- 1 Goals
- 2 The World
- 3 Embarking
- 4 Gameplay User Interface
- 4.1 Common UI Concepts
- 4.2 Main Screen
- 4.3 Options Screen
- 4.4 Main Map
- 4.5 Overview Map
- 4.6 Status Indicators
- 4.7 Command Window
- 4.8 Other Screens
- 5 Your Dwarves
- 6 Digging
- 7 Stone Detailing
- 8 Stockpiles
- 9 Rooms, Furniture, and Portals
- 10 Constructions
- 11 Buildings
- 12 Mechanisms
- 13 Foraging
- 14 Production
- 14.1 Introduction to Work Orders
- 14.2 Bowmaking
- 14.3 Brewing
- 14.4 Carpentry
- 14.5 Ceramics
- 14.6 Cooking
- 14.7 Crafts
- 14.8 Farming
- 14.9 Gems
- 14.10 Glass
- 14.11 Leather
- 14.12 Masonry
- 14.13 Mechanics
- 14.14 Siege Engines
- 14.15 Smelting
- 14.16 Smithing
- 14.17 Soap Making
- 14.18 Textiles
- 14.19 Weapons/Armor
- 15 Trading
- 16 Military and Combat
- 17 Hospitals and Healthcare
- 18 Burrows
- 19 Activity Zones
- 20 Standing Orders
- 21 Setting Item Properties
- 22 Traffic Designations
- 23 Macros
Fortress mode is the most popular mode of gameplay in Dwarf Fortress and what most people are thinking of when they talk about the game. It provides a sort of real-time strategy sandbox where your simulated dwarves dig out and build a settlement for themselves, mine ore, craft items, trade with caravans, produce food, eat, sleep, drink massive amounts of alcohol, socialize, throw tantrums, get married, have children, and occasionally fight off invaders using a combination of military units, fortifications, and devious traps. Rather than control individual dwarves, you design everything and your dwarves go about implementing your designs on their own.
In fortress mode, you pick a location, then assign your seven initial dwarves some starting skills, equipment, provisions, and animals to bring along. After preparations are complete and your hardy explorers embark, they'll be faced with the fortress site you picked down to every detail, from geologically appropriate stone types to roaring waterfalls to ornery hippopotami.
Fortress mode is significantly different from Adventurer mode which is more like an advanced version of 'rogue' or 'nethack' taking place in the same worlds in which fortresses are built. In adventure mode you control a single adventurer (character) who travels around, takes on quests, fights, dies, visits your abandoned forts, etc, in a turn-based (rather than real-time) manner. See Adventurer mode for more information on this mode of play.
As an alpha version and sandbox game, there are few goals imposed upon the player by the programming.
The main goal, if any, is to take your seven initial dwarves and expand them into a thriving community with skilled workers, battle veterans and nobles. Make your dwarves rich with fine crafts, valuable coins, precious gems and protect them from foes with deadly traps. Make sure they have plenty of food and alcohol, by way of farms above and below ground and keep them clothed in leather and cloth.
Of course, every dwarf loves precious metals, but the only way to find them is dig down, down, far down. Make sure you don't dig too greedily, or too deep, for many creatures dwell in the caverns below and not all are friendly to dwarves....
And don't forget the alcohol. Dwarves get very unhappy without a good stiff drink when the urge hits.
Some more specific challenges are available here, compiled by fun-loving players from all around. There are also a wide variety of player-created game mods which can add new creatures/crops/items/etc, or increase the difficulty of the game.
To play dwarf fortress in fortress mode you must generate a world that includes a dwarven civilization. See World generation for detailed instructions on generating a world. Once at least one world has been generated you will be able to start the game.
Non-dwarven civilizations can be played in fortress mode if you modify the raws to add the [CIV_CONTROLLABLE] token to other entity definitions. This is not recommended for new players. See the modding guide for information on how to do this.
The main features of a world are Biomes on the surface and Stone layers under the surface, some of which may contain Aquifers. Other surface features that are significant, but which aren't biomes strictly speaking, are Rivers, Volcanoes, and Caves.
There are also Caverns underground which your dwarves will most likely encounter, but you can't see these on the world map and won't see them on the local map until you dig into them. There may also be other fun things underground that you can't see.
Every playable world will be inhabited by various Creatures, Civilizations, and Megabeasts (including Titans and Forgotten beasts) in addition to your dwarves. Even if your dwarves are minding their own business they are practically guaranteed to encounter all of these types of inhabitants at some point in the form of wildlife, invaders, or rampaging forces of nature.
Given that your world includes creatures and civilizations capable of independent action, it also has a History that is viewable in Legends mode. Historical events will show up in Engravings and other artwork created by your dwarves. Historical dates are expressed in terms of the Dwarven Calendar.
You will also be making history as events occur in your fortress and these events will be recorded for all time in the annals of your world, even if you'd rather that they not be. These events may later become the subject of various Engravings and Decorations created by your dwarves or those in a later fortress.
