v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing User:Calite/Gloss Guide

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.


The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
This guide hopefully helps one get into ''Dwarf Fortress'' and get a fort going without imposing any particular way to play. The notes below don't tell you how to carry out actions within the game, instead they give you an overview of DF's crucial elements.
+
This guide hopefully helps one get into dwarf fortress and get a fort going without imposing any particular way to play. The notes below don't tell you how to carry out actions within the game, instead they give you an overview of DF's cruicial elements.
  
 
==Prior Consideration==
 
==Prior Consideration==
Line 8: Line 8:
 
**You will want to decide the layout of your fortress before digging/building randomly
 
**You will want to decide the layout of your fortress before digging/building randomly
 
*Open-Mindedness
 
*Open-Mindedness
**Whether it's because ''Dwarf Fortress'' often does impossible and absurd things, or because there's a better way to accomplish your goals, you need to be willing to learn new rules and new ways of thinking.
+
**Whether it's because dwarf fortress often does impossible and absurd things, or because there's a better way to accomplish your goals, you need to be willing to learn new rules and new ways of thinking.
  
 
This may seem like work, but a game that requires a lot of thinking is very rewarding in the long run.
 
This may seem like work, but a game that requires a lot of thinking is very rewarding in the long run.
  
 
==Warm-Ups==
 
==Warm-Ups==
*Play some [[adventurer mode]].
+
*Play some adventurer mode.
**It's very different from ''Dwarf Fortress'', but at least gets you used to the default tileset and the complexity of the game.
+
**It's very different from Dwarf Fortress, but at least gets you used to the default tileset and the complexity of the game.
 
*Don't be afraid of the wiki
 
*Don't be afraid of the wiki
 
**Read about anything in the game you don't understand or are confused about.
 
**Read about anything in the game you don't understand or are confused about.
**This guide is designed to be modular, that is, you are expected to read the wiki pages it links to as you please.
 
  
 
==Fortress Survival==
 
==Fortress Survival==
Line 28: Line 27:
  
 
===Food===
 
===Food===
[[Food]] is necessary to keep dwarves alive.
+
Food is necessary to keep dwarves alive.
  
 
There are several ways to obtain food, I'll outline each here.
 
There are several ways to obtain food, I'll outline each here.
  
*[[Fishing]]
+
*Fishing
** Very simple, requires only one dwarf assigned to fish, a [[fishery]], and one dwarf assigned to fish cleaning.
+
**Very simple, requires only one dwarf assigned to fish, a fishery, and one dwarf assigned to fish cleaning. Optionally, some animal traps, created in a carpenters shop
** The stability of this source of food depends on how much [[water]] is on the map, how many dwarves you need to feed, and luck (sometimes it seems like none of your water sources have fish, sometimes it seems like they never end)
+
**The stability of this source of food depends on how much water you have, how many dwarves you need to feed, and luck (sometimes it seems like none of your water sources have fish, sometimes it seems like they never end)
 
**Fishing requires no oversight or extra resources after you have the fishery, it may not be the best choice for a main food source but it is a great source of extra food, and some things that can be caught (such as turtles) drop shells or bones, which are useful.
 
**Fishing requires no oversight or extra resources after you have the fishery, it may not be the best choice for a main food source but it is a great source of extra food, and some things that can be caught (such as turtles) drop shells or bones, which are useful.
  
*[[Hunting]]
+
*Hunting
**Perhaps the most complicated source of food, requiring a hunter with a quiver, arrows, and a bow, and a [[butcher's workshop]] and a [[kitchen]].
+
**Perhaps the most complicated source of food, requiring a hunter with a quiver, arrows, and a bow and a butcher's shop where the meat may be butchered.
**This food source's stability depends on the amount of animals on the map and the [[skill]] of your hunter(a bad hunter will just waste arrows for a few seasons before killing something)
+
**This food source's stability depends on the amount of animals on the map and the skill of your hunter(a bad hunter will just waste arrows for a few seasons before killing something)
 
**A great plus of hunting is that almost everything your hunter brings back will drop bones and other things besides meat.
 
