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DF2014 Talk:Quickstart guide
Some of this article still assumes that the fortress will start in Spring, but that's not necessarily true any more. I don't know how to fix it without making things more complicated though. --Dree12 (talk) 20:31, 14 July 2014 (UTC)
- I decided to go with "in the first six month", "by your third season", or similar. --Dree12 (talk) 02:19, 15 July 2014 (UTC)
Change name to "Fortress Mode Quick start"?
I feel like this page should be moved to Fortress mode quick start, not only to be consistent with the name Adventure mode quick start, but also to make it so that the name is more descriptive. "Quickstart guide" could mean anything, really. (For me at least, the current title feels like the name for some hypothetical "how to get DF running" guide, moreso than a fortress mode guide.) As a bonus, the new name doesn't imply that fortress mode is somehow the "default" or "main" mode of play :)
. —Lue (talk) 02:42, 21 July 2014 (UTC)
- Makes sense to me. —Lethosor (talk) 18:34, 21 July 2014 (UTC)
- The game is called 'Dwarf Fortress' and the game mode at issue is called 'Dwarf Fortress' so I think it's reasonable to imply that this is the default mode of play. I don't actually care what the article's title is, but I don't really think anyone is confused by the status quo and if they are I don't think they can handle anything more challenging than legends mode. So I guess this is a vote against.Qalnor (talk)
Articles not Transferring over between versions
I was just browsing through this guide when I noticed that the "starting site" and "preparing carefully" articles are red links. Those pages existed for the last version of this article, but apparently they haven't been transferred over to DF2014 (that's the current version?). I really don't know much about this game or how wikis work, but for anybody else who views this guide it might be useful to see about getting those pages updated so the "where to start" article doesn't have red links in really important places.
- Apparently subpages weren't copied over. I'll work on this tomorrow, hopefully. —Lethosor (talk) 04:04, 24 July 2014 (UTC)
Feedback: Great Guide
I installed DF last night and this guide got me rolling withing a few hours. Thanks! (Well, the DF Starter Pack deserves some credit as well...) --94.65.62.78 21:12, 3 August 2014 (UTC)
Feedback from anonymous user
Details on how to read the two columns in the inventory/stocks screen would be great here. --99.234.13.193 03:06, 11 August 2014 (UTC)
Feedback: wheelbarrow
Maybe im being dumb and blind but i can't find wheelbarrow in Carpenter Workshop.
This is the paragraph where it is explained, but im going through the list and can't find "wheelbarrow". "Also, it would be helpful to build a few wheelbarrows 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 - warps to the bottom of the list). While the wheelbarrows are being built, select your stone stockpile with q and use w to increase "Max Wheelbarrow" to 3 (the maximum). Your dwarves will automatically move wheelbarrows to the stockpile once they are built."
Maybe it's name got changed or it's being build somewhere else. --84.114.70.137 19:59, 19 August 2014 (UTC)
- What version of DF are you using? As long as you're using v0.34.08 or higher, they're definitely built at a carpenter's workshop (located between "Make wooden minecart" and "Make wooden pipe section"). You may be confused because they're not on the first page of the list, which is mentioned in the paragraph you quoted. —Lethosor (talk) 23:02, 19 August 2014 (UTC)
Feedback: what?
This is incredibly confusing. The picture doesn't even show the entrance. I thought it was supposed to be 20 tiles long and 1 wide. It is nowhere to be found. --63.142.119.65 13:14, 21 August 2014 (UTC)
- This picture shows the entry tunnel after the modifications described in the first two sentences of this section:
"Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to three tiles wide from the entrance of the new room to the outside entry."
- The entrance tunnel extends from the upward ramps on the right to the large room on the left. —Lethosor (talk) 14:16, 21 August 2014 (UTC)
Feedback: Don't know how many barrels are in currently in my stockpile
It says to reduce the max barrels to the number currently in the pile, but I don't know how to find that. Thanks. --196.200.93.16 15:02, 23 August 2014 (UTC)
- Removed that part, since it's not necessary (in fact, the whole point of reserved barrels is to avoid adjusting the settings of every stockpile). —Lethosor (talk) 21:45, 25 August 2014 (UTC)
Feedback: 1x1 stairway or 3x3 stairway
It says to put a stairway in the middle of the room we created for them. That would seem to suggest 1 square stairway. I see some of the graphics that on the floor below it looks like there are 3x3 stairs. I don't know what the implications are of either option or what's intended.
Thanks --196.200.93.16 15:05, 23 August 2014 (UTC)
- It should be a 3x3 staircase in the 3x3 room (see the picture) - hopefully I made this somewhat clearer. —Lethosor (talk) 21:45, 25 August 2014 (UTC)
Feedback: Shift + > or Shift + <
I know there are different graphics when shift should be pushed but showing it for < or > is confusing. It was not apparent that I should hit shift. Had to search somewhere else to figure out how to change z levels --76.125.186.211 00:04, 25 August 2014 (UTC)
- Many keyboard layouts (including US keyboards) require Shift to type < and > - this isn't DF-specific. I added a note in the first place those keys are mentioned. —Lethosor (talk) 17:33, 25 August 2014 (UTC)
Feedback from anonymous user
"in the middle of the 3x3 room you dug out earlier"
May be 5x5 room? --94.181.49.32 15:42, 5 September 2014 (UTC)
- No, this is correct. From the article:
- Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to three tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a 3x3 room, which will later become your main stairwell.