- Main article: Embark
Before starting to build a fortress you must pick a site, assign skill points to dwarves, and buy starting equipment. This is known as Embarking and is a major subject in and of itself. See the Embark guide for all of the details. Also see Starting build for more information on outfitting your expedition.
After you embark, the main gameplay begins.
Gameplay User Interface
Your view of the in-game world is that of a multi-layered environment which you can move in the four main cardinal directions as well as up and down Z-levels in elevation. The generated worlds are made of tiles or pixels each representing anything in the world. Dwarves are represented by little faces, rocks by black tiles and open space by blue tiles. There is a command menu that lets you set commands that your dutiful dwarves will attempt to follow.
This section covers most of the screens and user interface elements used after embarking, at least in brief. It does not necessarily tell you how to accomplish every task you might need to, but instead just describes what you see on the screen and what various keystrokes do.
Later sections in this document and many other articles on this wiki help you tie all of this together by describing the sequence of actions needed to accomplish various things in the game; this section is mostly a reference for those who see something on the screen and want to know what it is.
Common UI Concepts
About Key Symbols
This document and most documents on the wiki use key symbols that look like to indicate what keys are used for an operation. Note that these are case sensitive. In order to save space, + will be written as . So means "press the 't' key without the shift key" and means "hold down shift and press the 't' key". Sequences of keys will be written with dashes between them. So -- means "press 'a', then press 'b', then hold shift and press 'c'".
Cursor Movement and Menu Selection
|Go back to the previous screen/menu|
|Change active menu option or move cursor|
|Alternate menu selection keys|
|Select menu option|
Often you use the directional keys and to make menu selections, but almost as often you will need to use the alternate selection keys ( and ) to make menu selections. Generally speaking, when dealing with menus, if the directional keys don't work try /. This is usually the case when you need to select from a list but the directional keys are being used to control the map cursor.
Pausing and Resuming
|Pause/Unpause the game|
Most of the commands, except for the quads command, will automatically pause the game when you initiate them, but if you want to pause or unpause the game without initiating a command use . You will see *PAUSED* appear in the upper left corner of the window when the game is paused.
|or||Zoom in and out|
|Toogle mini-map and command menu.|
|Toggle fullscreen mode|
The screen at the top level of the user interface hierarchy consists of the main map, a command window, and an overview mini-map area along with a few status indicators around the edge. While the main map is always visible at the top level of the UI, you can use the key to show and hide the command window and overview map areas, giving you more space to view the main map if desired.
|Enter options menu (if at top level)|
|Move back up one UI level (if not at top level)|
Assuming you are at the top level of the user interface looking at the map, you can hit to enter the options menu. This allows you to do things like save or abandon your game.
- Return to Game - Exit the options menu. You can also just press to do this.
- Save Game - Saves the game and exits to the main menu screen.
- Key Bindings - A UI for changing the Key bindings
- Export Local Image - Use this to export each level of your map as .BMP files for use on such things as the Dwarf Fortress Map Archive
- Music and Sound - Options related to the Music
- Abandon the Fortress (or Succumb to Invasion) - This abandons the fortress and then saves the map to the world's data files for later use. Once you abandon a fort, all of your dwarves cease to exist, all of your livestock dies, and all items including corpses will be scattered around the map before it is saved.
|( + )||Move map view around|
|(keypad)||Move map view around|
|Move one [[Z-level}} up or down.|
|Zoom to starting location (default hotkey)|
The main map is what you will be looking at the majority of the time. This is where all of the action happens.
While the map is three-dimensional, you can only view one Z-level at a time. You can change which Z-Level is currently displayed using and .
On the far right side of the screen is the depth bar showing you the approximate depth, below or above ground, of the current Z-level that the map is displaying. This indicator is relative to the surface, so it will change if you move the map around a bumpy surface where different parts of the surface are on different Z-levels even if you don't use or .
|(keypad)||Move map cursor 1 tile|
|Move map cursor 1 tile|
|+ direction key||Move map cursor 10 tiles|
After entering a command that involves the map cursor (X), you can use as well as the numeric keypad keys to move the cursor around horizontally and diagonally. If you hold while pressing one of these, the cursor will move 10 tiles instead of one making it faster to move.
Examining Map Tiles
|Items in buildings|
Like most people you will often find yourself wondering what some symbol on the map represents, and there may also be more than one object on a tile making it impossible to see all objects on the map. This is what makes the Loo Around and iew Units commands so important.
Hit and use the directional keys to move the cursor onto the tile you want information about. The command window will display information about what the tile is along with what objects are present on that tile and whether the tile is Inside or Outside, Dark or Light, and Above Ground or Subterranean (See Tile attributes.)
You can also use to select a specific item from the list and to get a more detailed description of the item. However if the item is a creature then the information you get from this will be limited. For creatures you will probably want to use iew Units.
To get information on a creature beyond what the look command gives you, use the iew units command. This works the same way as loo around except that more information will be displayed especially if the creature you select is one of your dwarves.
