==<br />
<!-- I've written this build carefully. While it does need improvement, please give a reason if you change it. --Savok --><br />
You'll now have the choice of playing with the default setup or of preparing for the journey carefully. We're going to do the latter, because we'd like to stay alive.<br />
<br />
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.<br />
<br />
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several possibilities, if you don't like the one here.<br />
<br />
=== Skills ===<br />
<br />
The [[iron]] [[anvil]] costs 1000☼ to take. While you need an anvil for metalsmithing, you shouldn't take it here, since the dwarven [[caravan]] may bring one in [[autumn]] of the first year, and you'll easily be able to make 1000☼ in trade goods before then. If you can't buy it then, you can order one later.<br />
<br />
First, remove all the items in the items screen, so you'll have enough starting points to spend on skilled dwarves. You need to press the {{k|-}} key on the numpad to sell items. Likewise you use the {{k|+}} key on the numpad to buy more of an item. {{k|+}} and {{k|-}} on the regular keyboard will not work.<br />
<br />
* Proficient [[Miner]]/Novice [[Judge of intent]]/Novice [[Appraiser]]/Competent [[Gem setter]]. This dwarf will tend to be chosen as leader (who is also a counselor of sorts) and will also be your trader, manager and bookkeeper. Whenever he has time, he will also work as miner, and later on he will decorate your goods with gems.<!-- Organizer and Record Keeper cause the nobles to be set up correctly at the beginning, with this guy being all of them. This is a newbie guide - the less information they have to process, the better. | Only, its not true. It is sometimes (1 out of 3) botched by his social abilities or who knows even just random. --><br />
* Proficient [[Miner]]/Proficient [[Mason]]<br />
* Proficient [[Woodcutter]]/Proficient [[Carpenter]]<br />
* Proficient [[Grower]]/Proficient [[Herbalist]]. If you know how underground farming works, you might want to combine a Proficient [[Grower]] with a [[Craftsdwarf|stonecrafter]], [[bone carver]], [[glassmaker]] or [[clothier]] instead to produce items of value for trade. A herbalist is useful for acquiring above ground seeds mostly and food output from farming is more than generous.<br />
* Proficient [[Building designer]]/Proficient [[Mechanic]]<br />
* Proficient [[Weaponsmith]]/Proficient [[Armorsmith]]. If you ever plan to equip dwarves with weapons and armor, you'll need a dwarf skilled at these.<br />
* Proficient [[Brewer]]/Proficient [[Cook]]. A skilled cook makes high quality food. High quality food keeps your dwarves happy, which makes the game a lot easier.<br />
<br />
The total cost of the skills above is 480☼, but it is worth the cost: Once you start the fortress, skills will be much more difficult to get than valuable goods.<br />
<br />
Here's a suggestion of what skills to take. For food safety one may prefer a [[fisherdwarf]]/[[fish cleaner]] to the [[weaponsmith]]/[[armorsmith]], but it's hardly necessary. You can also chose a lesser degree of skill for the building designer, as this skill only improves work speed and isn't as necessary in the long run.<br />
<br />
=== Items ===<br />
<br />
You have 1580☼ to spend on items to take along.<br />
<br />
* You'll need two [[copper]] [[pick]]s, which cost 20☼ each (40☼ total), for your miners. The material doesn't affect mining speed.<br />
* Also, a [[battle axe]] will be needed for woodcutting. Since the only possible metal for it is [[steel]], it costs 300☼.<br />
* You'll need food. We recommend the following:<br />
** 100 pieces of any variety of [[meat]] worth 2☼ apiece. Take at least one meat from each type of 2☼ meat, as you will get more [[barrel]]s that way. (200☼ total)<br />
*** If you bring Turtle or any other fish, you will get bones and shells when they are consumed, though you won't if you cook them.<br />
** 100 drinks of [[alcohol]], which will be stored in 20 [[barrel]]s free of charge. Alcohol stacks 5 drinks per barrel, so stack sizes ending in 1 or 6 earn you a cheap barrel. (200☼ total)<br />
*** If you bring all the types available it will help keep the dwarfs happy, since a given dwarf might have a preference as to what kind of booze he drinks, and his favorite one will make him happier. Don't worry about this too much.<br />
* You need [[seed]]s, which are 1☼ each:<br />
** 25 [[plump helmet spawn]]. Plump helmets will likely be your main crop, as they are easy to grow, and, if you brew them then cook the wine, they give as much food as anything else. However, many players consider this cheating. Real dwarves don't eat biscuits made only out of wine.<br />
** 10 [[pig tail]] seeds<br />
** 10 [[rock nut]]s, which are the most difficult crop to use but the one that gives the most food, bar [[cheating]]<br />
* You may wish to bring [[animal]]s:<br />
** Two [[dog]]s, at 16☼ each (32☼ total). Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be easily trained into war dogs, which do not run from danger and do twice as much damage.{{ver|0.23.130.23a}}<br />
** [[Cat]]s have advantages and disadvantages that the player must weigh carefully. They cost 11☼ each.<br />
***Cats are by far the most effective way of killing [[vermin]], preventing unhappy [[thought]]s. However, they will leave vermin corpses lying around your fortress which can produce clouds of [[miasma]]. This can be controlled if the user simply sets up the [[refuse]] [[stockpile]] in a room with a [[door]].<br />
***Cats cannot be assigned owners. They will choose an owner randomly. A cat with an owner cannot be killed without the owner throwing a [[tantrum]]. This is especially troublesome as the cat population escalates.<br />
***Cats breed quickly with several offspring. One solution is to kill all female cats before they select an owner. This is not as easy as it sounds for a novice player, and it may also necessitate killing immigrants that arrive with a female cat to prevent a tantrum. A perhaps more productive solution is to take advantage of their multiplication, putting kittens into a [[cage]] quickly after birth and [[butchering]] them as needed to feed the dwarves.<br />
* If you have followed the above exactly, you'll have 763☼ left. Spend this on whatever you like. If the area where you are has little wood, like a [[desert]] or mountains, you may wish to bring a few hundred [[logs]], which cost 3☼ each. You could also bring more [[food]]. You may wish to not take the expensive axe and take an anvil instead, which would leave you with 63☼. You can request an axe from the caravan or [[forge]] it yourself.<br />
* If you plan on raising animals as a food source you could take two cows or depending on where you start or what civilization you select 2 horses or camels to breed.<br />
<br />
=== [[Fortress name|Naming]] ===<br />
<br />
You can also name your fortress and starting group. This doesn't affect the game any, except in that if you don't, you could end up with a name like "The Bloody Anus of Angels." And we hope you don't want that.<br />
<br />
== Beginning the fortress ==<br />
<br />
When you reach the site of your new fortress, the first things you want to do are:<br />
<br />
* Dig secure lodgings.<br />
* Create [[stockpile]]s.<br />
* Build basic [[workshop]]s.<br />
* Set up a [[dining room]] and a [[bedroom]].<br />
* Construct a [[Farming|farm]].<br />
<br />
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!<br />
<br />
=== Basics ===<br />
<br />
* First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.<br />
<br />
* To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|shift}} key, but if using the numpad keys make sure {{k|numlock}} is off. To view different elevations, or "[[Z]]-levels," use the {{k|<}} and {{k|>}} keys ({{k|shift}} + {{k|,}} or {{k|.}}).<br />
<br />
* To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. Check out more information on [[hotkeys]] to find out how to change that location.<br />
<br />
* You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}} on the number pad ({{k|*}} and {{k|/}} will scroll through the list at a faster pace). The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are. You should probably turn off all types of [[hauling]] for one of the miners so they get right to work [[digging]] and don't get distracted by [[hauling]] commands. The {{k|Enter}} key toggles whether a dwarf will perform the given task or not.<br />
<br />
=== Digging ===<br />
<br />
* To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press {{k|Enter}} to start marking where to dig.<br />
<br />
* Start digging out a room as the start of your fortress. If you don't like the area the [[wagon]] starts in, choose a different place on the map. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, [[loam]], or [[clay]], you won't have rocks cluttering the room, so it may be easier to make your rooms there. Oddly, sand walls are just as hard as granite ones.<br />
<br />
* You will need rock for construction, through, so if you don't mine your rooms out of stone, you'll need to create a mining area elsewhere to get stone.<br />
<br />
* <del>Dwarves</del> Sane dwarves live underground, of course, so digging the start of your fortress requires you to understand the lay of the land. Likely, your fortress will be located in one of two types of areas, either near a preexisting steep slope you can dig into the side of, or in an area where you will have to dig [[stairs]] to get below the surface first. Examine the land using the {{k|k}} view command mentioned previously to determine which method you need to use. Open space means the land drops below your current Z-level.<br />
<br />
* To dig down with stairs, designate a [[downward stairway]] on the surface, then move the view down one level ({{k|>}}) and designate an [[upward stairway]] on the tile directly beneath the downwards stairs. An [[up/down stairway]] works like both types of stairways in one tile. [[Stair]]s can go as deep as you want in a stack if you keep making [[up/down stairway]]s on top of each other. You can continue stairs from both the top and the bottom of [[up/down stairway]]s, but only from the bottom of [[downward stairway]]s, and only from the top of [[upward stairway]]s so only use the [[upward stairway]] or [[downward stairway]] when you're not planning to ever go further that direction. Keep in mind that you can only dig [[upward stairway]]s and [[up/down stairway]]s in squares that have not already been dug out, since you are carving the stairs out of the earth that's there.<br />
<br />
=== Creating [[stockpile]]s ===<br />
<br />
* Outdoors, by the fortress entrance, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and delay the [[Wear|rotting]] of food. Don't create a [[stone stockpile]] yet, as this will cause your dwarves to get bogged down with hauling. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.<br />
<br />
* Move all stockpiles inside as soon as possible for most things will eventually [[rot]] outside but never inside. Make sure your refuse stockpile is then separated by a door or even an airlock-like double door (-->[[Miasma]]).<br />
<br />
* You'll need to make many different stockpiles throughout the game.<br />
<br />
=== Building workshops ===<br />
<br />
* Disassemble the wagon for [[wood]], by "destroying it", by pressing {{k|q}}, moving the cursor over the wagon, and pressing {{k|x}}. Your carpenter should then disassemble it into three logs (This is the same process to disassemble most any building).<br />
<br />
* Create a [[mason's workshop]], a [[carpenter's workshop]], and a [[mechanic's workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''However''', if the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.<br />
<br />
* In order to get the worshops actually built, the Mason must do his job. If he's also miner (as proposed above), it's necessary to switch off "Mining" for him, else he won't build something and instead continue mining.<br />
<br />
* Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select "Process Raw Fish" and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process.<br />
** The answer to the question, "is fishing high priority," (which was asked here) depends on what kind of priority you mean. If you mean "do dwarves fish instead of other tasks," yes, fishing is very high priority.<br />
<br />
* At the [[mason's workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to "door" on the list with {{k|+}} and {{k|-}} and pressing enter. Stone is more common than wood, so you want to make everything you can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.<br />
<br />
* Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|Enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.<br />
<br />
* At the [[carpenter's workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wood. These are needed to heal any injured dwarf.<br />
<br />
* Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing {{k|Enter}}, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, on the floor if there aren't enough beds. You may prefer to make a separate room for it, though this is not necessary.<br />
<br />
<!-- This is where I stopped working on the article. --Savok --><br />
* You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.<br />
* To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[mechanic's workshop]]. After they are made, go to the {{k|b}}uild menu, and select the "Traps/Levers" category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.<br />
* Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.<br />
* Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.<br />
* You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon: press {{k|q}}, highlight the workshop, then press {{k|x}}.<br />
<br />
=== Farming ===<br />
<br />
Next you'll set up [[farming]]. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. (You ''can'' retrieve some surface-grown plants using the [[gather plants]] designation liberally.) <br />
<br />
If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. This is recommended for beginning players if possible. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].<br />
<br />
Once you have suitable ground for planting, go to the {{k|b}}uild menu, find "Farm Plot" or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.<br />
<br />
Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.<br />
<br />
=== Trading ===<br />
<br />
A dwarven caravan will drop by on the first year. You need to have an accessible [[Trade depot]] to trade; meanwhile your outpost leader will meet with the [[liaison]] and discuss what to bring for the next year. The meeting can take place anywhere on the map, but the office seem to be preferred. Traders with horses or camels and the like can reach pretty much any place that hasn't been locked or isn't up or down stairs. Dwarven and human wagons are a little more tricky sometimes, they need a 3 tile path. Once a trade depot is built, you can press {{k|D}} (shift-d) to check wagon access. The green "W" squares show where a wagon can go; if the screen says "Depot accessible", then wagons will be able to reach your depot.<br />
<br />