- I've added a note to the article about this. —Lethosor (talk) 19:08, 5 September 2014 (UTC)
Feedback: Boooze over
In a upper paragraph didn't we make more booze? --191.180.4.103 02:38, 8 September 2014 (UTC)
Feedback: Great guide!
Hey, I really appreciate the work that went into making this guide. I've tried a few times in the past to get into Dwarf Fortress - but I never came victor. I thought it was way too complex for me, and even though I love complex simulators, I finally gave up.
Recently it started bugging me again, and I gave it another chance. Thanks to this guide, I finally *understood* the meaning of the game and I can now play and discover much like anyone else. There was just this single lever to (P)ull, and now that's on it can never be turned off.
Thanks a bunch, guys. --94.36.51.106 08:51, 1 November 2014 (UTC)
Feedback from anonymous user
I got some issues with my "general purpose stockpiles", whem digging it, i got many leftover chert . . . I don't know how to remove those stuff to create a fully vacant stockpiles.
In the guide we get a note about it, but no info on how to change this. Hide the chert let them still on the tiles and dumping them, not make something for me at this point . . .
Thank for the guide and for the help --89.3.210.92 18:24, 4 January 2015 (UTC)
Feedback: Bruh
3x3 is ugly bruh --66.171.208.194 04:21, 1 February 2015 (UTC)
Not starting with Plump Helmets
I've started several different fortresses using the default loadouts, but have yet to start with a farmer or any Plump Helmet seeds. I'm using version 40.24, not sure if that matters. I do start with Shade Thorn saplings and Devil Mushrooms. Can I make booze with these instead of the plump helmets?
- These plants aren't present in the vanilla/unedited game. I recommend you ask in a thread or forum that's familiar with the mods you use. --Button (talk) 01:12, 13 February 2015 (UTC)
The only mod I've installed was a tileset mod. No extra items or seeds. I've already got a decent sized fortress now, is there a way to get plump helmets other than starting with them?
- Again, you have plants which aren't present in the unmodified game. We have no way of knowing if plump helmets even still exist in the mod you're using. I suggest you ask at wherever you downloaded your copy of Dwarf Fortress from. --Button (talk) 18:29, 13 February 2015 (UTC)
- If you installed a new version over an older version, any mods might remain and cause problems. Although, if your game has plump helmets at all, you will probably be able to purchase them from the dwarven caravan (they always seem to bring plenty).--Loci (talk) 21:13, 13 February 2015 (UTC)
I've never used a mod with this game before other than this new tileset. There were no old versions on this computer. The last dwarven caravan had no plump helmets either. It seems I'm SOL. I'll have to go with aboveground farms until I figure out what's wrong. Thanks for trying to help though. – unsigned comment by 50.103.31.170
Grazers
So after the issue with the plump helmets I now realize that none of my grazing animals will eat. They simply walk around, remove all the grass, then promptly starve to death, regardless of how large the pen is that I put them in. I'm starting to think that my entire game may be bugged. I really like the world I have now and would really like to keep playing it. If anyone has any ideas on how to fix my grazers it would be greatly appreciated. – unsigned comment by 50.103.31.170
Turns out the "tileset" I downloaded changes a huge number of things in the game, adding plants, animals, weapons and all kinds of other things. Real nice of the guy that made it to mention that in his post. Sorry for wasting your time. – unsigned comment by 50.103.31.170
- Which tileset is this, exactly? Can you provide a link to this post? —Lethosor (talk) 23:37, 14 February 2015 (UTC)
Masterwork?
This page is not really a must-read topic, but it is the single most thorough and detailed article on the entire wiki, perhaps on the best articles in the whole dwarffortressverse. (Horrible -verse name alert) I believe this article should be masterwork. Is that enough to negate the must-read requirement? Latias1290 (talk)
- I don't think the "must-read" topic requirement is as important as other criteria. Feel free to change this page's rating if you see fit. —Lethosor (talk) 23:06, 26 March 2015 (UTC)
Strictness of instructions
There are a lot of instructions like "dig a 3x20 hallway", "make a 3x3 stairway", "two tiles past that, dig a 11x11 room". I believe it's detrimental to the creativity of beginners and ultimately the variety of fortresses to give such exact instructions. Instead, something like "make a stairway", "dig a large room", etc should be preferred. In addition, a paragraph talking about reasonable dimensions ("most fortresses will do with a 2x2 staircase", "a 3 tile wide hallway is enough for the main hallways of 200+ fortresses") should give beginners a sufficient scale to base their decisions on.
The question is whether it's better to give new players actual numbers to follow or instead give them rough dimensions and tell them to experiment. I fear that the former will rear players that build nothing but cookie cutter fortresses following exact dimensions of this guide; while the latter might simply be inferior as a guide. CLA (talk) 23:31, 23 July 2015 (UTC)
- I tried to remove some rigid measurements from the guide a while back, so I don't object to removing others and adding more explanations. Of course, the minimum 3-tile-wide hallway to allow for wagon access is important to mention, but I can't think of anything else off the top of my head. —Lethosor (talk) 18:40, 26 July 2015 (UTC)
Perhaps more information on trading would be useful?
What should I get? What should I be trading? 216.254.133.138 21:28, 21 August 2015 (UTC)
- I think the most reliable thing for trading away would be prepared meals? They're relatively high value, and not very difficult to make lots of. 2602:302:D111:7290:9357:C7C4:D315:4B93 01:38, 22 August 2015 (UTC)