Items in Buildings
Items in a building, such as a workshop, are considered to be "in the building" rather than on a specific tile. To view items inside a building, use View Iems In Buildings. Move the cursor onto a building and a list of items will appear in the command window. You can use to scroll through this list and view, forbid, dump, melt, or hide each item if you want.
|-||Zoom to previously saved map location|
|+ -||Zoom to previously saved map location|
- Main article: Hotkeys
Once you have a lot of activities going on in vastly separated areas of the map, you may find it rather cumbersome to move the map view around to all of these areas using only the directional keys. Hotkeys will make your life much easier by "bookmarking" specific map areas allowing you to instantly jump to those areas at the press of a button. See the full documentation on Hotkeys for more details.
- Main article: Note
The Points/Routes/otes command allows you to set notes on individual tiles, set up waypoints, and set up patrol routes for your Squads. This is an advanced feature that you're not likely to use at first. See the full documentation on Notes for more information.
The overview mini-map will show you a compact version of the entire available map area. This can be useful especially if your embark zone is very large. After a while though, you will probably have settled into certain areas of the map and won't need it as much, so use to hide it once you want to reclaim more space for the main map.
A cursor that looks like X on the overview map will show you approximately what part of the map you are viewing in the main map window. Inhabited parts of the map will be highlighted in blue.
In the upper left corner of the screen you may see some report flags indicating that new combat-related Reports have been generated. The flags are:
There is also an Idle counter, usually in the upper right, indicating how many dwarves are milling around uselessly and in need of something productive to do.
You may also see an FPS (Frames Per Second) counter on the screen if it has been enabled. It is disabled by default. See Frames per second for more information on what this counter means, as well as how to enable/disable it.
This is where key menus and most of the textual information about tiles and buildings is displayed. You can toggle it between single width, double width, and hidden using . The double-width option is particularly useful when lines of text are too long to fit. Once you become very familiar with the UI you may want to hide it completely; it will reappear as needed when you activate a command.
The most important interfaces that use the command window are listed below. Many of these encompass a wide variety of functionality so they will not be fully described here. See the linked articles for more details on how they are used.
|Enter Building submenu|
This submenu allows you to place various dwarf-constructed features on the map including furniture, doors, workshops, farm plots, roads, and other buildings. The Building menu includes the commands for placing almost any artifice that your dwarves might place on the map, whether it's furniture constructed in a workshop and installed somewhere, or a workshop built in place from raw materials.
This menu allows you to place or build:
Allows you to define areas to which assigned dwarves will be restricted. This is an advanced feature that you are unlikely to want to use at first. See the Burrows section for more information.
|Enter Designations submenu|
Allows you to designate:
- Areas to be mined
- Walls and floors to be smoothed or engraved
- Trees and plants to be gathered
- Item properties to be set (en mass)
- Traffic designations
See the appropriate sections for information on each one.
|Enter standing orders submenu|
This submenu allows you to set up standing orders that control some general behavior of dwarves, such as whether or not they gather refuse from outside or automatically render fat into tallow.
Set Building Tasks/Prefs
|Queue up workshop tasks or set building preferences|
This allows you to control rooms, buildings, workshops and stockpiles. It is used heavily for setting up manufacturing of various goods. It works much like the loo command in that the contents of the command window will depend on which building the cursor is placed.
See the appropriate sections for more information.
|Display Squads menu|
This lets you define stockpiles which are areas of floorspace where different types of goods are stored.
|Define Activity Zones|
This lets you define activity zones which are areas reserved for specific purposes such as fishing or pinning up unfortunate creatures.
These are functions which have their own user interfaces that take up the entire contents of the screen.
|Display Announcements screen|
- Main article: Announcement
An announcement is a message displayed at the bottom of the game screen used to indicate something important. The nnouncement screen lets you go back through the log of messages to look at ones you may have missed. See the main article on Announcements for full details.
|View Legendary Artifacts screen|
At various points your dwarves will go into Strange moods which will cause them to create Legendary artifacts if they have the necessary materials. You can use this screen to view all of the artifacts that dwarves have created, as well as named weapons that aren't artifacts per se.
|View nearby civilizations|
This screen allows you to view information about Civilizations that are either near your fortress or that you have come into contact with in some manner, be it peaceful or not. You can use directional keys, , , and to navigate through the information, including viewing diplomatic relations and trade agreements you have negotiated with your Liaison.
|Display (combat) Reports screen|
- Main article: Reports
The eports window is similar to the nnouncements window except that it displays detailed messages about what is going on during Combat either with your dwarves or between other creatures. This is where all of the fun messages about "jamming the skull through the brain, tearing the brain" appear. See Reports for more information.
|Display Job screen|
|-||Display Work Orders screen|
The job screen will give you a list of what your dwarves are doing, what sort of jobs are queued up but haven't been started yet, and which dwarves are sitting around doing nothing, partying, or otherwise wasting time.
More importantly though, the job screen is how you access the manager screen. While not strictly required, learning to use the work orders interface is highly recommended as it can save you a tremendous amount of time and trouble. To use this you will need a Manager "Noble" who has been assigned an Office. See #Introduction to Work Orders for more details on how to use work orders.
|Display Military screen|
- Main article: Military
The Military screen is by itself almost as complex as the rest of the game put together. The main functions of this interface is creating Squads, setting up their equipment, and scheduling their activities. This document won't even attempt to get into how this all works. See Military for how to set up your military.
|Record/save/load/play CMV movie|
You can use this to record what's happening on the screen. See CMV for more information.