**A great plus of hunting is that almost everything your hunter brings back will drop bones and other things besides meat.
 
***Since bones can be made into arrows, hunting can become self-sufficient.
 
***Since bones can be made into arrows, hunting can become self-sufficient.
  
*[[Farming]]
+
*Farming
**Somewhere between fishing and hunting in complexity, it requires a farm plot, seeds and a dwarf assigned to farming.
+
**Somewhere between fishing and hunting in complexity, it requires a farm plot, seeds and a dwarf assigned to farm.
 
**Stability is variable depending on what plant(s) you are growing.
 
**Stability is variable depending on what plant(s) you are growing.
 
***Some plants grow outside, while others grow inside
 
***Some plants grow outside, while others grow inside
Line 51: Line 50:
 
***Some plants produce food immediately, some must be cooked or processed, and others don't produce any food. See [[crops]]
 
***Some plants produce food immediately, some must be cooked or processed, and others don't produce any food. See [[crops]]
 
**Farming has several additional benefits.
 
**Farming has several additional benefits.
***[[Seeds]] come from the usage of the product of the plant. This means that eating, processing or brewing a plant product will provide the seeds needed to grow more. ''(WARNING: Cooking does not leave seeds!)''
+
***Seeds come from the usage of the product of the plant. This means that eating, processing or brewing a plant product will provide the seeds needed to grow more. ''(WARNING: Cooking does not leave seeds!)''
 
***Many plants can be brewed into alcohol. More on the importance of this in the drinks section.
 
***Many plants can be brewed into alcohol. More on the importance of this in the drinks section.
  
*[[Plant Gathering]]
+
*Plant Gathering
 
**A very simple way to get food, it requires a dwarf with Plant Gathering assigned and an area designated for plant gathering.
 
**A very simple way to get food, it requires a dwarf with Plant Gathering assigned and an area designated for plant gathering.
 
**Plants grow slowly naturally, and an unskilled dwarf won't even get anything from most of the plants it picks (but still destroys the plant).
 
**Plants grow slowly naturally, and an unskilled dwarf won't even get anything from most of the plants it picks (but still destroys the plant).
**Gathering provides food from ''outdoor'' plants. When brewed or eaten, this food will provide seeds that you can use to start outdoor farms.
+
**It provides food from ''outdoor'' plants. When used, this food will provide seeds that you can use to start outdoor farms.
  
*[[Trading]]
+
*Trading
 
**Trading requires a trade depot, things you want to trade to the traders, and a dwarf assigned to trade (a broker, usually).
 
**Trading requires a trade depot, things you want to trade to the traders, and a dwarf assigned to trade (a broker, usually).
 
**The stability of trading for food depends entirely on the caravans.
 
**The stability of trading for food depends entirely on the caravans.
Line 68: Line 67:
 
*Cooking
 
*Cooking
 
**Preparing Meals requires someone assigned to cook and a kitchen, as well as 2 or more pieces of food.
 
**Preparing Meals requires someone assigned to cook and a kitchen, as well as 2 or more pieces of food.
**'''<s>Cooking uses more food than it provides, making it completely counter-productive to providing more food'''</s>, cooking makes a stack of the sum of all its ingredients.
+
**'''Cooking uses more food than it provides, making it completely counter-productive to providing more food'''
 
**'''Prepared meals have a much higher value than the food used to make them, especially if the cook is highly skilled'''
 
**'''Prepared meals have a much higher value than the food used to make them, especially if the cook is highly skilled'''
 
***Eating a prepared meal gives a dwarf a happy thought, making them great for morale ''(Only if the meal contains a food the dwarf likes)''
 
***Eating a prepared meal gives a dwarf a happy thought, making them great for morale ''(Only if the meal contains a food the dwarf likes)''
 
***This also makes it great for trading to caravans for other things.
 
***This also makes it great for trading to caravans for other things.
 +
 +
As far as I know, farming is the most common source of food in forts due to its high stability once you get it going. Personally I mainly use hunting, farming, and fishing to ensure stability and variety.
  
