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Editing 40d:Quickstart guide

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[[Image:Qs01.png]]
 
[[Image:Qs01.png]]
  
The game will begin paused (don't unpause yet), centered on the [[meeting hall]] where all 7 of your starting [[dwarves]] are currently relaxing. The screen is divided into three sections. On the left is the active window, this is where you will see dwarves move around and where you issue orders. In the middle is the menu window. On the right is the fort view which gives you an overall view of the level (it's effectively a zoomed-out version of the active window).
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The game will begin paused (don't unpause yet), centered on the {{L|meeting hall}} where all 7 of your starting {{L|dwarves}} are currently relaxing. The screen is divided into three sections. On the left is the active window, this is where you will see dwarves move around and where you issue orders. In the middle is the menu window. On the right is the fort view which gives you an overall view of the level (it's effectively a zoomed-out version of the active window).
  
 
You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around.
 
You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around.
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The grey line that run roughly down the center of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.
 
The grey line that run roughly down the center of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.
  
On the top left you will notice a lot of small dots and a blue haze. This is empty space. Although Dwarf Fortress may appear to be a 2D game, it is in fact 3D. You are currently looking at a top-down perspective of one [[z-level]]. If you were to move the active window down one level the empty space would become ground and the ground would become unexplored underground space. You can move the screen up and down by pressing {{k|<}} and {{k|>}} respectively (don't forget to hold on {{k|Shift}}!).
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On the top left you will notice a lot of small dots and a blue haze. This is empty space. Although Dwarf Fortress may appear to be a 2D game, it is in fact 3D. You are currently looking at a top-down perspective of one {{L|z-level}}. If you were to move the active window down one level the empty space would become ground and the ground would become unexplored underground space. You can move the screen up and down by pressing {{k|<}} and {{k|>}} respectively (don't forget to hold on {{k|Shift}}!).
  
 
That's enough looking around, it's time to ...
 
That's enough looking around, it's time to ...
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====Dwarves====
 
====Dwarves====
 
You currently have 7 dwarves and I've set up their skills and even given them nicknames to help you keep them sorted.
 
You currently have 7 dwarves and I've set up their skills and even given them nicknames to help you keep them sorted.
*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.
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*'''Sue''' is a {{L|miner}}. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.
 
*'''Matthew''' is a miner exactly the same as Sue.
 
*'''Matthew''' is a miner exactly the same as Sue.
*'''Jane''' is a [[woodworker]]. She carries a [[battle axe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to draft her into the [[military]].
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*'''Jane''' is a {{L|woodworker}}. She carries a {{L|battle axe}} she uses to chop down {{L|tree}}s and can then carve them into usable products at the {{L|carpenter's workshop}}. She also has a few skill points in {{L|Axedwarf}}, just in case you need to draft her into the {{L|military}}.
*'''Daniel''' is a stoneworker. She has several skill points in [[mason]]ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in [[mechanic]]s so she can build rock [[mechanism]]s, which are required to create [[trap]]s and some [[machine]]s.
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*'''Daniel''' is a stoneworker. She has several skill points in {{L|mason}}ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in {{L|mechanic}}s so she can build rock {{L|mechanism}}s, which are required to create {{L|trap}}s and some {{L|machine}}s.
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill.
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*'''Rachel''' is a craftdwarf. She has plenty of points in {{L|stone crafter|stone crafting}} so she can make trade goods before the Autumn {{L|caravan}} arrives. She also has a few points in {{L|bone carving}} so could make bone or shell armour from any creatures you kill.
*'''Juliet''' is a [[fisherdwarf]]. He will spend most of his time at ponds or creeks catching [[fish]]/[[turtle]] and leaving them on the shore to [[rot]].
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*'''Juliet''' is a {{L|fisherdwarf}}. He will spend most of his time at ponds or creeks catching {{L|fish}}/{{L|turtle}} and leaving them on the shore to {{L|rot}}.
*'''Olon''' is a [[farmer]]. He can plant [[seed]]s at the farm and [[brew]] the mature plants into [[alcohol]] or [[cook]] them into [[food]].
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*'''Olon''' is a {{L|farmer}}. He can plant {{L|seed}}s at the farm and {{L|brew}} the mature plants into {{L|alcohol}} or {{L|cook}} them into {{L|food}}.
  