Nobles and Administrators
|View Nobles screen|
This screen allows you to manage your Nobles, as much as they can be managed anyway. "Noble" refers to certain positions you can appoint yourself such as manager and bookkeeper as well as positions that are forced on you such as mayor.
If you can appoint someone to a given position you can use this screen to do it. You can also change the account precision ettings on your bookkeeper. Whether appointed or foisted upon you, you can also use this screen to view information about any of your nobles as well as their annoying demands.
|Display Status screen|
- Main article: Status
Use the (Status) screen to get information on various things going on in your fortress. Along the top of the status screen, are various choices for sub-menus. Each can be highlighted with and (or and ), and then selected with . The menu bar consists of the following options which allow you to:
- Animals - manipulate animals belonging to your dwarves.
- Kitchen - set cooking preferences.
- Stone - alter permissions on various types of stones that may be reserved for specific uses by default.
- Stocks - examine the number of various items that your fortress and its residents possess.
- Health - get an overview of the current health status of your dwarves. See Healthcare.
- Justice - examine any criminal dwarves as well as their crimes and sentences.
|Display the Units screen|
|-||Display manager screen|
This window will display a list of all of your dwarves and what they are currently doing. From here you can select a creature, iew information about the creature, zoom to the reature, zoom to the uilding that a dwarf is working with, enter the anager screen (see #Introduction to Work Orders), or emove the the selected dwarf from his current task.
|View list of Rooms and Buildings|
This will give you a detailed inventory of all of the Rooms and Buildings on your map, along with their location on an overview map at the right. The inventory includes an adjective for each defined room indicating the approximate value and luxuriousness of the room. Other items such as furniture which have not actually been defined as rooms will also appear.
Your dwarves are the creatures who implement your designs in between periods of drinking, eating, partying, drinking more, sleeping, and entertaining themselves. While you do not have full control of your dwarves, you have more control over them than any other creatures.
Eating, Drinking, and Sleeping
While going about their day, dwarves will get happy and unhappy thoughts. This will nudge their happiness level up or down each time one occurs to them. If they become too unhappy they may throw tantrums or go completely berserk, killing and destroying things. This is why you want them to be happy.
Children and Immigration
Which jobs a dwarf will try to do depend on which Labors are enabled for that dwarf. To change a dwarf's labor preferences, access the labor screen by iewing the dwarf, then select references and abor. Any dwarf can perform any labor even if they have no skill in that area. Unskilled dwarves will simply be slow and not very good at what they are trying to do.
The UI for setting labor preferences is currently not very convenient. There is a utility called Dwarf Therapist that makes this much much easier. This utility is highly recommended and is considered essential. Many people won't play the game without it.
Dwarves have Skills which they use to accomplish various labors and other tasks. See the main article for more information.
Nobles are dwarves who have special positions within your organization. Some of these are appointed such as your broker and bookkeeper, but others such as Mayor are essentially forced on you by conditions in the game. See the main article on Nobles for more information.
- Main article: Mining
All of the digging operations are considered Mining. Even if your goal is simply to dig out a passage and you don't care about extracting ore, your miners will be generating stone as a byproduct unless they are digging through soil.
All digging operations are done using the esignations menu.
Digging Out Tunnels and Spaces
|-||Designate area to mine|
This is what you use to dig out tunnels and larger spaces underground. See designating an area to be mined. Note that you can not mine constructions. Instead you must remove them with -. (See below.)
|-||Dig out a Channel|
A Channel is a hole dug in the floor which will mine out the z-level below too. Channeling an area will dig out the designated tile (if it hasn't been dug out already), the floor of that tile, and the tile below, possibly leaving a Ramp on the tile below. See Channel for more information.
Stairways and Ramps
|-||Designate an upward stairway|
|-||Designate a downward stairway|
|-||Designate an up and down stairway|
|-||Designate an upward ramp|
|-||Remove upward stairs/ramps|
|-||Remove a construction|
These allow you to dig away upward ramps and demolish constructed walls and floors. See Remove for full details.
Warning! Water and Magma
While digging around you may encounter Water or Magma, so be on the lookout for damp stone and warm stone. Digging into water or magma in the wrong place can completely flood your fort to the point where it is unrecoverable, so be careful where you dig.
|-||Smooth rough stone walls/floors|
|-||Engrave stone that has already been smoothed|
Stone detailing is the term for Smoothing out the rough walls and floors created by mining, making them look nicer while increasing their value. It basically allows you to create nice looking walls from natural rock without having to build them from scratch.
Once walls and floors have been smoothed they can then be Engraved with whatever Engravings the responsible craftsdwarf feels like. Often these engravings will be based on historical events including events that have taken place in and around the fortress itself.
Smooth walls can also be carved into Fortifications. A Fortification is something like a wall full of arrow slits. Creatures can not move through them but missile weapons can. Fortifications can also be built as constructed walls, but carving fortifications into the rock may save some time and trouble.