You may be a bit light on things to trade. If you have any leftover [[mechanism]]s, send 'em in; they're worth a good penny, especially if they're of better quality. You can also build a [[Craftsdwarf's workshop]] and make stone crafts for trading if you brought a skilled stonecrafter with you. If you have any high quality cooked meals and feel that you are well stocked on food you may consider selling that, but don't underestimate the first wave of [[immigrant]]s.<br />
<br />
If you have managed to kill any invaders, many of them wear silk clothes that don't fit Dwarves. These can be worth hauling long distances - one pair of silk socks or a shirt may practically pay for an anvil.<br />
<br />
In order to trade, you'll need to use {{k|q}} on the trade depot. Pressing {{k|r}} will put a "Trade at depot" job on the queue (make sure your broker's not off hauling stone or something). While you're doing this, you'll need to move the things you want to trade away to the depot: The {{k|g}} key lets you pick from your stores. Once the broker and the items are in place, use {{k|t}} to initiate the trade. <br />
<br />
What to buy? An anvil if you don't have one. Logs, crops, booze, cheap meat, cheap raw materials you can process. Any general, cheap supplies you need. Do not buy cheese or giant cave spider silk for now. They're not worth it. However, if you are in an area that cannot produce steel, and you can pay for it, you may wish to start ordering steel and/or steel ingredients now.<br />
<br />
Each level of asking for an item increases the prices by 20%, on average, so while if you pay the max amount you will almost certainly get the item, and lots of it, you'll be paying twice the normal value.<br />
<br />
== What next? ==<br />
<br />
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.<br />
<br />
Here's some ideas for what to do next:<br />
* Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.<br />
* Build a [[craftdwarf's workshop]] and start making some trade goods.<br />
* Start [[smelting]] the ore you've mined if you have dwarves with the right skills.<br />
* Build a [[trade depot]] so that merchants can come and trade with you.<br />
* Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of alcohol.<br />
* Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.<br />
* Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.<br />
* Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.<br />
* Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.<br />
* Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.<br />
<br />
And when you start feeling more confident with your DF-knowledge, you can try to set some [[Game goals|crazy goals]] for yourself for a challenge, or just enjoy the game in the way '''you''' fashion at your own pace. But most importantly to remember, '''Losing is fun!'''<br />
<br />
[[Category:Guides]]<br />
<br />
{{Starting FAQ}}</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Cave_adaptation&diff=3234040d Talk:Cave adaptation2008-05-15T17:43:30Z<p>BahamutZERO: question regarding inside/outside aboveground tile designations and cave adaptation</p>
<hr />
<div>Does cave adaptation lessen with increased exposure outside, or is the adaptation permanent? --[[User:n9103|n9103]] 11:48, 17 Dec 2007 (PST)<br />
:I have found that after a while the dwarves will stop vomiting while outside. I dont know wheter they still have unhappy thoughts. --[[User:Kingzilla|Kingzilla]] 15:35, 17 December 2007 (EST)<br />
:I recall Toady mentioning on IRC some time back that cave adapted dwarves are supposed to recover from cave adaptation after a period outside. He didn't seem sure if it was functional though, but I think it might be... [[User:Lightning4|Lightning4]] 04:09, 13 January 2008 (EST)<br />
<br />
==Tiles that count as outside for cave adaptation==<br />
I was wondering if tiles that are considered aboveground but inside will cause cave adaptation? I am building a shaft to the sky in my fortress that my dwarves will walk through a lot, with bridges spanning it on various z-levels. I noticed that tiles on the level below a bridge are considered inside/light/aboveground. Tiles that have no bridges anywhere above them count as outside/light/aboveground. Does anyone know if the inside/light/aboveground tiles work to prevent cave adaptation, or if it has to be an "outside" marked tile?</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Fortress_defense&diff=2448540d:Fortress defense2008-05-15T16:29:26Z<p>BahamutZERO: /* The "Inverse Battlement" Design by Sergius */ clarified something that sounded like it was referring to 2d version</p>
<hr />
<div>{{Image Rules Notice}}<br />
There are two important things to consider when designing defenses for your fortress. First, you must protect the fortress itself. Second, protecting your dwarves is also often a priority. These two goals can often be rather divergent, as without careful planning your dwarves may wander the open countryside to collect herbs, cut trees, hunt, fish, or otherwise just enjoy nature, and while outside your fortress are vulnerable. <br />
<br />
==Entrance Design and Traps==<br />
<br />
You can help your soldiers a great deal by sensible entrance design and use of [[trap]]s and [[siege engine]]s. Simple approaches include clustering stone fall traps or cage traps in your entrance. More care is needed when placing ballistas or catapults as they can hurt your dwarves too. Below are some example designs of more elaborate possibilities.<br />
<br />
===Fortification Based Entrance Designs===<br />
Keep in mind that the entrance to defensive chokepoints should be outside. If you try to set up your defense somewhat underground, ordering your dwarves to stay inside has the result that your carefully designed 'kill zone' will be chock full of your own dwarves at the critical moment.<br />
<br />
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.<br />
*<tt>+</tt> - fortification<br />
*<tt>&nbsp;</tt> - pit (filled with spikes, water, magma, whatever you prefer)<br />
*<tt>.</tt> - Floor<br />
*<tt>1</tt> - Bridge 1 (over pit)<br />
*<tt>2</tt> - Bridge 2 (over pit)<br />
*<tt>3</tt> - Bridge 3 (over pit)<br />
*<tt>#</tt> - Wall <br />
*<tt>r</tt> - Your ranged stuff here <br />
<pre> <br />
ENTRANCE<br />
######################222######<br />
rrrr+ ................... +rrrr<br />
rrrr+ . 111 +rrrr<br />
rrrr+ . . . . .... +rrrr<br />
rrrr+ . . . . . . . . ... +rrrr<br />
rrrr+ . . . . . . . . ... +rrrr<br />
rrrr+ . . . . . . . . ... +rrrr<br />
rrrr+ . . . . ... +rrrr<br />
rrrr+ ... +rrrr<br />
rrrr+++++++++++++++++ ... +rrrr<br />
rrrrrrrrrrrrrrrrrrrr+ ... +rrrr<br />
rrrrrrrrrrrrrrrrrrrr+ ... +rrrr<br />
rrrrrrrrrrrrrrrrrrrr+ ... +rrrr<br />
rrrrrrrrrrrrrrrrrrrr+ 333 +rrrr<br />
</pre><br />
<br />
The 3 tile wide lane is for traders, so if you have your trade depot before this,<br />
cut it down to a 1 tile lane to slow down invaders more.<br />
Retract bridge 1 to force invaders to take the long way, for maximum exposure to your ranged units.<br />
Bridges 2 and 3 can be put down to allow more enemies into this pit entrance, then retracted again to trap them again.<br />
<br />
=== The "Inverse Battlement" Design by Sergius ===<br />
<br />
{{qd|cols=15<br />
|'|'|'|'|'|║|+|+|+|║|'|'|'|'|'<br />
|═|═|═|═|═|╬|@|+|+|╠|═|═|═|═|═<br />
|.|.|.|.|.|╬|@|+|+|║|.|g|.|T|.<br />
|.|.|.|.|.|╬|@|+|+|║|.|.|.|.|g<br />
|.|.|.|.|.|╬|@|+|+|║|.|.|g|.|.<br />
|.|.|.|.|.|╬|@|+|+|║|H|.|.|g|g<br />
|.|.|.|.|.|╬|@|+|+|║|.|g|.|.|.<br />
|═|═|═|═|═|╬|@|+|+|╠|═|═|═|═|═<br />
|'|'|'|'|'|║|+|+|+|║|'|'|'|'|'}}<br />
<br />
Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. One by one, they fall as soon as they pass this "bridge" (which is one level above), as the marksdwarves wait in ambush. For extra safety, hollow this tunnel out to the mountain, upwards into the sky (so it counts as "surface" and Dwarfs can "stay inside"). The bridge part can then be made out of construction, as soldiers can be ordered to go outside anyway.<br />
<br />
If you're feeling specially nasty, make the tunnel really long into the mountain and build a ballista behind some fortifications. In my current version of the fortress, the goblins have to cross a long series of drawbridges to even get inside the mountain, so the ballista dwarf gets a lot of shots, and I can launch any escaping troops into the air.<br />
<br />
===Flooded Entrance===<br />
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.<br />
<br />
The basic premise requires two levers, two screw pumps and two gear assemblies. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup. One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever. Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.<br />
<br />
[[Image:Entflood.jpg]]<br />
<br />
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle. <br />
<br />
===Siege weapons===<br />
One effective way to have seige weapons defend your fortress is:<br />
<br />
*<tt>.</tt> - floor<br />
*<tt>#</tt> - wall<br />
*<tt>s</tt> - ballista<br />
*<tt>></tt> - Stair<br />
*<tt> </tt> - channel<br />
<br />
<br />
<pre><br />
###########################sss<br />
Entrance...............> sss...sss<br />
Entrance...............> sssssssss<br />
Entrance...............> ssssss...<br />
########################sss###<br />
</pre><br />
<br />
Using this design you can cripple an army using a well timed volley.<br />
<br />
==Defending your Dwarves==<br />
<br />
The best way to prevent dwarves outside from being ambushed and slaughtered by hostile creatures is to keep them from going outside. Unfortunately, there are valuable commodities like wood which are hard to acquire inside. <br />
<br />
The next best thing is to provide defenses which protect your dwarves while outside. On the truly labor intensive end, you can fully enclose areas of wilderness you wish to utilize in walls or behind moats with the only access being from within your base. While faster, the moat is less effective because it can be seen over, and unless the area beyond the moat also has no access to any entrance to the fortress (and no dwarves) you will still be vulnerable to archers. Hostile creatures, even 'invisible' ones like ambushers, start at map edges and travel across the map - they will only spawn in regions where they can path to a dwarf. By controlling which areas have access to paths to dwarves, you can force all hostile forces to appear in predictable and limited areas. Basically, creating artificially constrained outdoors areas for dwarves to work in is like keeping your dwarves inside - you're only vulnerable while establishing the defense system, afterwards its part of the fortress for most purposes.<br />
<br />
Another options for outside defenses is scattered traps. Most hostile forces will flee if they take enough casualties, and stone-fall traps can be quite damaging to goblins and are easy to set up. Cage traps work even on Bronze Colossi and Dragons. You just have to make sure your dwarves working outside actually stay near your traps - a fisherdwarf who goes wandering screens away from the nearest trap is not protected.<br />
<br />
Finally, a sufficiently large military could be used as a reactive force to rescue ambushed dwarves. The disadvantages are many - soldiers must physically move to the conflict zone which may be many screens away from the nearest entrance to your fortress, by which point dwarf lives may have already been lost. And while squad organization may make ordering a large army easier, a squad commander who is sleeping, eating, or drinking prevents his entire squad from responding. At best, an army should be considered supplemental for defending dwarves outside your fortress.<br />
<br />
==Armed Civilians==<br />
<br />
Sometime you will embark in an area devoid of (huntable) wildlife. <br />
In that case, you can turn on the hunting skill for all civilians and use the [m]ilitary menu to arm (and more importantly, armor and shield) them. Normally turning on hunting will cause dwarves to wander outside looking for wildlife, and turning it on on all your dwarves would delay your economy greatly. But without wildlife, no hunting jobs are generated.<br />
<br />
Human trader: "Please, do not kill us, just take our goods and let us go!<br />
<br />
Mayor: "Kill you? We've just come to trade with your caravan."<br />
<br />
Human trader: "Why is it, then, that you have us surrounded by 200 soldiers the moment we arrive?"<br />
<br />
Mayor: "They're not soldiers. They're civilians."<br />
<br />
Human trader: "Civilians, eh? Civilians clad in full steel and armed to the teeth. You expect me to believe that? Come on you sadist, just get it over with and kill us now."<br />
<br />
Mayor: "We're... Hunters."<br />
<br />
Human trader: "Hunters. Right. You know as well as I do that nothing bigger than a fluffy wambler lives in these lands.<br />
<br />
Mayor: "Yes. That is... very conveniant!"<br />
<br />
<br />
[[Category:World]]<br />
[[Category:Fortress defense| ]]<br />
[[Category:Stub]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=User:BahamutZERO&diff=41647User:BahamutZERO2008-05-15T16:27:09Z<p>BahamutZERO: New page: A Dwarf Fortress fan from the http://www.penny-arcade.com forums. I have a bad habit of generating worlds over and over looking for "perfect" sites: not only with the usual desirable feat...</p>
<hr />
<div>A Dwarf Fortress fan from the http://www.penny-arcade.com forums.<br />
<br />
I have a bad habit of generating worlds over and over looking for "perfect" sites: not only with the usual desirable features such as several different types of rock layers, the possibility of magma, flux, water, trees and sand; but with an interesting and aesthetically appealing terrain layout, certain types of biomes such as tropical moist broadleaf forests (rainforests!), a south facing cliffside, sufficient distance from other dwarven towns, and extreme temperatures. <br />
<br />
And then I ruin my vision by not planning my fort layout very well. ''Whooooops!''</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&diff=3024740d Talk:Legendary artifact2008-05-15T16:16:13Z<p>BahamutZERO: /* "Finished Goods"-type Artifacts...? */</p>
<hr />
<div>What are some of the things that dwarfs can make into artifacts? [[User:Diabl0658|Diabl0658]] 03:59, 1 December 2007 (EST)<br />
:Any item that your dwarves can craft and has a quality modifier can be made into artifacts. This includes armor, clothing, weapons, all kinds of crafts, furniture, cut gems and whatnot. Notable exceptions include coins(dunnae have quality modifiers), buildings(aint items) and babies(those rascals!). Bars, blocks, raw glass and other such base materials have no quality modifier and cannot be artifacts. I've never seen or heard about legendary meals, drinks and cloth/thread, so I think they can't be artifacts either. Though dwarves will say that they've eaten a legendary meal, when they've consumed a masterpiece meal. [[User:Noctis|Noctis]] 06:02, 1 December 2007 (EST)<br />
::Ive heard of someone creating a artifact meal and almost having it rot away before getting it into the food stockpile [[User:Diabl0658|Diabl0658]] 11:00, 1 December 2007 (EST)<br />
<br />