 
====Creatures====
 
====Creatures====
 
You also have:
 
You also have:
*1 [[cat]], which will hunt [[vermin]] for you.
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*1 {{L|cat}}, which will hunt {{L|vermin}} for you.
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance.
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*2 {{L|dog}}s, which will hang around in the meeting hall most of the time. They will attack {{L|invader|intruders}} if they get close, or can be {{L|kennel|trained}}, or {{L|assign animal|leashed up}} to guard the entrance.
*A [[horse]] and a [[mule]]. If you purchase a male horse from a trade caravan then you could start breeding horses for [[meat]], large stacks of [[bone]] (good for making practice crossbow [[bolt]]s), and [[leather]]; however mules will not breed (nor do they in real life).
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*A {{L|horse}} and a {{L|mule}}. If you purchase a male horse from a trade caravan then you could start breeding horses for {{L|meat|meat}}, large stacks of {{L|bone}} (good for making practice crossbow {{L|bolt}}s), and {{L|leather}}; however mules will not breed (nor do they in real life).
  
 
====Items====
 
====Items====
Most of your supplies are still in the [[wagon (embark)|wagon]]. You have:
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Most of your supplies are still in the {{L|wagon (embark)|wagon}}. You have:
 
*Plenty of food and alcohol.
 
*Plenty of food and alcohol.
*An [[anvil]].
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*An {{L|anvil}}.
*A few [[seed]]s.
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*A few {{L|seed}}s.
  
 
==Unpause the game==
 
==Unpause the game==
 
[[Image:Qs04.png|right]]
 
[[Image:Qs04.png|right]]
That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food [[stockpile]] in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Juliet is going to fish, and the miners will begin mining.
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That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food {{L|stockpile}} in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Juliet is going to fish, and the miners will begin mining.
  
 
There are, however, several things I deliberately left unfinished so I can walk you through them. So let's start by pressing {{K|Tab}} to bring the menu window back. I'll be referring to it from now on (and generally it's easier to play with it there constantly).
 
There are, however, several things I deliberately left unfinished so I can walk you through them. So let's start by pressing {{K|Tab}} to bring the menu window back. I'll be referring to it from now on (and generally it's easier to play with it there constantly).
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Image:Qs13.png|Fig 13: The job manager with one job displayed
 
Image:Qs13.png|Fig 13: The job manager with one job displayed
 
</gallery></div>
 
</gallery></div>
I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden [[bin]]s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually.
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I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden {{L|bin}}s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually.
  
 
Anyway, open the <tt>{{k|j}}ob list</tt> and you will see figure 10.
 
Anyway, open the <tt>{{k|j}}ob list</tt> and you will see figure 10.
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Image:Qs16.png|Fig 16: The dining table now forms the centre of a room, and the menu now displays the room options
 
Image:Qs16.png|Fig 16: The dining table now forms the centre of a room, and the menu now displays the room options
 
</gallery></div>
 
</gallery></div>
Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our [[dining room]] has plenty of tables and chairs for eating, but isn't actually a dining room yet.
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Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our {{L|dining room}} has plenty of tables and chairs for eating, but isn't actually a dining room yet.
  
 
Open up the <tt>Set Building Tasks/Preferences</tt> menu, {{k|q}}, again and move the cursor to one of the tables in the dining room (figure 14). It doesn't matter which one.
 
Open up the <tt>Set Building Tasks/Preferences</tt> menu, {{k|q}}, again and move the cursor to one of the tables in the dining room (figure 14). It doesn't matter which one.
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Image:Qs18.png|Fig 18: Select a farm and decide which crops to grow.
 
Image:Qs18.png|Fig 18: Select a farm and decide which crops to grow.
 
</gallery></div>
 
</gallery></div>
If you used the {{k|>}} to explore the [[z-level]] below the main fort you may have discovered this little room just below the pantry (figure 17).
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If you used the {{k|>}} to explore the {{L|z-level}} below the main fort you may have discovered this little room just below the pantry (figure 17).
  
 
This is two farms built in the arable sand layer, but no seeds have been planted yet. Once again use <tt>Set Building Tasks/Preferences</tt> menu, {{k|q}}, to get to the farm options (figre 18).  
 
This is two farms built in the arable sand layer, but no seeds have been planted yet. Once again use <tt>Set Building Tasks/Preferences</tt> menu, {{k|q}}, to get to the farm options (figre 18).  
  
You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.
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You will see a list of 4 different crops. At the moment we only have seeds for {{L|plump helmet}}s and {{L|sweet pod}}s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different {{L|season}}s. The current menu is only displaying spring so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.
  
 
Plump Helmets have a short growing cycle and can be eaten, cooked, or made into Dwarven Wine, so they are a staple crop.
 
Plump Helmets have a short growing cycle and can be eaten, cooked, or made into Dwarven Wine, so they are a staple crop.
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Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.  Note that you can designate entire rectangles to be mined, not just a single line like I did.
 
Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.  Note that you can designate entire rectangles to be mined, not just a single line like I did.
  