- Main article: Stockpile
Stockpiles are where dwarves will store items of various types. Dwarves with the corresponding "hauling" job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. See the main Stockpile article for detailed information on setting up stockpiles.
Rooms, Furniture, and Portals
|-||place Armor Stand|
|-||place Chair or Throne (seat)|
|-||place Burial Receptacle (coffin)|
|-||place Weapon Rack|
|-+||place memorial Slab|
|-||place Traction Bench|
Assuming that dwarves have already made a piece of Furniture, they can install it somewhere using one of these commands.
- Main article: Room
Certain types of furniture placed in an area can allow the area to be defined as a Room using . See the main article for details.
Doors and Hatches
|-||place floor Hatch|
Windows, Grates, and Bars
|-||place Wall grate|
|-||place floor Grate|
|-||place vertical Bars|
|-+||place floor Bars|
|-||place glass window|
|-||place gem window|
To remove furniture, doors, windows, grates, etc. use the command, place the cursor on the item to remove, and hit . This will mark the item for removal and a hauling job will be queued. Eventually a dwarf will show up and haul the item off to a stockpile if one exists.
The command can also be used to undefine rooms, with or without removing the associated furniture.
Walls, Floors, and Stairs
|-||build Constructions submenu|
|--||build Constructed Wall|
|--||build Constructed Floor|
|--||build Constructed upward Ramp|
|--||build Constructed Up Stair|
|--||build Constructed Down Stair|
|--||build Constructed up and down Stair|
|--||build Constructed Fortification|
- Main article: Construction
Constructions are features that are built in place rather than created in a workshop and installed or carved out of existing rock. Constructions are how you build above-ground structures or structures in any other place where there's no rock or soil to carve them out of.
|-||build a bridge|
A Bridge is not only used to cross rivers or chasms, but can also be used as a sort of large fancy door when built as a drawbridge. Such use requires that a Lever be linked to it in order for dwarves to control its open or closed state. See the main article for more details.
|-||build Paved road|
|-||build Dirt road|
Roads are most commonly used to give caravans a reliable path to your fortress from the map's edge. A paved road is much like a floor except that it requires fewer raw materials per tile to build. A dirt road requires no materials to build, but deteriorates over time. See the main article for more information.
While things like doors and furniture can also be considered buildings, the Buildings described in this section are primarily the ones that are 3x3 or 5x5 tiles in size. Most of these buildings are used for the production of various goods.
|--||build Leather Works - for making leather clothing|
|--||build Quern - a manually operated grindstone|
|--||build Millstone - a mechanically operated grindstone|
|--||build Loom - for making cloth|
|--||build Clothier's Shop - for making cloth clothing|
|--||build Bowyer's Workshop - for making crossbows|
|--||build Carpenter's Workshop - for making most wood items|
|--||build Metalsmith's Forge - for making most metal items|
|--||build Magma Forge - a magma-powered Metalsmith's Forge|
|--||build Jeweler's Workshop - for cutting gems and encrusting finished products with cut gems|
|--||build Mason's Workshop - for making most stone items|
|--||build Butcher's Shop - for turning animal corpses into meat, bones, skin, and other body parts|
|--||build Tanner's Shop - for turning untanned hides from the butcher shop into leather|
|--||build Craftsdwarf's Workshop - for making most small crafts from any material|
|--||build Siege Workshop - for building siege engine parts|
|--||build Mechanic's Workshop - for building Mechanisms|
|--||build Still - for turning plants into booze|
|--||build Farmer's Workshop - for milking, spinning, shearing, spinning thread and processing plants|
|--||build Kitchen - for cooking meat, vegetables, eggs, and booze into meals|
|--||build Fishery - for turning ungutted fish into fish meat|
|--||build Ashery - for making Lye and Potash|
|--||build Dyer's shop - for dying cloth|
|--||build Soap maker's workshop - for making soap from lye and tallow|
|--||build Screw press - for extracting liquids from seeds, honeycombs, etc.|
|-||build Kennels - for taming and training animals|
Workshops are, as the name implies, where various goods are produced or processed. While a Kennel is not in the actual "build workshop" (-) submenu, it operates much like a workshop so it is included here. See Production for more information on producing goods.
|--||build Wood Furnace - for making ash and charcoal|
|--||build Smelter - for turning ore and metal items into metal bars|
|--||build Glass Furnace - for turning sand into glass|
|--||build Kiln - for firing things like ceramics and plaster powder|
|--||build Magma Smelter - a smelter powered by magma rather than fuel|
|--||build Magma Glass Furnace - a glass furnace powered by magma rather than fuel|
|--||build Magma Kiln - a kiln powered by magma rather than fuel|
A Furnace is essentially a workshop that specializes in things that involve high temperatures or burning things. They can either be powered by Fuel or Magma. See Production for more information on production pipelines that require furnaces.