On #bay12games, there was some question about artifacts being destroyed by magma. Can anyone confirm or deny this? Also ways to destroy artifacts which aren't listed: Trading, dumping in magma vent (the floorless bottom seems to count as chasm), and dropping a bridge on it. [[User:Rkyeun|Rkyeun]] 02:10, 20 January 2008 (EST)<br />
:I can't imagine anything not made of a [[magma-proof]] base material *not* being destroyed by any significant immersion in magma. --[[User:N9103|Edward]] 20:29, 20 January 2008 (EST)<br />
::And yet because it's an artifact, it may have a special flag that prevents specifically that. Can anyone confirm non-magma-proof artifact destruction in magma? [[User:Rkyeun|Rkyeun]] 11:52, 24 January 2008 (EST)<br />
<br />
== Furniture ==<br />
<br />
All right, so what can I do with a legendary [[lace agate]] [[hatch cover]]?[[User:GarrieIrons|GarrieIrons]] 03:20, 22 January 2008 (EST)<br />
:<s>Same thing as 90% of Artis. Sell it or</s> Build it in a Noble's room. --[[User:N9103|Edward]] 06:04, 28 April 2008 (EDT)<br />
:: Artifacts are not tradeable. --[[User:Koltom|Koltom]] 08:19, 28 April 2008 (EDT)<br />
:::Really... that's weird then since I would swear that I sold a particularly valuable bracelet after killing off it's creator that was otherwise useless... Being that it was a good amount of time ago (possibly even pre-3D) that I actually *tried* to sell an arti, it's quite likely that time has muddled an attempt to sell into a successful sale. I suppose this somewhat nullifies my previous comment, since it's far less than 90% of artis which are buildable. --[[User:N9103|Edward]] 08:46, 28 April 2008 (EDT)<br />
<br />
We just endured a rather nasty goblin ambush (I'd built a nice castle but hadn't yet built a real military to go with it, so we huddled inside with the drawbridge up for a whole season while I had my dwarves equip and train a small army to "break out" with) and one of my peasants gave me the nicest present after we cleaned up; a legendary goblin bone door made out of the bones of our fallen enemies. I very much want to use this as our castle's main entrance door now. Does anyone know if an artifact's indestructibility applies to trolls and similar door-wreckers? Oh, I've got magma, so I'll make a copy of the save game and test whether magma can burn through such a thing too. [[User:Bryan Derksen|Bryan Derksen]] 15:30, 5 May 2008 (EDT)<br />
:It's a constructed nonterrain feature, thus it's going to be knocked down by anything that deconstructs constructions. --[[User:GreyMario|GreyMario]] 17:38, 5 May 2008 (EDT)<br />
<br />
::Hmph. I'll put it a couple of layers deep inside my fortifications, then. Guests will pass through it but invaders will have to fight pretty hard to get there. I'll just have to be satisfied with my giant electrum drawbridge as a fancy front door. [[User:Bryan Derksen|Bryan Derksen]] 18:10, 5 May 2008 (EDT)<br />
<br />
== Artifact menu ==<br />
<br />
I seem to recall stumbling across a list of the various legendary artifacts I had created. Can anyone tell me how to get to it again?<br />
:If you're talking about current artifacts in a given fortress, you get a new menu option once you've produced atleast one in that fortress. (lowercase {{k|L}}) --[[User:N9103|Edward]] 21:59, 22 January 2008 (EST)<br />
<br />
much better<br />
--[[User:NateAustin|NateAustin]] 17:36, 29 February 2008 (EST)<br />
<br />
<br />
== Trade ==<br />
<br />
Is it possible to trade legendary artifacts? I just got a legendary statue and it currently sitting my furniture storage. I 've tried to get my dwarves to bring it to the depot, but it doesnt show up on the trade list. Is it possible? [[User:Robje|Robje]] 18:09, 12 March 2008 (EDT)<br />
:No, Artifacts are not tradeable. They will not even take them to the depot if they sit in a bin marked for trade. --[[User:Koltom|Koltom]] 08:20, 28 April 2008 (EDT)<br />
<br />
<br />
== Value ==<br />
The value can be found under the artifact menur "l"<br />
what is the maximum calue you have found on an artifact, mine is platnium high boot for 146400? --[[User:Corhen|Corhen]]<br />
:There is a thread on the forums somewhere with this specific purpose. --[[User:GreyMario|GreyMario]] 17:02, 28 April 2008 (EDT)<br />
<br />
== "Finished Goods"-type Artifacts...? ==<br />
<br />
I understand the point of furniture artifacts- they can be built and are great for nobles- but what the heck are you supposed to do with artifact rings/amulets/crowns/scepters/et cetera? I'm sitting on over 300,000 value worth of "Finished Goods" artifacts. I guess my dwarves don't like building furniture... --[[User:Borgin|Borgin]]<br />
<br />
:You could abandon the fortress and come back in adventure mode. Artifact rings? Too good! --[[User:Marble Dice|Marble Dice]] 11:01, 15 May 2008 (EDT)<br />
<br />
:There might be more point to those types if/when artifacts start getting special magical effects. That's probably a long ways off though. --[[User:BahamutZERO|BahamutZERO]] 12:16, 15 May 2008 (EDT)</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&diff=515740d Talk:Strange mood2008-05-14T16:23:19Z<p>BahamutZERO: /* gems */</p>
<hr />
<div>Does the new version still have the strange mood? It wouldnt be complete without it!<br />
<br />
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.<br />
<br />
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some "verify" in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)<br />
<br />
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]<br />
<br />
I know, I was a huge fan of that little strange aspect of the old one.<br />
<br />
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor<br />
<br />
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)<br />
<br />
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)<br />
<br />
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)<br />
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)<br />
<br />
:Have you marked all statements in the article that risks being falsified with <nowiki>{{verify}}</nowiki>? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)<br />
<br />
Hey, I am getting a dwarf who wants "raw...crystal". Help? -- [[User:Bovinepro|Bovinepro]]<br />
:Probably wants raw crystal glass. I had a dwarf ask for "raw...green", they wanted raw green glass. Looks like Toady might have moved the glass demands out of the "rough...color" category. [[User:Iddq?|Iddq?]]<br />
<br />
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)<br />
<br />
It seems that no craft skill is required. I just had a peasant go into a strange mood. His skills were: competent marksdwarf; novice wrestler; novice armor wearer. He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order. This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally. Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :) [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)<br />
:This is consistent with older versions. Moody peasants would become crafters, and 10 items was the cap. The minimum was 1 item -- generally when constructing a "perfect gem".--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)<br />
<br />
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)<br />
<br />
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)<br />
<br />
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a Legendary Mason ....<br />
Is it normal ? [[user:Feydreva|Feydreva]]<br />
<br />
<br />
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?<small>—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}</small><br />
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)<br />
<br />
<br />
Aargh! One of my dwarves went secretive and is demanding a huge list of stuff. He seems to be demanding two types of stone because the "sketches quarry" message stays on twice as long as the others. I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)<br />
<br />
I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace. Seems like they will only use a specific kind. Not sure yet if it's random. Might be they won't take the Magma Glass Furnace in version 38a. Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)<br />
<br />
: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)<br />
<br />
==Maximum number of artifacts==<br />
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b) So that 15 cap thing is clearly wrong. As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine. For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)<br />
<br />
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.<small>—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}</small><br />
<br />
== clarification on "trade" skills ==<br />
<br />
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.<br />
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]<br />
<br />
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)<br />
<br />
::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a "fey-able" skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)<br />
<br />
:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)<br />
<br />
List of non-trade skills:<br />
<br />
* [[Brewer]]<br />
* [[Grower]]<br />
* [[Miller]]<br />
<br />
Skills that may be used and gained by dwarves with no trade skills:<br />
<br />
* [[Wood crafter]]<br />
* [[Stone crafter]]<br />
<br />
Skills that use a different skill(See list above), but give correct skill:<br />
<br />
* [[Miner]]<br />
* [[Engraver]]<br />
* [[Furnace Operator]]<br />
* [[Weaver]]<br />
<br />
::::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far. (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)<br />
<br />
== mood condition ==<br />
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)<br />
<br />
<br />
Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)<br />
:<su<b></b>p>2</su<b></b>p> --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)<br />
<br />
== Random Workshop Seizure ==<br />
<br />
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)<br />
<br />
:nonsense. Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)<br />
<br />
::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)<br />
<br />
<br />
<br />
== forbidden items ==<br />
<br />
Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)<br />
<br />
:I don't know whether moody dwarves will use forbidden items (my guess would be they won't). But they don't choose the demands based on what is on the map, they can and do demand things you don't have. So it's safe to assume forbidding doesn't prevent dwarves from demanding the forbidden kind of item. --[[User:BahamutZERO|BahamutZERO]] 16:31, 13 May 2008 (EDT)<br />
<br />
::Forbidden items are not used. Similarly, if your mooder slipped in e.g. an iron bar when you wanted him to use a platinum bar, you can forbid AND dump the item to stop him from using it. --[[User:GreyMario|GreyMaria]] 16:35, 13 May 2008 (EDT)<br />
<br />
== Impossible Requests? ==<br />
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for "rocks" when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for "metal bars" when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)<br />
:Yeah, impossible stuff is all my dwarves ever want. :-P Right now mine appears to want stone I don't have, and no traders have come by with any stone.... So my guys are frantically mining in various directions.... [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)<br />
<br />
::As far as i can tell they never request anything it is truly impossible for you to get. Available by trade seems to imply possible for the game engine though. Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course). But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand. (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this). So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)<br />
<br />
== Procastinator! ==<br />
<br />
I just had a moody dwarf demand bones, wood, rocks, and cloth. <br />
<br />
He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...<br />
<br />
Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)<br />
:i think so, not that it matters, he wont start unless he has ALL the ingridents.<br />
<br />
== gems ==<br />
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i "printed out" all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either<br />
<br />
* random/pure luck (don't think so)<br />
* they only ask what they "see"<br />
* they only ask what is somehow on the map<br />
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)<br />
<br />
<br />
:I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --[[User:BahamutZERO|BahamutZERO]] 12:23, 14 May 2008 (EDT)<br />
<br />
== Just standing around? ==<br />
<br />
I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?<br />
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)<br />
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more "exotic" ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)<br />
<br />
== stark raving suicide ==<br />
<br />
My mechanic wanted silk cloth, which I didn't have, and eventually gone insane ("stark raving mad" to be precise).<br />
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).<br />
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.<br />
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)<br />
<br />
:Perhaps it ''was'' an accident -- I seem to recall that "stark raving mad" ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)<br />
<br />
== Glassmaker with no glass ==<br />
<br />
I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.<br />
<br />
== Rewrite ==<br />
<br />
I think I got most of the old information and then some into the new article. Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)<br />
<br />
== Silk Cloth ==<br />
<br />
I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact.<br />
Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT)<br />
:No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.<br>Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT)<br />
::Nope, giant cave spider cloth [3] sorted under cloth on the stock screen. --[[User:Doniazade|Doniazade]] 16:52, 13 May 2008 (EDT) <br />
Probably they may specifically require GCS silk or specifically require CS silk. &mdash;[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT)<br />
I figured it out - the silk was outside and I had accidentally left "Dwarves Stay Inside" on after the latest attack. --[[User:Doniazade|Doniazade]] 08:52, 14 May 2008 (EDT)<br />
<br />
== Engineer taken by secretive mood, and creates... ==<br />
<br />
Evidently engineers who are taken by a secretive mood ("withdraws from society", in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism". It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT)<br />
<br />
:Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT)<br />
::I'd like to smack BismuthBismuthBismuth with the facts stated in the article.<br />
A dwarf will claim a workshop according to their highest applicable skill<br />
::In this case it was Engineering and therefore your mechanic went to a Mechanic's Workshop. It's the same with the possessed glassmakers. They hit a glassmaker's shop. --[[User:GreyMario|GreyMaria]] 15:49, 13 May 2008 (EDT)<br />