Now let's create a [[stairs|staircase]] to access the next level up. First designate an up-stair on the current level (figure 22): press {{k|u}}, then {{K|Enter}} twice.
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Now let's create a {{L|stairs|staircase}} to access the next level up. First designate an up-stair on the current level (figure 22): press {{k|u}}, then {{K|Enter}} twice.
  
 
And now the tricky bit - move up one level ({{k|<}}) and designate a down staircase ''directly above it'' (figure 23) by doing {{k|j}}, then {{K|Enter}} twice.
 
And now the tricky bit - move up one level ({{k|<}}) and designate a down staircase ''directly above it'' (figure 23) by doing {{k|j}}, then {{K|Enter}} twice.
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Juliet has been busy catching turtle, unfortunately he's been too busy to clean and gut them, so they've been rotting on the pond side (figure 24).  
 
Juliet has been busy catching turtle, unfortunately he's been too busy to clean and gut them, so they've been rotting on the pond side (figure 24).  
  
We want to build a [[fishery]] nearby to fix this problem. First open the <tt>Site a {{k|b}}uilding</tt> menu and you will see a list of all possible buildings (figure 25A). Scroll down until you reach {{k|w}}orkshops, select that and you will get a sub-menu of all the workshops (figure 25B).
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We want to build a {{L|fishery}} nearby to fix this problem. First open the <tt>Site a {{k|b}}uilding</tt> menu and you will see a list of all possible buildings (figure 25A). Scroll down until you reach {{k|w}}orkshops, select that and you will get a sub-menu of all the workshops (figure 25B).
  
 
Once you select fishery a 3x3 block will pop up on the active window, representing how big the workshop is and where you want to build it. At the moment there is a tree in the way (figure 26), so move around until you find some clear ground close to the pond.
 
Once you select fishery a 3x3 block will pop up on the active window, representing how big the workshop is and where you want to build it. At the moment there is a tree in the way (figure 26), so move around until you find some clear ground close to the pond.
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But this isn't enough. For one of your dwarves to actually construct the workshop ''they need to have the labor enabled that relates to that building'' ... and at the moment no one has [[fish cleaner]] nor [[fish dissector]] enabled. You need to select another dwarf and change his labors to include [[fish cleaner|fish cleaning]], as explained [[#Setting job preferences|above]]. Preferably not Juliet (since the Fishing task takes precedence over almost all other tasks) nor any other dwarf that is busy with important tasks.
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But this isn't enough. For one of your dwarves to actually construct the workshop ''they need to have the labor enabled that relates to that building'' ... and at the moment no one has {{L|fish cleaner}} nor {{L|fish dissector}} enabled. You need to select another dwarf and change his labors to include {{L|fish cleaner|fish cleaning}}, as explained [[#Setting job preferences|above]]. Preferably not Juliet (since the Fishing task takes precedence over almost all other tasks) nor any other dwarf that is busy with important tasks.
  
Once the fishery is complete you will need to set the task <tt>{{k|p}}rocess raw fish</tt> at the workshop, and set it to repeat. Pretty soon you'll be churning out a good supply of meat to feed your fort. Also, since Juliet is catching [[turtle]] you will also get a nice little supply of [[shell]]s that Rachel can then craft into goods.
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Once the fishery is complete you will need to set the task <tt>{{k|p}}rocess raw fish</tt> at the workshop, and set it to repeat. Pretty soon you'll be churning out a good supply of meat to feed your fort. Also, since Juliet is catching {{L|turtle}} you will also get a nice little supply of {{L|shell}}s that Rachel can then craft into goods.
 
<br clear="all" />
 
<br clear="all" />
  
 
==Conclusion==
 
==Conclusion==
Well, that's most of the basics covered. Next up I suggest you dig out an area near the pantry and build a [[still]] and a [[kitchen]] so you can begin brewing alcohol and cooking food (although plenty of food can be eaten raw). When the trade caravan arrives you will want to consult the [[trading]] page to learn how to trade with them.  
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Well, that's most of the basics covered. Next up I suggest you dig out an area near the pantry and build a {{L|still}} and a {{L|kitchen}} so you can begin brewing alcohol and cooking food (although plenty of food can be eaten raw). When the trade caravan arrives you will want to consult the {{L|trading}} page to learn how to trade with them.  
  
I hope you have fun exploring the area, building some proper defences to hold off [[invader]]s, and dealing with an expanding [[population]] and the greater problems that they bring.
+
I hope you have fun exploring the area, building some proper defences to hold off {{L|invader}}s, and dealing with an expanding {{L|population}} and the greater problems that they bring.
  
 
[[Category:Guides]]
 
[[Category:Guides]]

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