The magma versions of furnaces are capable of exactly the same things as the non-magma versions except that you don't have to burn Fuel to use them. Instead you get an infinite supply of free heat from nearby magma, but they won't work if you have no magma immediately below them.
|-||build trade Depot|
A Trade Depot is a special building that allows you to trade with Caravans. Without a trade depot you can't do much with a caravan except kill all of it's members and take their stuff. See Trading for more information on how to non-violently interact with caravans that visit your fortress.
A Well provides a reliable source of water for your dwarves, especially when the water itself is one or more Z-levels below where you want it to be. Unlike furniture it is not created in a workshop and placed, but rather built in-place more like a workshop or construction. See the main article for more details.
Like furniture and doors, buildings can be deconstructed by using , placing the cursor on the building, and hitting to mark the building for removal. The raw material used to construct the building, and well as all of the items in the building, will be strewn about the area of the former building. If there is free space in appropriate stockpiles, dwarves will haul these goods away eventually.
Generic general-purpose Mechanisms can be created by a Mechanic at a Mechanic's workshop out of a stone, or at a Metalsmith's forge from 1 bar of weapons-grade metal. They are used for a variety of very useful purposes including building traps, levers, and machine components.
|--||build Stone-Fall Trap - drops a stone on any triggering unfriendly creature|
|--||build Weapon Trap - loaded with individual weapons that automatically attack when triggered|
|--||build Cage Trap - captures triggering hostiles in a cage|
|--||build upright spears/spikes - damage opponents falling onto the spikes or when toggled by a mechanism|
- Main article: Trap
Traps are a comparatively quick and easy method for defending a fortress. Each trap occupies a single tile, waiting for a poor hostile creature to walk into it. To build a trap you'll generally need one mechanism and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons.
These are the simplest forms of traps that you can build. Much more devious and elaborate traps can be constructed using mechanisms, constructions, bridges, pits, water, magma, etc. See Trap design for more information on complex traps.
Levers and Pressure Plates
|--||build Pressure Plate|
Levers and Pressure Plates are used to activate linked objects. For example, linking a lever to a door will allow the door to be opened and closed when dwarves change the state of the lever. Pressure plates are highly configurable and basically work like levers that activate under certain conditions such as an unfriendly creature standing on the plate.
Levers require one Mechanism to build, and two mechanisms to link to another object (one mechanism for each side of the link). Therefore you will need at least three mechanisms for any lever that does anything useful.
|-||Machine components submenu|
|--||build Screw Pump - for pumping liquids up a Z-level|
|--||build Water Wheel - for generating mechanical power for other components|
|--||build Windmill - for generating mechanical power for other components|
|--||build Gear Assembly - for transferring and controlling the transfer of mechanical power|
|--||build Horizontal Axle - for transferring mechanical power between components on the same Z-level|
|--||build Vertical Axle - for transferring mechanical power between Z-levels|
- Main article: Machine component
Machine components are used to build elaborate systems for pumping liquids or powering Millstones. They can be somewhat difficult to learn how to use properly so see the main article before trying to use them. Once you know how to use them, you can do things like pump magma so that it envelops invading enemies.
Dwarves can gather resources from the natural ecosystems on the surface and in caverns. Generally speaking, any type of thing you can gather on the surface you can gather from a cavern, but each ecosystem has its own types of flora and fauna. For example, you can gather wood both on the surface and in caverns, but the wood on the surface will be from trees and wood in caverns will be from giant tree-sized mushrooms. Similarly you can get meat and fish from the surface or caverns, but the species will be different.
Fishing is a skill with a corresponding labor that you can enable on individual dwarves. Fisherdwarves will, by default, fish in whatever water they feel like and catch raw ungutted fish that must be gutted at a Fishery before they can be eaten raw or cooked. This is an easy way to get food, but fisherdwarves are often at risk of being attacked by wildlife.
Dwarves can be assigned the Hunting labor and, if they have a crossbow and ammunition, they will roam around the map (either the surface or caverns) looking for butcherable creatures to kill and return to the Butcher's Shop if there is one. This is another way to get food, but like fisherdwarves, hunters can also be vulnerable to attack by wildlife. (Luckily they implicitly carry a weapon which gives them a bit of an advantage.) Hunting is also a good way to have a dwarf train the Marksdwarf skill.
You can designate plants to be gathered using - and dwarves with the Plant gathering labor enabled will go about collecting them. Many plants can be eaten as food or brewed into alcoholic beverages. Plants that are eaten or brewed will also yield Seeds which will allow plants of that type to be farmed.
You can also designate trees to be cut down using - and any dwarf with both the Woodcutting labor and an axe will go about chopping them down. "Trees" exist on both the surface as typical trees and in caverns as giant mushrooms. Not surprisingly, cutting down trees will yield Wood which can be used in Carpentry and other things.
- Main article: Industry
Production can be thought of in terms of industries or final goods. This section will break things down by final product and introduce the concept of work orders.
Introduction to Work Orders
|-||Display Work Orders (Manager) screen|
|-||Display Work Orders (Manager) screen|
At any time you can queue up production jobs at specific workshops using the command, but after you get more than a few workshops built, and especially after you have more than one workshop of a given type, this will become inconvenient and inefficient.