:::I'd like to hit GreyMario-Maria, preferably in the upper-body region, with the fact that at the time of my post, the table in the article did not mention mechanics whatsoever. --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 22:26, 13 May 2008 (EDT)<br />
::::Pardon me, but I was not aware that ''mechanics'' worked at a ''mechanic's workshop'', where objects are created that have ''quality mofidiers'' and can thus become ''artifacts''. --[[User:GreyMario|GreyMaria]] 23:28, 13 May 2008 (EDT)</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&diff=515140d Talk:Strange mood2008-05-13T20:31:22Z<p>BahamutZERO: /* forbidden items */ response</p>
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<div>Does the new version still have the strange mood? It wouldnt be complete without it!<br />
<br />
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.<br />
<br />
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some "verify" in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)<br />
<br />
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]<br />
<br />
I know, I was a huge fan of that little strange aspect of the old one.<br />
<br />
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor<br />
<br />
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)<br />
<br />
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)<br />
<br />
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)<br />
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)<br />
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:Have you marked all statements in the article that risks being falsified with <nowiki>{{verify}}</nowiki>? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)<br />
<br />
Hey, I am getting a dwarf who wants "raw...crystal". Help? -- [[User:Bovinepro|Bovinepro]]<br />
:Probably wants raw crystal glass. I had a dwarf ask for "raw...green", they wanted raw green glass. Looks like Toady might have moved the glass demands out of the "rough...color" category. [[User:Iddq?|Iddq?]]<br />
<br />
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)<br />
<br />
It seems that no craft skill is required. I just had a peasant go into a strange mood. His skills were: competent marksdwarf; novice wrestler; novice armor wearer. He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order. This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally. Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :) [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)<br />
:This is consistent with older versions. Moody peasants would become crafters, and 10 items was the cap. The minimum was 1 item -- generally when constructing a "perfect gem".--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)<br />
<br />
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)<br />
<br />
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)<br />
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I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a Legendary Mason ....<br />
Is it normal ? [[user:Feydreva|Feydreva]]<br />
<br />
<br />
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?<small>—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}</small><br />
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)<br />
<br />
<br />
Aargh! One of my dwarves went secretive and is demanding a huge list of stuff. He seems to be demanding two types of stone because the "sketches quarry" message stays on twice as long as the others. I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)<br />
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I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace. Seems like they will only use a specific kind. Not sure yet if it's random. Might be they won't take the Magma Glass Furnace in version 38a. Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)<br />
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: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)<br />
<br />
==Maximum number of artifacts==<br />
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b) So that 15 cap thing is clearly wrong. As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine. For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)<br />
<br />
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.<small>—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}</small><br />
<br />
== clarification on "trade" skills ==<br />
<br />
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.<br />
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]<br />
<br />
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)<br />
<br />
::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a "fey-able" skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)<br />
<br />
:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)<br />
<br />
List of non-trade skills:<br />
<br />
* [[Brewer]]<br />
* [[Grower]]<br />
* [[Miller]]<br />
<br />
Skills that may be used and gained by dwarves with no trade skills:<br />
<br />
* [[Wood crafter]]<br />
* [[Stone crafter]]<br />
<br />
Skills that use a different skill(See list above), but give correct skill:<br />
<br />
* [[Miner]]<br />
* [[Engraver]]<br />
* [[Furnace Operator]]<br />
* [[Weaver]]<br />
<br />
::::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far. (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)<br />
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== mood condition ==<br />
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)<br />
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<br />
Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)<br />
:<su<b></b>p>2</su<b></b>p> --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)<br />
<br />
== Random Workshop Seizure ==<br />
<br />
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)<br />
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:nonsense. Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)<br />
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::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)<br />
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<br />
<br />
== forbidden items ==<br />
<br />
Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)<br />
<br />
:I don't know whether moody dwarves will use forbidden items (my guess would be they won't). But they don't choose the demands based on what is on the map, they can and do demand things you don't have. So it's safe to assume forbidding doesn't prevent dwarves from demanding the forbidden kind of item. --[[User:BahamutZERO|BahamutZERO]] 16:31, 13 May 2008 (EDT)<br />
<br />
== Impossible Requests? ==<br />
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for "rocks" when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for "metal bars" when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)<br />
:Yeah, impossible stuff is all my dwarves ever want. :-P Right now mine appears to want stone I don't have, and no traders have come by with any stone.... So my guys are frantically mining in various directions.... [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)<br />
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::As far as i can tell they never request anything it is truly impossible for you to get. Available by trade seems to imply possible for the game engine though. Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course). But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand. (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this). So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)<br />
<br />
== Procastinator! ==<br />
<br />
I just had a moody dwarf demand bones, wood, rocks, and cloth. <br />
<br />
He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...<br />
<br />
Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)<br />
:i think so, not that it matters, he wont start unless he has ALL the ingridents.<br />
<br />
== gems ==<br />
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i "printed out" all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either<br />
<br />
* random/pure luck (don't think so)<br />
* they only ask what they "see"<br />
* they only ask what is somehow on the map<br />
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)<br />
<br />
== Just standing around? ==<br />
<br />
I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?<br />
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)<br />
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more "exotic" ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)<br />
<br />
== stark raving suicide ==<br />
<br />
My mechanic wanted silk cloth, which I didn't have, and eventually gone insane ("stark raving mad" to be precise).<br />
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).<br />
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.<br />
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)<br />
<br />
:Perhaps it ''was'' an accident -- I seem to recall that "stark raving mad" ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)<br />
<br />
== Glassmaker with no glass ==<br />
<br />
I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.<br />
<br />
== Rewrite ==<br />
<br />
I think I got most of the old information and then some into the new article. Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)<br />
<br />
== Silk Cloth ==<br />
<br />
I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact.<br />
Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT)<br />
:No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.<br>Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT)<br />
Probably they may specifically require GCS silk or specifically require CS silk. &mdash;[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT)<br />
<br />
== Engineer taken by secretive mood, and creates... ==<br />
<br />
Evidently engineers who are taken by a secretive mood ("withdraws from society", in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism". It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT)<br />
<br />
:Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT)<br />
::I'd like to smack BismuthBismuthBismuth with the facts stated in the article.<br />
A dwarf will claim a workshop according to their highest applicable skill<br />
::In this case it was Engineering and therefore your mechanic went to a Mechanic's Workshop. It's the same with the possessed glassmakers. They hit a glassmaker's shop. --[[User:GreyMario|GreyMaria]] 15:49, 13 May 2008 (EDT)</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Biome&diff=1266340d:Biome2008-05-13T05:43:33Z<p>BahamutZERO: Added some missing biomes: taiga, temperate saltwater swamp, tropical wet broadleaf forest. Changed explanation of no embark on only water/mountains. Made 2 terms at beginning links.</p>
<hr />
<div>A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]]. Your dwarves will find different resources depending on which biomes they select when starting a fort.<br />
<br />
== Selecting a biome ==<br />
<br />
Biomes are important when choosing a fortress location in order to understand your surroundings. Individual biomes, which form at least one tile of your plot, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. ''(See the [[Indecisive%27s_illustrated_fortress_mode_tutorial|illustrated guide]] for more detail).''<br />
<br />
== Understanding Biomes ==<br />
<br />
Biomes allow you to set the difficulty of your game. To make it easy, and to provide a variety of resources to your fort, you can select a plot that covers a wide area. A wide variety of biomes will give you access to several unique resources provided by each. Generally it is advantageous to plot your embarkation at the convergence of 3 seperate biomes (4 or more if possible - which is made easier if you enlarge your starting plot).<br />
* ''Note: Making the starting plot wider than necessary will slow your game down considerably {{version|0.27.169.33a}}''<br />
<br />
By making use of several biomes you can provide more resources for your fort. Making sure one of your plots cover a either a broadleaf or conifer [[forest]] will provide you with an ample supply of [[tree]]s, even if the rest of your plot extends into [[badland]]s and [[desert]]. <br />
<br />
[[Surrounding]]s are not directly linked to biomes (i.e. [[Glacier]]s could be one of [[haunted]], [[wilderness]] or [[serene]]).<br />
<br />
If your plot contains only [[ocean]], [[lake]] or [[mountain]] biomes you will not be able to embark. The dwarves would have difficulty parking their wagon on water, while mountains are too barren and remote to reach.<br />
== Available Biomes ==<br />
<br />
=== Arid ===<br />
*Arctic [[Ocean]]<br />
*[[Badlands]]<br />
*[[Glacier]]<br />
*[[Mountain]]<br />
*[[Rocky wasteland]]<br />
*[[Sand desert]]<br />
*[[Tundra]]<br />
*[[Taiga]]<br />
<br />
=== Temperate ===<br />
*[[Temperate]] [[Broadleaf forest]]<br />
*Temperate [[Conifer forest]]<br />
*Temperate [[Grassland]]<br />
*Temperate [[Freshwater lake]]<br />
*Temperate [[Marsh|Freshwater marsh]]<br />
*Temperate [[Swamp|Freshwater swamp]]<br />
*Temperate [[Ocean]]<br />
*Temperate [[Marsh|Saltwater marsh]]<br />
*Temperate [[Swamp|Saltwater swamp]]<br />
*Temperate [[Savanna]]<br />
*Temperate [[Shrubland]]<br />
<br />
=== Tropical ===<br />
*[[Tropical]] Dry [[Broadleaf forest]]<br />
*Tropical Wet [[Broadleaf forest]]<br />
*Tropical [[Conifer forest]]<br />
*Tropical [[Marsh|Freshwater marsh]]<br />
*Tropical [[Grassland]]<br />
*Tropical [[Ocean]]<br />
*Tropical [[Savanna]]<br />
*Tropical [[Shrubland]]<br />
<br />
== See Also ==<br />
*[[Regions]] for the possible values for Trees, Vegetation and Surroundings.<br />
*[[Volcano]]es which are not a biome in Dwarf Fortress, but may provide important resources<br />
*[[Climate]]<br />
<br />
{{World}}<br />
<br />
[[Category:Biomes]]<br />
[[Category:World]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=Cave_Swallowman&diff=38538Cave Swallowman2008-05-13T05:39:57Z<p>BahamutZERO: Redundant article, changed to redirect to the version which is linked to in the Creatures article</p>
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<div>#REDIRECT[[Cave_swallowman]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Armor&diff=1881440d:Armor2008-05-12T05:15:10Z<p>BahamutZERO: clarified 'large rat leather armor' comment with link</p>
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<div>==Armor==<br />
'''Armor''' is a class of clothing items that your dwarves can wear for protection to keep them alive longer. Armor can range from simple [[clothing]], light weight [[shell]], [[bone]] and [[leather]], to heavy [[chain mail]] and [[plate mail]].<br />
<br />
Giving your dwarves protective garments will help to keep them alive in combat, as well as safe from the elements. It will also protect them against [[sparring]] injuries and may develop their [[Armor user]] skill. <br />
<br />
While clothing is not something that you need to worry about in the first few years of your fortress, after some time the clothing your dwarves wear will start to [[wear]] away. Wearing old or tattered clothes creates unhappy [[thoughts]], and having clothing wear away completely creates an even bigger one. Civilians will not wear armor other than clothing. Assign them to be miners or lumberjacks if you're concerned about them, since they'll carry axes and picks then even if they're not drafted.<br />
