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Editing v0.34:Quickstart guide
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{{quality|Exceptional|18:27, 29 April 2012 (UTC)}}{{av}} | {{quality|Exceptional|18:27, 29 April 2012 (UTC)}}{{av}} | ||
− | :''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before | + | |
+ | <div style="font-size:120%"> | ||
+ | :''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before who quickly want to jump in head-first.'' | ||
:''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.'' | :''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.'' | ||
− | :''Also see [[Tutorials]] for more detailed tutorials that people have submitted.'' | + | </div> |
+ | <div style="font-size:120%"> | ||
+ | :'''''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''''' | ||
+ | </div> | ||
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide – it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''you'll remember how you lost.'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}} | {{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide – it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''you'll remember how you lost.'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}} | ||
{{TipBox2|float=right|titlebg=#0cb|Feedback| | {{TipBox2|float=right|titlebg=#0cb|Feedback| | ||
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* Abandon the Fortress: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently and return to the main menu (all progress in your fortress will be lost). Your fort and most items will remain, however, so this can be useful in extreme circumstances (e.g. when you know your fortress is doomed and want to start again) – see [[abandon]] for more information). | * Abandon the Fortress: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently and return to the main menu (all progress in your fortress will be lost). Your fort and most items will remain, however, so this can be useful in extreme circumstances (e.g. when you know your fortress is doomed and want to start again) – see [[abandon]] for more information). | ||
− | Notably lacking is an "exit without save" option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the "die" command in [[Utility:DFHack|DFHack]], the Windows Task Manager | + | Notably lacking is an "exit without save" option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the "die" command in [[Utility:DFHack|DFHack]], the Windows Task Manager, or the Unix "kill" command (on some systems, {{k|ctrl}}-{{k|\}} in the terminal running DF accomplishes the same thing). '''Do not''' attempt this while saving, as your save folder may become corrupted. Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. "regionXX") ''before saving'', save the game normally, remove the "regionXX" folder and rename the copy. |
=World Generation= | =World Generation= | ||
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==Strike The Earth!== | ==Strike The Earth!== | ||
− | + | Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. So the first thing you will do is {{K|d}}esignate some areas to "mine". | |
− | + | Decide where you will build your main entrance. The best thing to do is just put it near your wagon to make it faster and less work to haul all of your supplies inside. | |
− | |||
− | |||
To designate an area for digging: | To designate an area for digging: | ||
#Hit {{K|d}} to bring up the [[Designations Menu]]. | #Hit {{K|d}} to bring up the [[Designations Menu]]. | ||
− | #Hit {{K|d}} to mine | + | #Hit {{K|d}} again to select Mine. (Note that dwarves mine horizontally, not downwards. Use {{k|h}} (Channel) instead if you want to dig down.) |
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}. | #Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}. | ||
− | #Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}. | + | #Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner dwarf will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}. |
− | This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can be | + | This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can also be one tile wide, or just one single tile. |
[[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]] | [[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]] | ||
− | If your wagon is near a [[cliff]] | + | If your wagon is near a [[cliff]] (generally speaking, any difference in levels, usually showed by the existence of natural ramps), you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If you are on flat land with no cliff near the wagon, [[channel]] out a small rectangle (perhaps 3x3) on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|>}} and tunnel into the wall of the pit (with {{K|d}}-{{K|d}}) to create your entry. (Think of this as creating your own cliff, with the inside wall of the pit being the "cliff".) |
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway. | Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway. | ||
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Use {{K|b}}-{{k|p}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Notice that some types of buildings (as well as most constructions) are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the length and width of the building using {{K|u}}{{K|m}}{{K|k}}{{K|h}} and position it with the directional keys. Use {{K|u}}{{K|u}}{{K|k}}{{K|k}} to make the plot 3x3 and position it in the room, ideally near the wall to leave space for more plots later on. | Use {{K|b}}-{{k|p}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Notice that some types of buildings (as well as most constructions) are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the length and width of the building using {{K|u}}{{K|m}}{{K|k}}{{K|h}} and position it with the directional keys. Use {{K|u}}{{K|u}}{{K|k}}{{K|k}} to make the plot 3x3 and position it in the room, ideally near the wall to leave space for more plots later on. | ||
− | Remember that you must enable the {{DFtext|Farming (Fields)}} | + | Remember that you must enable the {{DFtext|Farming (Fields)}} labour for at least one dwarf or the farm plot won't get built and farming will not take place. (If you selected "Play Now" earlier then you will start with a dwarf with farming enabled.) |
{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow [[plump helmet]]s during all seasons. You can use {{K|+}} and {{K|-}} to select plump helmets (pressing {{k|-}} once should do the trick). '''You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season''' — otherwise you'll end up with an idle field for 3/4ths of the year. | {{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow [[plump helmet]]s during all seasons. You can use {{K|+}} and {{K|-}} to select plump helmets (pressing {{k|-}} once should do the trick). '''You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season''' — otherwise you'll end up with an idle field for 3/4ths of the year. | ||
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Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one [[table|{{k|t}}able]] and one [[throne]]/{{k|c}}hair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop. | Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one [[table|{{k|t}}able]] and one [[throne]]/{{k|c}}hair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop. | ||
− | Also, it would be helpful to build a few [[wheelbarrow]]s to make hauling large objects easier. Queue up 2 or 3 at the carpenter's workshop (they're located near the bottom of the list, but remember that scrolling up with {{k|-}} | + | Also, it would be helpful to build a few [[wheelbarrow]]s to make hauling large objects easier. Queue up 2 or 3 at the carpenter's workshop (they're located near the bottom of the list, but remember that scrolling up with {{k|-}} warps to the bottom of the list). While the wheelbarrows are being built, select your stone stockpile with {{k|q}} and use {{k|w}} to increase "Max Wheelbarrow" to 3 (the maximum). Your dwarves will automatically move wheelbarrows to the stockpile once they are built. |
{{clear}} | {{clear}} | ||
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For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to). | For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to). | ||
=== Building === | === Building === | ||
− | Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Beds are queued with {{k|q}}-{{k|a}}-{{k|b}} | + | Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Beds are queued with {{k|q}}-{{k|a}}-{{k|b}} and built with {{k|b}}-{{k|b}}. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.) |
'''Setting up a dormitory:''' | '''Setting up a dormitory:''' | ||
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[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]] | [[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]] | ||
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s, and one a [[metalsmith's forge]]. Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later. | Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s, and one a [[metalsmith's forge]]. Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later. | ||
− | |||
− | |||
Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore. | Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore. | ||
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Here are some things that players often do as their population grows: | Here are some things that players often do as their population grows: | ||
*Smooth and [[engraving|engrave]] walls and floors | *Smooth and [[engraving|engrave]] walls and floors | ||
− | *Produce [[Meat industry|Meat | + | *Produce [[Meat industry|Meat, eggs, milk, and honey]] |
*Continue to expand the [[military]] | *Continue to expand the [[military]] | ||
*Explore new [[Industry|industries]] | *Explore new [[Industry|industries]] | ||
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below | *Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below | ||
− | * | + | *Build a [[kennel]] and train some war animals |
*Build a [[Mass pitting]] system to dispose of caged enemies | *Build a [[Mass pitting]] system to dispose of caged enemies | ||
*Build above-ground [[construction]]s such as an archery tower or garden | *Build above-ground [[construction]]s such as an archery tower or garden |