This is where Work Orders make managing production much easier then it would be otherwise.
While not strictly required, learning to use the manager screen is highly recommended as it can save you a tremendous amount of time and trouble. To use it you will need a Manager "Noble" who has been assigned an Office. See Manager for more details.
To set up a dwarf to be the manager:
- Hit to enter the Nobles screen
- Select Manager and hit . Assign a dwarf to be the manager. If nobody is particularly suited to the job, picking the Expedition Leader is a reasonable choice.
- Your manager needs an office. Build a Chair somewhere or locate an existing chair.
- Use the command and place the cursor on the chair. Select the option to make the area into an Office and assign your manager as the owner of the office.
Creating a work order works like this:
- Hit - or - to enter the Manager screen.
- Press to create a new work order
- Start typing (part of) the name of the item you want to produce. This will cause menu options that don't match the string you type to disappear from the menu.
- Use the directional keys to select the specific type item you want.
- Enter the quantity of items you want to produce. The maximum quantity is 30. To make more items than that you'll need to create another work order.
- You work order will appear in the list. You can remove it or raise it's priority.
If you have more than 20 dwarves total then the manager will need to go to his office to "validate" the work order. At this point appropriate jobs will be queued up at any appropriate available workshops.
You will receive an Announcement when each order is completed.
You think this is a joke, but no.... Seriously, they will actually slow down if they don't get enough alcohol to drink, so failure to have a non-zero supply of alcohol in your fortress will slow everything down.
Brewing takes place at a Still using brewable Plants. You will probably want to reserve some plants for brewing-only using the kitchen status screen, otherwise your dwarves and cooks may use up all of your brewable plants for use as food. You may also wish to disable the use of alcohol in cooking or cooks will waste perfectly good liquor in cooking meals. Some people brew all plants and have dwarves only eat meat. Dwarves are perfectly happy with this arrangement.
Most wooden items, with the exception of wooden crafts, involve carpentry and a Carpenter's Workshop. See Wood industry for more information. The Carpentry skill is also used when building constructions out of wood.
Dwarves are normally perfectly happy to eat sushi, raw organ meats, and many kinds of raw plants, but they really appreciate good Cooking and will get many happy thoughts from a masterfully prepared meal. They may even engrave a homage to the cook on the wall.
Most crafts, also known as Finished goods, are very meager in practical utility but useful for trade. A single mastercrafted gold trinket might be sufficient to buy up a small caravan of goods. Crafts can be made out of a very wide variety of materials including, but not limited to, stone, metal, wood, bone, cloth, leather, etc. See Finished goods for more information on these items and materials.
Your dwarves will, annoyingly enough, die without Food. Farming/Agriculture can help prevent this from happening by providing a reliable constant supply of food for your dwarves, and more importantly a supply of plants and honey for Brewing.
Crops can Farming be grown above ground or underground, but plants that grow above ground won't grow underground and vice versa. See Introduction to Farming for a nice guide on how to grow your own crops.
Some plants need to be processed by a Thresher at a Farmer's workshop, a Miller at a Quern or Millstone, or a Presser at a Screw press. See the appropriate links for more information on what sort of plants need processing and what that yields.
You can increase crop yield with Fertilization. You may find this unnecessary if you have plenty of seeds and plenty of space.
Animals can be raised and slaughtered for meat, bones, skin, and other parts. They can also be kept around for their milk, eggs, and (in the case of bees) honey. Actually bees can't normally be slaughtered but people outside your fort seemed to have figured out how.
See Meat industry for more information about raising animals for slaughter.
If desired you can set up a Beekeeping industry using Hives and dwarves with the Beekeeping skill. This will produce Honey which is extracted from the comb using a Screw press. You can then proceed to brew the honey into Mead at a Still if you so desire.
The Gem industry involves the cutting of an encrusting with Gems. Uncut gems that your miners mine are worth much more after they've been cut, and they can be used to improve the value of other goods by encrusting them.
A variety of glass items can be produced by setting up a Glass industry with a Glass furnace. This basically allows your dwarves to do something useful with any Sand that might be sitting around on your map.
Technically the Leather industry is part of the Meat industry because leather comes from tanning the hides of livestock, but you may find it easier to just Trade for leather and make it into armor, clothing, and other goods.
In addition to building walls and other constructions, a Mason can also use stone to produce goods. Because you will invariably end up with more stone than you know what to do with, stone is a great choice of material for making things that you need a lot of such as Furniture.
Generic general-purpose Mechanisms can be created by a Mechanic at a Mechanic's workshop out of stone, or at a Metalsmith's forge from bars of weapons-grade metal. They are used for a variety of very useful purposes including building traps, levers, and machine components. See Mechanisms.
Soap is more important than it sounds. It is an important aspect of Healthcare. Dwarves don't care that much if they smell bad, but they do tend to get unhappy and die when their wounds become infected. The antiseptic properties of soap are powerful medicine for preventing infection, making soap almost as useful in the game as antibiotics would be.