<br />
== Making armor ==<br />
Depending on the type and material, different dwarves with specific skills are needed to make armor. While clothes aren't necessarily armor, they do offer limited protection. Shell and bone armors are made by a [[bone carver]] at a [[craftsdwarf's workshop]]. Chain mail and plate mail are made by an [[armorer]] at a [[metalsmith's forge]]. The type of [[metal]] used affects the effectiveness of the armor. Leather armors are made at a [[leather works]] by a [[leatherworker]]. Skilled craftdwarves, leather workers and armorers will produce better quality armor that multiplies the effectiveness of the item.<br />
<br />
==Quality==<br />
[[Toady]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=12&t=000013 stated] that [[Quality|item quality]] increases its protection (or damage, in the case of weapons), namely, "Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block."<br />
<br />
{|cellpadding="2" border="1"<br />
! Symbol !! Name !! Damage reduction multiplier<br />
|-<br />
| Item || Basic armor || x1.0 <br />
|-<br />
| -Item- || Well-crafted armor || x1.2 <br />
|-<br />
| +Item+ || Finely Crafted armor || x1.4 <br />
|-<br />
| *Item* || Superior Quality armor || x1.6 <br />
|-<br />
| ≡Item≡ || Exceptional armor || x1.8 <br />
|-<br />
| ☼Item☼ || Masterful armor || x2.0<br />
|}<br />
==Material==<br />
Better materials provide better protection, according to the following table:<br />
<br />
{|cellpadding="2" border="1"<br />
! Material !! Modifier %<br />
|-<br />
| [[Adamantine]] || 500<!-- confirmed --><br />
|-<br />
| [[Steel]] || 133<br />
|-<br />
| [[Iron]] || 100<br />
|-<br />
| [[Bronze]] or [[Bismuth bronze]] || 75<br />
|-<br />
| [[Copper]] || 66<br />
|-<br />
| Other metals/materials ([[leather]], [[cloth]], [[bone]], [[shell]], [[wood]], etc.) || 50<br />
|}<br />
<br />
== Using Armor ==<br />
<br />
To tell a dwarf to wear armor in Fortress Mode, {{k|v}}iew the dwarf, go to {{k|p}}references, then {{k|s}}oldiering. There you can select the highest level of armor he should wear: clothes, leather, chain, or plate. Shield level is selected separately. You can also set the armor level for many dwarves at once on the {{k|m}}ilitary screen, under {{k|w}}eapons.<br />
<br />
Upgrading a civilian dwarf's armor level will not take effect unless they are activated as soldiers. Civilians will not wear armor other than [[clothing]], except for those given the [[Ambusher|Hunting]] [[labor]] (provided their armor level is set above "clothing"). This will, however, cause them to go out into the wilderness and hunt any wild animal they encounter.<br />
If you set dwarves' armor level above their current set of armor (for instance, 'plate' when they are wearing chain armor), they will replace their current armor level and use armor of the better armor level when it is available. Unfortunately, dwarves do not make a distinction between different [[materials]] or [[quality|item qualities]], so if they are already wearing a helm (of, say, copper), they will not pick up a steel helm, as they are of the same armor level.<br />
<br />
The solution is to set the dwarf's armor level to 'clothes', so that they drop their armor altogether, then station them standing on top of the pieces of armor you want them to wear (typically located on an armor [[stockpile]] or still in the [[forge]]) and set their armor to the desired level again. Hopefully you can get them to complete the operation without wandering off to find a set of civilian clothes to wear first. A similar technique can be used to get dwarves to change [[weapons]] as well (from an iron short sword to an [[obsidian]] one, for instance). This can be effectively managed by using the ['''q'''] tool to edit stockpiles to store only certain kinds of item materials. You could for instance keep a Stockpile of bone and wood bolts as well as silver weapons behind a door near the [[barracks]], so you can lock up the crappy stuff when the goblins are at the door.<br />
In older versions of the game, armor would be stored on an [[Armor stand]] -- a piece of furniture which could also be used to define a room as a barracks. However, both armor stands and [[weapon rack]]s proved to be buggy, and their "container" status has currently been disabled. For now, store your armor in a [[stockpile]] dedicated for the purpose.<br />
<br />
Sometimes dwarves will ignore the armor they are standing on top of, and go put on the armor they had just removed. The best way to avoid this is to get rid of the inferior armor -- either by [[chasm]]ing it, [[melt]]ing it (if metal), or [[trading]] it away. This may take some time to carry out, meaning you must leave some of your soldiers at "clothing" armor level for a while until the unwanted pieces are disposed of. Keep in mind when melting armor pieces that only about 30% of the metal is recovered, so you should avoid making excess quantities with your most precious metal (steel, generally) unless you have a [[legendary]] armorsmith.<br />
<br />
Heavy armor can reduce dwarves' [[speed]], especially when they wear several pieces. Being [[attributes|Strong]] will reduce this problem, as will [[Armor user]] skill (gained by fighting or sparring in armor). Extremely Strong dwarves can generally wear a complete suit of plate armor without being burdened. Armor User at "Expert" level is also generally enough to eliminate the burden of a full suit of plate, even for a dwarf without any Strength attribute. Experiment in adventure mode in order to find out more how this system works.<br />
<br />
As an emergency measure, a dwarf who is about to be [[justice|hammered]] can be turned into a [[military]] recruit and set to "Plate" armor level; if they manage to don the suit before being captured, it will reduce the damage they take.<br />
<br />
== Armor Levels ==<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Slot<br />
! Leather<br />
! Chain<br />
! Plate<br />
|-<br />
| Head<br />
| leather [[cap]] and/or [[helm]]<br />
| metal [[cap]] and/or [[helm]]<br />
| [[helm]]<br />
|-<br />
| Upper Body<br />
| [[leather|leather armor]]<br />
| [[chain mail]]<br />
| [[plate mail]]<br />
|-<br />
| Lower Body<br />
| leather [[leggings]]<br />
| metal/bone/shell [[leggings]]<br />
| [[greaves]]<br />
|-<br />
| Foot<br />
| leather low/high [[boot]]<br />
| metal low/high [[boot]]<br />
| metal low/high [[boot]]<br />
|-<br />
| Hand<br />
| nothing<br />
| gauntlet<br />
| gauntlet<br />
|}<br />
<br />
==Types of Protection==<br />
<br />
Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes.<br />
They may additionally protect upper and lower arms and legs, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see them running around in dresses.<br />
There is no real difference between armor and clothing, except that maybe only non-Clothing Garments may increase the [[Armor User]] skill.<br />
<br />
This list only lists equipment Dwarves should be able to manufacture, from the file \raw\objects\entity_default.txt<br />
<br />
{| border="1" cellpadding="5" cellspacing="0"<br />
!Body Part!!Clothing!!Weight!!Block!![[Cloth|Fiber]]/[[Silk]]!![[Leather]]!![[Bone]]!![[Shell]]!![[Metal]]!![[Wood]]!![[Size]]!![[Permit]]<br />
|-<br />
|rowspan="3"|Head||Cap||10||20||Clothes||Clothes|| || ||Leather|| ||10||15<br />
|-<br />
|Helm[S]||20||60|| ||Leather||Leather||Leather||Chain|| ||30||20<br />
|-<br />
|Hood||10||20||Clothes||Clothes|| || || || ||10||100<br />
|-<br />
|rowspan="10"|Upper Body||Chainmail||75||50/30|| || || || ||Chain|| ||15||50<br />
|-<br />
|Cloak||10||5/5||Clothes||Clothes|| || || || ||15||150<br />
|-<br />
|Coat||50||15/15||Clothes||Clothes|| || || || ||20||50<br />
|-<br />
|Dress||10||3/3||Clothes||Clothes|| || || || ||10||50<br />
|-<br />
|Leather Armor[S]||50||20/20|| ||Leather|| || || || ||20||50<br />
|-<br />
|Platemail[S]||150||70/50|| || || || ||Plate|| ||20||50<br />
|-<br />
|Robe||10||5/5||Clothes||Clothes|| || || || ||20||100<br />
|-<br />
|Shirt(*)||10||3/3||Clothes||Clothes|| || || || ||10||50<br />
|-<br />
|Tunic||10||5/5||Clothes||Clothes|| || || || ||10||50<br />
|-<br />
|Vest(*)||10||2/2||Clothes||Clothes|| || || || ||10||50<br />
|-<br />
|rowspan="3"|Hands||Gauntlets[S]||25||60|| || ||Chain||Chain||Chain|| ||20||15<br />
|-<br />
|Gloves||10||60||Clothes||Clothes|| || || || ||10||10<br />
|-<br />
|Mittens||10||60||Clothes||Clothes|| || || || ||15||20<br />
|-<br />
|rowspan="3"|Lower Body||Greaves[S]||60||70|| || ||Plate|| ||Plate|| ||15||30<br />
|-<br />
|Leggings[S]||40||50|| ||Leather||Leather||Leather||Chain|| ||15||30<br />
|-<br />
|Trousers||20||20||Clothes||Clothes|| || || || ||15||30<br />
|-<br />
|rowspan="3"|Feet||High Boots||20||60|| ||Leather|| || ||Chain|| ||25||15<br />
|-<br />
|Low Boots||15||60|| ||Leather|| || ||Chain|| ||25||15<br />
|-<br />
|Shoes||10||60||Clothes||Clothes|| || || || ||20||15<br />
|-<br />
|rowspan="2"|Shield||Buckler||15||60(10%)|| ||Buckler|| || ||Buckler||Buckler||Just||One<br />
|-<br />
|Shield||50||60(20%)|| ||Shield|| || ||Shield||Shield||Just||One<br />
|}<br />
(*) = Not currently manufactable {{version|0.27.176.38c}}<br />
<br />
[S] = Max one [S] per body slot(eg. only one plate mail, and no greaves and Leggings on top)<br />
<br />
The Value in each hex represents the kind of armor a specific piece of armor counts as.<br />
<br />
The "weight" figure is for items made of metal. Metal armor may be made from [[copper]], [[bronze]], [[iron]], or [[steel]], and weigh the same regardless of which metal they are made of. [[Leather]], plant [[cloth]], [[bone]], and [[shell]] items weigh half as much, [[adamantine]] items weigh one-eighth as much, and [[silk]] items one-tenth as much. Certain items (such as Leather Armor) cannot be made of metal, so their weights will always be half that listed in the table.<br />
<br />
The '''Size''' and '''Permit''' values dictate how you stack armor. A dwarf who is authorized to use a certain type of armor that he can find easily(as in a stockpile), when he's not terribly busy, will go there and pick it up and use it depending on these variables. The dwarf has a '''Layer''' for every body slot. As he wears Garments, their' '''Size''' add to the body slot the items belong to(Head, Upper Body, etc.). When this layer variable is OVER an item's '''Permit''', then the dwarf will not consider to wear that item. This means that you can Cram a dwarf into one plate mail and three chain mails. The last chain mail went over the chain mail's limit of 50, so no more chain mail. Dwarves in Fortress mode will use the '''lowest''' permit of all the items they are wearing, so a Fortress dwarf can not wear cloaks, since the code for finding and evaluating new equipment seems to work this way. In adventure mode you can use a hefty bunch of cloaks on top of your Plate mail and 3 Chain mails though, since you are not at all prohibited by the search algorithms of Fortress dwarves.<br />
You can probably make your recruit dwarves wear more cloaks if you order them to not wear any armor but clothing, and then let them discard some cloaks to upgrade into heavier armor, while keeping some.<br />
<br />
== Other Sizes ==<br />
Beware! Dwarves can not wear any armor that is named 'large', 'narrow' or 'small' (elves', goblins'...) (except [[large rat]] leather armor :-) ). The smug traders will not warn you of this.<br />
<br />
== Requirements ==<br />
Creating plate mails requires three [[bar]]s of metal to [[forge]]. Chain mails and greaves require two bars. All other metal armors require one bar. Note that making gauntlets or boots will always produce a pair (a left and right gauntlet, or two boots) from one bar of metal. A full suit of leather armor requires four leather pieces to manufacture, a full suit of chain armor requires six metal bars, and a full suit of plate armor requires eight metal bars. This does not include shields.<br />
<br />
Bone greaves require three ''stacks'' of bone to make (the stacks can be of any size), and bone leggings require two stacks; all other bone and shell items (including shell leggings) require one stack of bone/one shell to make.<br />
<br />
== Shields and Bucklers ==<br />
<br />
Shields and bucklers come in all the same material flavours as armor, but offer a slightly different form of protection. While armor absorbs some of the damage from all successful attacks, a shield provides complete protection from some attacks. In [[Adventure Mode]], a successful block may also grant the defender an immediate free counterattack. Bucklers weigh less than shields, making them useful for more mobile Marksdwarves, but provide less protection.<br />
<br />
Shields work by offering a chance for an instantaneous deflection. Shields provide a 20% chance of total deflection, while bucklers provide a 10% chance of deflection. This chance of deflection is then altered by the wielder's [[Shield user]] skill, although the exact mechanics are unknown.<br />
<br />
== Fun Facts ==<br />
* Dwarves will not switch to Metal greaves by themselves if they already wear bone greaves.<br />
* Dwarves will not take off leather armor or chain mail when allowed a higher armor class; they will also keep what they wear. They will however switch between leggings and greaves.<br />
* Dwarves feel it's perfectly normal to wear one leather low boot and one steel high boot. If it fits, it fits, right?<br />
<br />
[[Category:Items]]<br />
[[Category:Military]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=Aquifers&diff=19151Aquifers2007-11-04T17:13:01Z<p>BahamutZERO: redirect to Aquifer, which I'm not sure exists yet either, but when it does this redirect will be ready!</p>
<hr />
<div>#REDIRECT [[Aquifer]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Skill&diff=230240d:Skill2007-11-03T16:35:52Z<p>BahamutZERO: I change grammar good</p>
<hr />
<div>The '''skill''' a person has in an area determines how well that person accomplishes tasks in that area. Skills increase in rank with experience: every time a person completes a task successfully, the corresponding skill will increase by an amount of experience points (XP). Once the XP reach the amount required for the next level, the rank will increase.<br />
<br />
The highest skill or skills of a dwarf determines their profession.<br />
<br />
== Skill ranks ==<br />
<br />
To reach Novice level in any skill requires 500 XP. Reaching each successive level requires an additional 100 XP, so to go from Novice to ''No label'' requires 600 XP; ''No label'' to Competent requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level.<br />
<br />
{| style="margin: 0 auto; border: 1px solid black; border-spacing: 0"<br />
|-<br />
| width="50%" style="border-right: 1px solid black" |<br />
{| width="100%"<br />
! Level !! XP<br />
|-<br />
| Dabbling || align="right" | 1<br />
|-<br />
| Novice || align="right" | 500<br />
|-<br />
| ''No label'' || align="right" | 1100<br />
|-<br />
| Competent || align="right" | 1800<br />
|-<br />
| Skilled || align="right" | 2600<br />
|-<br />
| Proficient || align="right" | 3500<br />
|-<br />
| Talented || align="right" | 4500<br />
|-<br />
| Adept || align="right" | 5600<br />