Soap must be made by taking Wood, burning it into Ash, taking the ash and making it into Lye, then taking lye and Tallow and combining it. This is a rather elaborate process just to get soap, but the healing powers of scrubbing bubbles make it worthwhile. You don't really need that much soap anyway.
A Textile industry allows you to take plant fibers and spider silk and weave them into cloth, take the cloth and dye it, and take cloth and make clothing out of it. Raw cloth is also needed in Healthcare for bandages. Cloth can also be used for crafts and other things.
- Main article: Trading
When you want to obtain things not available on your map, and you don't want to just kill people to get them, Trading is the way to go about it. See the main article for everything you ever wanted to know about legitimately and non-violently obtaining things from other creatures.
Military and Combat
- Main article: Military
The military is one of the most important aspects of a successful fortress. Even with many traps, drawbridges and other defenses, your military will still need to fend off goblin sieges, megabeasts, titans, and fiendish underground beasties. Using a combination of squad orders and scheduling, you can set up an elaborate offensive, defensive, or balanced military structure for your well-equipped soldiers to follow. Turning your dwarves from useless migrants into bloodthirsty killing machines never hurts (unless you're the enemy).
Setting up a military is a huge subject in and of itself, so check out the main article on the subject.
Hospitals and Healthcare
- Main article: Healthcare
Normally your dwarves do just fine assuming they get enough food and alcohol, but sometimes they get wounded. When this happens they can benefit from an efficient Healthcare system. See the main article on the subject for all of the details.
- Main article: Burrow
Burrows are optional user-defined areas in your fort where selected dwarves live and work. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.
Burrows are totally optional and by no means required, but are useful when you want to restrict certain dwarves to certain areas of the map. See the main article for details.
- Main article: Activity zone
- Water Source - designates a preferred area for dwarves to obtain water
- Fishing - designates a preferred area for fishing
- Garbage Dump - areas for dwarves to dump any items marked for dumping. This is not to be confused with a refuse pile which is a type of stockpile that accepts refuse without any need to mark it.
- Pen/Pasture - defines an area to restrict livestock to
- Pit/Pond - defines a hole in the ground that designated creatures can be thrown in
- Sand Collection - area for collecting sand for glass making
- Clay Collection - area for collecting clay for making ceramics
- Meeting Area - designates an area where dwarves will congregate when idle. Certain Rooms are either implicitly meeting areas, or can be configured to act as meeting areas, regardless of this zone setting.
- Hospital - designates that an area should be used as a hospital. See Hospitals and Healthcare.
See the main article on Activity zones for all of the details on how to define activity zones and exactly what they do.
- Main article: Standing orders
Standing orders are non-military orders that apply to the entire fortress, including civilians. They should not be confused with military orders as they have no military function. (See Squads for information on issuing military orders.)
Another way to think of them is general preferences for certain dwarven behavior, such as whether certain tasks (like weaving thread into cloth) will automatically be performed. See the main article for all of the details.
Setting Item Properties
|-||Set building/item properties submenu|
|view units command|
- Using the "Set building/item properties submenu" commands
- Using commands in the Stocks screen
- Browsing through the contents of a tile with the loo command and flagging items
- Browsing through a dwarf's inventory with the iew unit command and flagging items
- Main article: Forbid
Items that are forbidden will be completely ignored by dwarves. This can be used to stop dwarves from touching items that they might otherwise pick up and use or haul to a stockpile, for example. Reclaiming an item means unforbidding it so that dwarves can use it again.
|--||mark items for melting|
|--||unmark items for melting|
- Main article: Melt item
Metal items can be marked for melting in a smelter to recycle the metal for other uses. Simply marking an item will not queue up a "melt item" job at a smelter, however. See the main article for details.
|--||mark items for dumping|
|--||unmark items for dumping|
- Main article: Activity zone#Garbage Dump
Marking an item for Dumping causes dwarves to haul the item off to a garbage dump zone. After depositing an item in a garbage dump zone, the item will automatically be forbidden as well. Despite the use of the term "garbage", the dumped items are not necessarily garbage at all. After being dumped they may later be reclaimed and used if desired. Players often use/abuse garbage dump zones for use as Quantum Stockpiles for goods they don't intend to discard.
Note that a garbage dump zone is not the same as a refuse stockpile. "Refuse" refers to a certain class of items that includes animal remains, body parts, bones, etc. Designating a refuse stockpile will cause anything in the refuse category to be hauled off to that stockpile without explicitly being marked, whereas a "garbage dump zone" will only ever receive items marked for dumping regardless of what type of items are marked. Non-refuse items can never be "marked" as refuse, but anything can be marked for dumping.
- Main article: Traffic
Traffic designations determine preferred paths for dwarves going around in your fortress. Normally, dwarves use the shortest route possible, but using these designations you can force them to take a different route. This is an optional feature that you may not ever need, but if you do then it comes in handy. Careful use of this option can conceivably increase FPS. See the main article on Traffic for detailed information on how all of this works.
- Main article: Macros
Macros allow you to record sequences of keystrokes and "play" them back into the user interface as desired. Since the game often requires using a lot of repetitive keystrokes, this can sometimes make life much easier. See the main article for full information.