|}<br />
| width="50%" |<br />
{| width="100%"<br />
! Level !! XP<br />
|-<br />
| Expert || align="right" | 6800<br />
|-<br />
| Professional || align="right" | 8100<br />
|-<br />
| Accomplished || align="right" | 9500<br />
|-<br />
| Great || align="right" | 11000<br />
|-<br />
| Master || align="right" | 12600<br />
|-<br />
| High Master || align="right" | 14300<br />
|-<br />
| Grand Master || align="right" | 16100<br />
|-<br />
| Legendary || align="right" | 18000<br />
|}<br />
|}<br />
<br />
== List of skills ==<br />
<br />
The following list of skills is grouped by the professions they fall in.<br />
<br />
{| style="margin: 0 auto"<br />
|-<br />
| valign='top' |<br />
<br />
{{Skill Box|Miner|#bbb|#bbb|<br />
* [[Miner]]<br />
}}<br />
<br />
{{Skill Box|Woodworker|#ff2|#ff6|<br />
* [[Bowyer]]<br />
* [[Carpenter]]<br />
* [[Wood cutter]]<br />
}}<br />
<br />
{{Skill Box|Stoneworker|#fff|#fff|<br />
* [[Engraver]]<br />
* [[Mason]]<br />
}}<br />
<br />
{{Skill Box|Ranger|#282|#484|<br />
* [[Ambusher]]<br />
* [[Animal caretaker]]<br />
* [[Animal dissector]]<br />
* [[Animal trainer]]<br />
* [[Trapper]]<br />
}}<br />
<br />
{{Skill Box|Metalsmith|#888|#888|<br />
* [[Armorsmith]]<br />
* [[Furnace operator]]<br />
* [[Metal crafter]]<br />
* [[Metalsmith]]<br />
* [[Weaponsmith]]<br />
}}<br />
<br />
{{Skill Box|Jeweler|#2f2|#6f6|<br />
* [[Gem cutter]]<br />
* [[Gem setter]]<br />
}}<br />
<br />
{{Skill Box|Craftsdwarf|#22f|#66f|<br />
* [[Bone carver]]<br />
* [[Clothier]]<br />
* [[Glassmaker]]<br />
* [[Leatherworker]]<br />
* [[Stone crafter]]<br />
* [[Weaver]]<br />
* [[Wood crafter]]<br />
}}<br />
<br />
| valign='top' |<br />
<br />
{{Skill Box|Administrator|#828|#848|<br />
* [[Appraiser]]<br />
* [[Building designer]]<br />
* [[Organizer]]<br />
* [[Record keeper]]<br />
}}<br />
<br />
{{Skill Box|Fishery Worker|#228|#448|<br />
* [[Fish cleaner]]<br />
* [[Fish dissector]]<br />
* [[Fisherdwarf]]<br />
}}<br />
<br />
{{Skill Box|Farmer|#882|#884|<br />
* [[Brewer]]<br />
* [[Butcher]]<br />
* [[Cheese maker]]<br />
* [[Cook]]<br />
* [[Dyer]]<br />
* [[Grower]]<br />
* [[Herbalist]]<br />
* [[Lye maker]]<br />
* [[Milker]]<br />
* [[Miller]]<br />
* [[Potash maker]]<br />
* [[Soaper]]<br />
* [[Tanner]]<br />
* [[Thresher]]<br />
* [[Wood burner]]<br />
}}<br />
<br />
{{Skill Box|Engineer|#f22|#f66|<br />
* [[Mechanic]]<br />
* [[Pump operator]]<br />
* [[Siege engineer]]<br />
* [[Siege operator]]<br />
}}<br />
<br />
| valign='top' |<br />
<br />
{{Skill Box|''No profession''|#288|#488|<br />
* [[Swimmer]]<br />
<br />
''Military skills''<br />
* [[Armor user]]<br />
* [[Axedwarf]]<br />
* [[Hammerdwarf]]<br />
* [[Macedwarf]]<br />
* [[Marksdwarf]]<br />
* [[Shield user]]<br />
* [[Speardwarf]]<br />
* [[Swordsdwarf]]<br />
* [[Wrestler]]<br />
<br />
''Social skills''<br />
* [[Comedian]]<br />
* [[Consoler]]<br />
* [[Conversationalist]]<br />
* [[Flatterer]]<br />
* [[Intimidator]]<br />
* [[Judge of intent]]<br />
* [[Liar]]<br />
* [[Negotiator]]<br />
* [[Pacifier]]<br />
* [[Persuader]]<br />
}}<br />
<br />
|}</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&diff=1672440d Talk:Activity zone2007-11-03T16:29:23Z<p>BahamutZERO: New page: should this page be moved to the singluar title "Activity zone" ?</p>
<hr />
<div>should this page be moved to the singluar title "Activity zone" ?</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Activity_zone&diff=1067040d:Activity zone2007-11-03T05:40:44Z<p>BahamutZERO: /* Sand Collection */ use of sand collection note</p>
<hr />
<div>Activity zones are areas in which dwarves are instructed to perform specific tasks.<br />
They are useful at forcing dwarves to perform actions where they are desirable, and can be placed in any unoccupied tile, including over the chasm or over a river.<br />
They are placed similarly to stockpiles, by selecting a rectangular area using {{K|Enter}} from within the {{K|i}}:Zones menu.<br />
Unlike stockpiles, they are only visible while in the {{K|i}}:Zones menu.<br />
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the {{K|i}}:Zones menu.<br />
<br />
When hovering over the activity zone, you may tap {{key|a}} to enable or disable the zone. Dwarves will not specifically avoid the zone if they wanted to go there anyway, but no further jobs related to that zone will be created.<br />
<br />
==Water Source==<br />
:Shortcut {{k|w}}<br />
Water source zones are areas in which dwarves will look for water to fill buckets or to drink. <br />
If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.<br />
<br />
To place a water source, trace a zone which surrounds a [[pool]] of water. Each ground tile within the zone that is adjacent to the water is considered a water source tile. Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water.<br />
<br />
==Fishing==<br />
:Shortcut {{k|f}}<br />
Fishing zones are areas in which dwarves will attempt to fish.<br />
<br />
To place a fishing zone, trace a zone which surrounds a [[pool]], [[brook]], [[stream]], [[river]], or [[lake]]. Fishing may also be done at artifically-created ponds. As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing.<br />
<br />
==Garbage Dump==<br />
:Shortcut {{k|g}}<br />
Garbage dump zones are areas in which dwarves will throw refuse designated by using {{k|k}} then {{k|d}}. If a garbage zone is designated beside a cliff or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Things that are dumped are automatically marked as forbidden. If you wish to use dumped items you need to reclaim them. Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.<br />
<br />
You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|c}} and tracing the designation over top of the objects.<br />
<br />
==Pit/Pond==<br />
:Shortcut {{k|p}}<br />
Pit zones are areas that dwarves can be instructed to fill with specific creatures.<br />
Pond zones are areas that dwarves can be told to fill with water, using buckets.<br />
<br />
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to choose whether it is a pit or pond. You may also specify animals you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.<br />
<br />
==Sand Collection==<br />
:Shortcut {{k|s}}<br />
Sand collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].<br />
<br />
==Meeting Area==<br />
:Shortcut {{k|m}}<br />
Meeting area zones are areas in which dwarves will congregate, similar to meeting hall rooms in the previous version.</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Your_first_fortress&diff=1509140d Talk:Your first fortress2007-11-03T05:37:19Z<p>BahamutZERO: </p>
<hr />
<div>== Content from [[Getting started]] ==<br />
<br />
The goal of this page is to explain in detail, and for newbies, how to:<br />
#Generate a world (possibly from a seed)(probably will link to article(s) on the topic)<br />
#Pick a fortress location<br />
#Name your fortress and starting group<br />
#Buy skills and items, for the biome type picked in #2 (probably will give the newbie build from the [[starting builds]] page)<br />
#Play the first month or two of the game, for the biome type picked in #2<br />
I don't know how to write an article that does this, but I do know that this is what this article should be.<br><br />
--[[User:Savok|Savok]] 11:19, 2 November 2007 (EDT)<br />
<br />
I'd like to avoid having an overabundance of tutorial articles again. It sounds to me like all of the above would fit into [[Your first fortress]] just as easily. --[[User:Peristarkawan|Peristarkawan]] 12:00, 2 November 2007 (EDT)<br />
<br />
:Should we go ahead and just #redirect it?--[[User:Draco18s|Draco18s]] 12:07, 2 November 2007 (EDT)<br />
<br />
::Done. --[[User:Peristarkawan|Peristarkawan]] 12:14, 2 November 2007 (EDT)<br />
<br />
== Wall of text ==<br />
I think the "Beginning the Fortress" section isn't very pleasant to read. The bullet points help a bit, but I think numbered ones (matching the "TOC" above it) would be a bit more helpful. I'd however prefer to split the steps using numbered headlines, then it'd clearly define each step and automatically be indexed at the top. Thoughts? --[[User:TwoD|TwoD]] 13:03, 2 November 2007 (EDT)<br />
:That's beyond me, but anyone who can should feel free to clean it up and make it as readable as possible. --[[User:BahamutZERO|BahamutZERO]] 01:37, 3 November 2007 (EDT)</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&diff=1092940d:Your first fortress2007-11-03T05:35:36Z<p>BahamutZERO: /* What Next? */ redundant suggestion removed (water storage for winter) and a wording change</p>
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<div>This is a guide to help new players get started on their first fortress, and teach them the basics of keeping their dwarves alive.<br />
Above all else, always remember the Dwarf Fortress motto: ''"Losing is fun!"''<br />
<br />
== Setting up ==<br />
<br />
Try to pick a [[location]] that has trees and a river, brook or stream running through it. Avoid areas with extreme temperatures, and areas with the [[sinister]]/[[haunted]]/[[terrifying]] descriptions.<br />
<br />
A good suggestion for your starting dwarves' skills (all skills are Proficient): <!-- total points=2060 --><br />
* [[Miner]]/[[Mason]] <!-- 70 --><br />
* [[Miner]]/[[Mason]] <!-- 70 --><br />
* [[Woodcutter]]/[[Carpenter]] <!-- 70 --><br />
* [[Grower]]/[[Herbalist]] <!-- 70 --><br />
* [[Mechanic]]/[[Building designer]] <!-- 70 --><br />
* [[Fisherdwarf]]/[[Fish cleaner]] <!-- 70 --><br />
You can change these around however you like. Many players would prefer a [[weaponsmith]]/[[armorsmith]] to the fisherdwarf, for example.<br />
<br />
Suggested items you should take along:<br />
* Two copper [[pickaxe]]s. The material doesn't affect mining speed. <!-- 40 --><br />
* A [[battleaxe]], for woodcutting. <!-- 300 --><br />
* Two [[dog]]s. Gender alternates, so you will get one male and one female if you bring two. <!-- 32 --><br />
* It is not recommended that you bring any cats, as they are rather useless and can cause a lot of lag.<br />
* 100 2-point [[meat]]. <!-- 200 --><br />
* 100 [[alcohol]]. <!-- 200 --><br />
* 25 [[plump helmet]] spawn. <!-- 25 --><br />
* 10 [[pig tail]] seeds. <!-- 10 --><br />
* 10 [[rock nuts]], which are the most difficult crop to use but the one that gives the most food, bar cheating. <!-- 10 --><br />
* Whatever else you feel like using any leftover points. The anvil is not recommended, as it costs 1000 points (=500 meat, 63 dogs, 333 logs, or etc) and the dwarven caravan will bring an anvil in the first autumn (if you request an anvil in the request screen, they'll bring more in other autumns).<br />
<br />
==Beginning the Fortress==<br />
When you reach the site of your new fortress, the first things you want to do are:<br />
*Dig secure lodgings.<br />
*Set up basic [[workshop]]s.<br />
*Set up a [[dining room]] and a [[bedroom]].<br />
*Set up a [[farm]].<br />
*Set up [[stockpile]]s.<br />
<br />
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!<br />
*First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.<br />
*To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|SHIFT}} key. To view different elevations, or "Z-levels," use the {{k|<}} and {{k|>}} keys ({{k|SHIFT}} + {{k|,}} or {{k|.}}.) <br />
*To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. (Check out more information on [[hotkeys]] such as this.)<br />
*You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}}. The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are.<br />
*To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s, and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press enter to start marking where to dig.<br />
*Start digging out a room as the start of your fortress. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, loam, or clay, you should dig downward using [[stair]]s or [[ramp]]s until you find rock, and mine the room out of that. You'll need the rock for construction. <br />
*To dig down with stairs, designate a "downwards stairway" on the surface, then move the view down one level ({{k|>}}) and designate either an "upwards stairway" or an "up/down stairway" on the tile directly beneath the downwards stairs. Stairs can go as deep as you want in a stack if you keep making up/down stairs on top of each other. You can continue stairs from both the top and the bottom of up/down stairs, but only from the bottom of downwards stairs, and only from the top of upwards stairs.<br />
*Outdoors by the wagon, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and keep the food from rotting. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.<br />
*Disassemble the wagon for [[wood]] by pressing {{k|q}}, moving the cursor over the wagon and pressing {{k|x}}. Your carpenter should then disassemble it into 3 logs.<br />
*Create a [[Mason's Workshop]], a [[Carpenter's Workshop]], and a [[Mechanic's Workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''NOTE:''' If the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.<br />
*Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select "Process Raw Fish" and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process.<br />
*At the [[Mason's Workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to "door" on the list with the + and - keys and pressing enter. Stone is more common than wood, so you want to make everything you possibly can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.<br />
*Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.<br />
*At the [[Carpenter's Workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wagon wood. <br />
*Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing enter, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, even if there aren't enough beds.<br />
*You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.<br />
*To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[Mechanic's Workshop]]. After they are made, go to the {{k|b}}uild menu, and select the "Traps/Levers" category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.<br />
*Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.<br />
*Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.<br />
*You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon, press {{k|q}}, highlight the workshop, then press {{k|x}}.<br />
*Next you'll set up farming. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].<br />
*Once you have suitable ground for planting, go to the {{k|b}}uild menu, find "Farm Plot" or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.<br />
*Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.<br />
<br />
==What Next?==<br />
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.<br />
<br />
Here's some ideas for what to do next:<br />
*Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.<br />
*Build a [[craftdwarf's workshop]] and start making some trade goods.<br />
*Build a [[trade depot]] so that merchants can come and trade with you.<br />
*Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of beer.<br />
*Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.<br />
*Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.<br />
*Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.<br />
*Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.<br />
*Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.<br />
<br />
[[Category:Guides]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Gear_assembly&diff=1520740d Talk:Gear assembly2007-11-02T16:48:12Z<p>BahamutZERO: New page: "...this causes the windmill construction to collapse. Instead, create a second gear adjacent to the linked gear upon which to support the windmill." I'm having a hard time visualizing wha...</p>
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<div>"...this causes the windmill construction to collapse. Instead, create a second gear adjacent to the linked gear upon which to support the windmill." I'm having a hard time visualizing what this means, could someone make a diagram? --[[User:BahamutZERO|BahamutZERO]] 12:48, 2 November 2007 (EDT)</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=Gear_assemblies&diff=15206Gear assemblies2007-11-02T16:45:27Z<p>BahamutZERO: Redirecting to Gear assembly</p>
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<div>#REDIRECT [[Gear assembly]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Design_strategies&diff=614740d:Design strategies2007-11-02T16:42:18Z<p>BahamutZERO: /* Flooded Entrance */ typos, links, caveats about amphibians</p>
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<div>=Entrance Designs=<br />
<br />
==Flooded Entrance==<br />
<br />
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.<br />
<br />
The basic premise requires two [[lever]]s, two [[screw pump]]s and two [[gear assemblies]]. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup.<br />
One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever.<br />
Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.<br />
<br />
== 3D Map Format ==<br />
The map is divided in ''levels''. Tiles on each level are composed by whatever is on that tile, and the floor (or absence of floor) below it. A virgin rock tile is composed of a wall of rock and a floor of rock, for example.<br />
<br />
In the following examples,<br />
<br />
<nowiki>#</nowiki> is a wall of rock<br />
<br />
= is a floor of rock<br />
<br />
> is a stair down<br />
<br />
< is a stair up<br />
<br />
<br />
Side view:<br />
<br />
# Level 1 <br />
= Level 1<br />
+ @ Level 0 <br />
========<= Level 0<br />
####### > Level -1<br />
========== Level -1<br />
<br />
A [[channel]] removes the floor on the level it was designated, and the wall on the level below.<br />
<br />
@ 0<br />
=== ===== 0<br />
### ##### -1<br />
========= -1<br />
<br />
Mining removes the walls, but does not affect the floors.<br />
<br />
1<br />
========= 1<br />
@### 0<br />
========= 0<br />
<br />
Building new walls however can affect the floor above, replacing it if it is not already there. I have used the O symbol to show where a new wall would go, in each case it's just one wall but the left hand one would add a floor tile as shown.<br />
<br />
==O ====<br />
##O @ O###<br />
==========<br />
<br />
[[Stairs]] down only remove the floor, and stairs up do not affect the floor or the ceiling. Stairs up+down act as a combination of both.<br />
<br />
1<br />
==>=>==== 1 Level 1 view Level 0 view Level -1 view<br />
< X 0 ############ ############ ############<br />
====X=>== 0 > > < X > < <<br />
< < -1 ############ ############ ############<br />
========= -1<br />
<br />
Up-[[ramp]]s remove the ceiling above them and create a down-ramp automatically. They can't be used by dwarves unless built specifically. Up-ramps can be found in the same submenu of the {{K|d}}esignation menu as up- and down-staircases. Read more about this under [[digging]].<br />
<br />
1<br />
====v==== 1<br />
^#### 0<br />
========= 0<br />
<br />
=Miscellaneous Strategies=<br />
==Use for Soil Layers==<br />
Soil layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.<br />
<br />
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.<br />
<br />
[[Category:Guides]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Map_legend&diff=777340d Talk:Map legend2007-11-02T16:31:14Z<p>BahamutZERO: </p>
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<div>Need to update the templates on this wiki. Also, this needs to be updated with any new biomes and volcanoes and the such. [[User:Schm0|Schm0]] 23:05, 30 October 2007 (EDT)<br />
<br />
Kylith uploaded them and added the volcano tile, much obliged. :) [[User:Schm0|Schm0]] 10:07, 1 November 2007 (EDT)<br />
<br />
Yeah, I just copied the old one over. I think some of the biomes and symbols may have changed, so the page may need further updates... Definitely there are differences with how colors are used, and they are not nearly as universal as they used to be. Ex, purple still is "haunted" or "terrifying", but red can mean red sand, volcano, or "sinister" depending on context. However, I think that with the new more detailed info on the location map this legend is less important.<br />
<br />
"Mountain tiles do not show alignment. Instead they indicate the presence of snow." -This is no longer true, good-aligned mountains seem to appear yellow. I'm not sure if that's just for the "Mirthful" designation, or for all of them. Also don't know if there's still an indication of snowy mountains or not. Have good-aligned areas generally had their colors changed? --[[User:BahamutZERO|BahamutZERO]] 12:31, 2 November 2007 (EDT)</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Fish_cleaner&diff=1203840d:Fish cleaner2007-11-02T16:22:09Z<p>BahamutZERO: fixed incorrect category</p>
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<div>Fish cleaners gut and clean fish ready to be eaten or cooked. They work in a fishery. Generally you can get your fisherdwarf to double as this and save on labor, although if you've got dwarves to spare this isn't necessary.<br />
[[Category:Skills]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Cook&diff=959740d:Cook2007-11-02T16:21:03Z<p>BahamutZERO: fixed incorrect category</p>
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<div>Cooks combine ingredients at kitchens to produce finished meals. Dwarves with more skill at cooking work faster, and produce higher quality meals.<br />
<br />
Dwarven cooks use two, three, or four ingredients per meal, adding their quantities to produce the quantity of the finished product. This does have the potential to increase the total amount of food a fortress has access to, since some cookable items are not edible raw. (Quarry bush leaves, seeds, flour, and alcohol are examples.) Cooking these ingredients is an excellent way to cater to the tastes of dwarves who prefer foods that are inedible when raw. Examining a finished meal will allow you to view the ingredients it contains.<br />
<br />
Preparing easy meals will combine two ingredients, preparing fine meals will combine three, and lavish meals require four ingredients to prepare. If you want your dwarves to gain skill as cooks you should only prepare easy meals, since this gives them the most practice per ingredient used. If you want to maximize your storage space, use lavish meals, since these combine a large number of ingredients into a single stack.<br />
<br />
If food supplies are tight, [[brewing]] plants into alcohol and subsequently cooking the alcohol will effectively multiply food stocks fivefold. Brewing the plants first will also yield seeds, which cooking plants destroys.<br />
<br />
Cooking can also turn raw ingredients, which never have quality, into high-quality meals, which increase dwarven happiness. <br />
<br />
===Hauling and Kitchens===<br />
<br />
When cooks have large stacks of ingredients to work with, kitchens get cluttered quickly. (When cooking large stacks of alcohol brewed from starting supplies or from skilled growers' crops, it is not uncommon to end up with quantities such as "Dwarven Wine Stew [75].") If they stay in the kitchen, finished meals like this will slow down your cooks' work, and may rot if left too long. It is worthwhile to keep an eye on kitchen clutter levels, and to micromanage food haulers if necessary, to ensure that everything ends up in a food stockpile quickly.<br />
[[Category:Skills]][[Category:Food]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Fisherdwarf&diff=711240d:Fisherdwarf2007-11-02T16:18:34Z<p>BahamutZERO: fixed incorrect category</p>
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<div>Fisherdwarves catch fish from available water sources: ponds, rivers, or the ocean. The higher the fisherdwarf skill, the faster they catch fish. Unfortunately they also deplete the stocks of fish in the water faster. The fisherdwarf's nemesis is the deadly, deadly [[carp]].<br />
[[Category:Skills]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Animal_trainer&diff=1516040d:Animal trainer2007-11-02T16:18:06Z<p>BahamutZERO: added to category</p>
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<div>'''Animal trainers''' [[train]] [[dog]]s at the [[kennel]] to be [[war dog]]s or [[hunting dog]]s. Higher skill allows faster training of animals.<br />
<br />
[[Category:Skills]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Fisherdwarf&diff=711140d:Fisherdwarf2007-11-02T16:15:48Z<p>BahamutZERO: typo</p>
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<div>Fisherdwarves catch fish from available water sources: ponds, rivers, or the ocean. The higher the fisherdwarf skill, the faster they catch fish. Unfortunately they also deplete the stocks of fish in the water faster. The fisherdwarf's nemesis is the deadly, deadly [[carp]].<br />
[[Category:Jobs]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Animal_trainer&diff=1515940d:Animal trainer2007-11-02T16:14:56Z<p>BahamutZERO: New page: '''Animal trainers''' train dogs at the kennel to be war dogs or hunting dogs. Higher skill allows faster training of animals.</p>
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<div>'''Animal trainers''' [[train]] [[dog]]s at the [[kennel]] to be [[war dog]]s or [[hunting dog]]s. Higher skill allows faster training of animals.</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=User_talk:BahamutZERO&diff=14976User talk:BahamutZERO2007-11-02T16:09:34Z<p>BahamutZERO: </p>
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<div>Welcome to this wiki! Especially so since we're rather small, we're very glad to have you here.<br><br />
Since we request that you try to follow DFwiki standards, I've made a list of guidelines to follow:<br><br />
* To let us know who you are, please sign your posts on discussion pages by typing "<nowiki>--~~~~</nowiki>" after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if Javascript is enabled.<br />
* Avoid making a dozen small edits to a page, and instead make one large edit. This makes the history of the page a lot easier to read and avoids cluttering the Recent changes page.<br />
* When making comments on a talk page, if you are replying to a comment, use one more indent than the comment you are replying to. As indents are created with :'s at the begining of line, you'd use ::::: at the begining if you were replying to a 4-indent comment.<br />
--[[User:Savok|Savok]] 11:07, 2 November 2007 (EDT)<br />
:Will do. Sorry about the edit spam occasionally, I sometimes forgot to add the signiture line or saw a typo and etc... I'll try to proofread my edits more from now on. --[[User:BahamutZERO|BahamutZERO]] 12:09, 2 November 2007 (EDT)</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&diff=1092440d:Your first fortress2007-11-02T16:05:59Z<p>BahamutZERO: /* What Next? */ added a suggestion about making an underground pool for winter</p>
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<div>This is a guide to help new players get started on their first fortress, and teach them the basics of keeping their dwarves alive.<br />
Above all else, always remember the Dwarf Fortress motto: ''"Losing is fun!"''<br />
<br />
==Setting up==<br />
Try to pick a [[location]] that has trees and a river, brook or stream running through it. Avoid areas with extreme temperatures, and areas with the [[sinister]]/[[haunted]]/[[terrifying]] descriptions.<br />
<br />
A good suggestion for your starting dwarves' skills:<br />
*Two proficient [[miner]]s.<br />
*A competent [[mason]]/novice [[building designer]].<br />
*A [[woodcutter]]/[[carpenter]].<br />
*A proficient [[grower]].<br />
*A [[mechanic]]/[[stone crafter]].<br />
*A [[fisherdwarf]]/[[fish cleaner]].<br />
<br />
Suggested items you should take along:<br />
*Two [[pickaxe]]s.<br />
*A [[battleaxe]], for woodcutting and defense.<br />
*Two [[cat]]s and two [[dog]]s.<br />
*Lots of [[meat]]. Like 100 or more.<br />
*Lots of [[alcohol]]. Like 100 or more.<br />
*20-30 [[plump helmet]] spawn.<br />
*10 [[pig tail]] seeds.<br />
*10 [[cave wheat]] seeds.<br />
*Whatever else you feel like using any leftover points. The anvil is optional, as you won't need it right away and you can ask the dwarven caravan to bring new ones.<br />
<br />
==Beginning the Fortress==<br />
When you reach the site of your new fortress, the first things you want to do are:<br />
*Dig secure lodgings.<br />
*Set up basic [[workshops]].<br />
*Set up a [[dining room]] and a [[bedroom]].<br />
*Set up a [[farm]].<br />
*Set up [[stockpile]]s.<br />
<br />
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!<br />
*First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.<br />
*To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|SHIFT}} key. To view different elevations, or "Z-levels," use the {{k|<}} and {{k|>}} keys ({{k|SHIFT}} + {{k|,}} or {{k|.}}.) <br />
*To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. (Check out more information on [[hotkeys]] such as this.)<br />
*You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}}. The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are.<br />
*To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s, and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press enter to start marking where to dig.<br />
*Start digging out a room as the start of your fortress. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, loam, or clay, you should dig downward using [[stair]]s or [[ramp]]s until you find rock, and mine the room out of that. You'll need the rock for construction. <br />
*To dig down with stairs, designate a "downwards stairway" on the surface, then move the view down one level and designate either an "upwards stairway" or an "up/down stairway" on the tile directly beneath the downwards stairs. Stairs can go as deep as you want in a stack if you keep making up/down stairs on top of each other. You can continue stairs from both the top and the bottom of up/down stairs, but only from the bottom of downwards stairs, and only from the top of upwards stairs.<br />
*Outdoors by the wagon, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and keep the food from rotting. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.<br />
*Disassemble the wagon for [[wood]] by pressing {{k|q}}, moving the cursor over the wagon and pressing {{k|x}}. Your carpenter should then disassemble it into 3 logs.<br />
*Create a [[Mason's Workshop]], a [[Carpenter's Workshop]], and a [[Mechanic's Workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''NOTE:''' If the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.<br />
*Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select "Process Raw Fish" and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process.<br />
*At the [[Mason's Workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to "door" on the list with the + and - keys and pressing enter. Stone is more common than wood, so you want to make everything you possibly can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.<br />
*Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.<br />
*At the [[Carpenter's Workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wagon wood. <br />
*Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing enter, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, even if there aren't enough beds.<br />
*You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.<br />
*To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[Mechanic's Workshop]]. After they are made, go to the {{k|b}}uild menu, and select the "Traps/Levers" category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.<br />
*Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.<br />
*Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.<br />
*You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon, press {{k|q}}, highlight the workshop, then press {{k|x}}.<br />
*Next you'll set up farming. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].<br />
*Once you have suitable ground for planting, go to the {{k|b}}uild menu, find "Farm Plot" or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.<br />
*Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.<br />
<br />
==What Next?==<br />
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.<br />
<br />
Here's some ideas for what to do next:<br />
*Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.<br />
*Build a [[craftdwarf's workshop]] and start making some trade goods.<br />
*Build a [[trade depot]] so that merchants can come and trade with you.<br />
*Figure out a way to store some water underground by your fortress so that you'll have drinking water even if the surface pools freeze in the winter.<br />
*Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of beer.<br />
*Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.<br />
*Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.<br />
*Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.<br />
*Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.<br />
*Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and you can start building up a useful supply of bones.<br />
<br />
[[Category:Guides]]</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Sourced_water&diff=1364840d Talk:Sourced water2007-11-01T21:53:59Z<p>BahamutZERO: </p>
<hr />
<div> Opening the fortress to the wrath of these monsters is generally considered a Bad Idea.<br />
<br />
I have no clue whatsoever about what monsters the author is talking about. --[[User:Mizipzor|Mizipzor]] 15:26, 1 November 2007 (EDT)<br />
<br />
:Rivers.--[[User:Draco18s|Draco18s]] 15:27, 1 November 2007 (EDT)<br />
<br />
::What? Is it the river itself you consider a monster? Or does the river ''contain'' monsters? Because I dont believe that the latter is always true, on the two maps Ive played so far, the river has been completely calm. --[[User:Mizipzor|Mizipzor]] 15:33, 1 November 2007 (EDT)<br />
<br />
:::Um....Try "permaflood"?--[[User:Draco18s|Draco18s]] 15:36, 1 November 2007 (EDT)<br />
<br />
If its the river itself it should be changed to something like this beast to clarify. And if its river monsters then the sentence if false, I havn't seen a single river monster yet, just alot of angry fish.<br />
Plus why is bad idea capitalised. --[[User:Lucid|Lucid]] 15:43, 1 November 2007 (EDT)<br />
<br />
Pretty sure author was referring to the river itself. That's what I immediately thought when I read it. --[[User:BahamutZERO|BahamutZERO]] 15:53, 1 November 2007 (EDT)<br />
<br />
: The capitalization is from computer jargon style[http://catb.org/jargon/html/B/Bad-Thing.html]. Thats not saying that writing it in this way is the right way to do it (it is jargon which tends to be specific to one group of people). --[[User:Shagie|Shagie]] 15:59, 1 November 2007 (EDT)<br />
<br />
:: Doesn't come more obscure than that. Thanks for clearing it up --[[User:Lucid|Lucid]] 16:04, 1 November 2007 (EDT)<br />
<br />
Sorry about that. <_< [[User:Kefkakrazy|Kefkakrazy]] 16:57, 1 November 2007 (EDT)<br />
<br />
I know that ponds marked "Murky Pools" do refill naturally. It happens for me when the snow melts after winter and the frozen ponds thaw out. It might be dependant on temperature and/or weather being on. --[[User:BahamutZERO|BahamutZERO]] 17:48, 1 November 2007 (EDT)<br />
:Actually it just occured to me that this might be caused by the top layer of the pool still having some water in it, less than full, which turns into an ice block when it gets too cold. Then when it thaws it doesn't save the water level information from the tile pre-freeze. Or it might be something else entirely, I don't know. --[[User:BahamutZERO|BahamutZERO]] 17:53, 1 November 2007 (EDT)</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Sourced_water&diff=1364740d Talk:Sourced water2007-11-01T21:48:29Z<p>BahamutZERO: </p>
<hr />
<div> Opening the fortress to the wrath of these monsters is generally considered a Bad Idea.<br />
<br />
I have no clue whatsoever about what monsters the author is talking about. --[[User:Mizipzor|Mizipzor]] 15:26, 1 November 2007 (EDT)<br />
<br />
:Rivers.--[[User:Draco18s|Draco18s]] 15:27, 1 November 2007 (EDT)<br />
<br />
::What? Is it the river itself you consider a monster? Or does the river ''contain'' monsters? Because I dont believe that the latter is always true, on the two maps Ive played so far, the river has been completely calm. --[[User:Mizipzor|Mizipzor]] 15:33, 1 November 2007 (EDT)<br />
<br />
:::Um....Try "permaflood"?--[[User:Draco18s|Draco18s]] 15:36, 1 November 2007 (EDT)<br />
<br />
If its the river itself it should be changed to something like this beast to clarify. And if its river monsters then the sentence if false, I havn't seen a single river monster yet, just alot of angry fish.<br />
Plus why is bad idea capitalised. --[[User:Lucid|Lucid]] 15:43, 1 November 2007 (EDT)<br />
<br />
Pretty sure author was referring to the river itself. That's what I immediately thought when I read it. --[[User:BahamutZERO|BahamutZERO]] 15:53, 1 November 2007 (EDT)<br />
<br />
: The capitalization is from computer jargon style[http://catb.org/jargon/html/B/Bad-Thing.html]. Thats not saying that writing it in this way is the right way to do it (it is jargon which tends to be specific to one group of people). --[[User:Shagie|Shagie]] 15:59, 1 November 2007 (EDT)<br />
<br />
:: Doesn't come more obscure than that. Thanks for clearing it up --[[User:Lucid|Lucid]] 16:04, 1 November 2007 (EDT)<br />
<br />
Sorry about that. <_< [[User:Kefkakrazy|Kefkakrazy]] 16:57, 1 November 2007 (EDT)<br />
<br />
I know that ponds marked "Murky Pools" do refill naturally. It happens for me when the snow melts after winter and the frozen ponds thaw out. It might be dependant on temperature and/or weather being on. --[[User:BahamutZERO|BahamutZERO]] 17:48, 1 November 2007 (EDT)</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&diff=1032840d Talk:Stockpile2007-11-01T21:44:53Z<p>BahamutZERO: </p>
<hr />
<div>=== Stockpile categories ===<br />
'''[[Ore]]'''<br><br />
Ore will be brought here. This is one of the simpler stockpiles.<br />
: Is it just me, or is this incorrect? I don't see an option in the new version for ore piles. I'm at work and so cannot double-check at this time, but I'll check when I get home and if I confirm it then, I'll remove Ore from the Stockpile categories.<br />
<br />
You're correct. Ore is now included in the stone stockpile and there is no mining stockpile. I've made the change. -Valdemar<br />
<br />
Should this page be retitled "Stockpile" to keep in line with the title style rules? --[[User:BahamutZERO|BahamutZERO]] 17:44, 1 November 2007 (EDT)</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&diff=1032740d Talk:Stockpile2007-11-01T21:44:44Z<p>BahamutZERO: </p>
<hr />
<div>=== Stockpile categories ===<br />
'''[[Ore]]'''<br><br />
Ore will be brought here. This is one of the simpler stockpiles.<br />
: Is it just me, or is this incorrect? I don't see an option in the new version for ore piles. I'm at work and so cannot double-check at this time, but I'll check when I get home and if I confirm it then, I'll remove Ore from the Stockpile categories.<br />
<br />
You're correct. Ore is now included in the stone stockpile and there is no mining stockpile. I've made the change. -Valdemar<br />
<br />
Should this page be retitled "Stockpile" to keep in line with the title style rules?</div>BahamutZEROhttps://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&diff=1092340d:Your first fortress2007-11-01T21:38:11Z<p>BahamutZERO: /* Beginning the Fortress */ "soon enough...in no time" sounds really redundant</p>
<hr />
<div>This is a guide to help new players get started on their first fortress, and teach them the basics of keeping their dwarves alive.<br />
Above all else, always remember the Dwarf Fortress motto: ''"Losing is fun!"''<br />
<br />
==Setting up==<br />
Try to pick a [[location]] that has trees and a river, brook or stream running through it. Avoid areas with extreme temperatures, and areas with the [[sinister]]/[[haunted]]/[[terrifying]] descriptions.<br />
<br />
A good suggestion for your starting dwarves' skills:<br />
*Two proficient [[miner]]s.<br />
*A competent [[mason]]/novice [[building designer]].<br />
*A [[woodcutter]]/[[carpenter]].<br />
*A proficient [[grower]].<br />
*A [[mechanic]]/[[stone crafter]].<br />
*A [[fisherdwarf]]/[[fish cleaner]].<br />
<br />
Suggested items you should take along:<br />
*Two [[pickaxe]]s.<br />
*A [[battleaxe]], for woodcutting and defense.<br />
*Two [[cat]]s and two [[dog]]s.<br />
*Lots of [[meat]]. Like 100 or more.<br />
*Lots of [[alcohol]]. Like 100 or more.<br />
*20-30 [[plump helmet]] spawn.<br />
*10 [[pig tail]] seeds.<br />
*10 [[cave wheat]] seeds.<br />
*Whatever else you feel like using any leftover points. The anvil is optional, as you won't need it right away and you can ask the dwarven caravan to bring new ones.<br />
<br />
==Beginning the Fortress==<br />
When you reach the site of your new fortress, the first things you want to do are:<br />
*Dig secure lodgings.<br />
*Set up basic [[workshops]].<br />
*Set up a [[dining room]] and a [[bedroom]].<br />
*Set up a [[farm]].<br />
*Set up [[stockpile]]s.<br />
<br />
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!<br />
*First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.<br />
*To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|SHIFT}} key. To view different elevations, or "Z-levels," use the {{k|<}} and {{k|>}} keys ({{k|SHIFT}} + {{k|,}} or {{k|.}}.) <br />
*To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. (Check out more information on [[hotkeys]] such as this.)<br />
*You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}}. The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are.<br />
*To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s, and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press enter to start marking where to dig.<br />
*Start digging out a room as the start of your fortress. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, loam, or clay, you should dig downward using [[stair]]s or [[ramp]]s until you find rock, and mine the room out of that. You'll need the rock for construction. <br />
*To dig down with stairs, designate a "downwards stairway" on the surface, then move the view down one level and designate either an "upwards stairway" or an "up/down stairway" on the tile directly beneath the downwards stairs. Stairs can go as deep as you want in a stack if you keep making up/down stairs on top of each other. You can continue stairs from both the top and the bottom of up/down stairs, but only from the bottom of downwards stairs, and only from the top of upwards stairs.<br />
*Outdoors by the wagon, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and keep the food from rotting. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.<br />
*Disassemble the wagon for [[wood]] by pressing {{k|q}}, moving the cursor over the wagon and pressing {{k|x}}. Your carpenter should then disassemble it into 3 logs.<br />
*Create a [[Mason's Workshop]], a [[Carpenter's Workshop]], and a [[Mechanic's Workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''NOTE:''' If the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.<br />
*Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select "Process Raw Fish" and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process.<br />
*At the [[Mason's Workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to "door" on the list with the + and - keys and pressing enter. Stone is more common than wood, so you want to make everything you possibly can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.<br />
*Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.<br />
*At the [[Carpenter's Workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wagon wood. <br />
*Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing enter, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, even if there aren't enough beds.<br />
*You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.<br />
*To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[Mechanic's Workshop]]. After they are made, go to the {{k|b}}uild menu, and select the "Traps/Levers" category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.<br />
*Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.<br />
*Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.<br />
*You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon, press {{k|q}}, highlight the workshop, then press {{k|x}}.<br />
*Next you'll set up farming. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].<br />
*Once you have suitable ground for planting, go to the {{k|b}}uild menu, find "Farm Plot" or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.<br />
*Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.<br />
<br />
==What Next?==<br />
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.<br />
<br />
Here's some ideas for what to do next:<br />
*Build a [[craftdwarf's workshop]] and start making some trade goods.<br />
*Build a [[trade depot]] so that merchants can come and trade with you.<br />
*Figure out a way to store some water underground by your fortress so that you'll have drinking water even if the surface pools freeze in the winter.<br />
*Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of beer.<br />
*Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.<br />
*Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.<br />
*Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.<br />
*Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.<br />
*Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and you can start building up a useful supply of bones.<br />
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[[Category:Guides]]</div>BahamutZERO