 
===Drinks===
 
===Drinks===
Dwarves drink two (and only two) types of substances - [[alcohol]] and [[water]]. Remember these drink-related rules:
+
Dwarves drink two (and only two) types of substances - alcohol and water. Remember these drink-related rules:
  
 
*Dwarves are '''alcohol-dependent'''
 
*Dwarves are '''alcohol-dependent'''
**Lack of alcohol will make a dwarf work and move slower; on a large scale, this can bring a fortress to a virtual halt
+
**Lack of alcohol will make a dwarf work and move slower; on a large scale this can bring a fortress to a virtual halt
**Dwarves don't want to drink the same thing forever, and will become upset if they must.
+
*A dwarf will not drink the same type of alcohol forever
 +
**They will deprive themselves of alcohol if there is only one choice (bringing us back to the first bullet).
 
*'''An injured dwarf cannot drink alcohol'''
 
*'''An injured dwarf cannot drink alcohol'''
 
**They must have water, or they will die.
 
**They must have water, or they will die.
Line 95: Line 97:
 
===Safety===
 
===Safety===
 
There are way too many facets of safety, so I'll just gloss over it:
 
There are way too many facets of safety, so I'll just gloss over it:
 +
 
*Dangers
 
*Dangers
**Cave-Ins: If an area of rock is no longer connected to the rock below it, it will fall, killing or hurting anyone nearby.
+
**Cave-Ins
**Fire: Dwarves don't understand the dangers of fire, so things can go downhill awfully fast.
+
***If an area of rock is no longer connected to the rock below it, it will fall, killing or hurting anyone nearby.
**Flooding: Water quickly becomes your worst enemy when it fills your dwellings. Do all water related projects carefully
+
**Fire
**Magma: Destroys most things, and catches stuff on fire.
+
***Dwarves don't understand the dangers of fire, so things can go downhill awfully fast.
**Snatchers and Thieves: Barely more than minor nuisances, but nonetheless problematic
+
**Flooding
**Wild Animals: Some will steal anything they can get to (''despite its weight!''), some will attack and even kill dwarves, many more will simply cause job cancellations.
+
***Water quickly becomes your worst enemy when it fills your dwellings. Do all water related projects carefully
**Ambushes: Very dangerous and problematic, though rarely life threatening
+
**Magma
**Sieges: Very possibly capable of completely destroying your fortress
+
***Destroys most things, and catches stuff on fire.
**Ghosts: Can pull levers and bother dwarves
+
**Snatchers and Thieves
**Vampires: Difficult to catch, can do a lot of damage overtime, and can take out an entire fortress if they berserk
+
***Barely more than minor nuisances, but nonetheless problematic
**[[Hidden Fun Stuff]]: There are things worse than other civilizations
+
**Wild Animals
 +
***Some will steal anything they can get to (''despite its weight!''), some will attack and even kill dwarves, many more with simply cause job cancellations.
 +
**Ambushes
 +
***Very dangerous and problematic, though rarely life threatening
 +
**Sieges
 +
***Very possibly capable of completely destroying your fortress
 +
**Ghosts
 +
***Can pull levers and bother dwarves
 +
**Vampires
 +
***Difficult to catch, can do a lot of damage overtime, and can take out an entire fortress if they berserk
 +
**[[Hidden Fun Stuff]]
 +
***There are things worse than other civilizations
  
 
*Passive Defense
 
*Passive Defense
**Traps are your best friends. Some creatures are sneaky and avoid traps very well.
+
**Traps are your best friends
 +
***Some creatures are sneaky and avoid traps very well.
  
 
*Active Defense
 
*Active Defense
**Army: A well trained, well equipped, well managed army will take care of almost all potential assailants before they cause problems
+
**Army
**Animals: Some domestic animals attack enemies, and all can see them and alert others of them
+
***A well trained, well equipped, well managed army will take care of almost all potential assailants before they cause problems
 +
**Animals
 +
***Some domestic animals attack enemies, and all can see them and alert others of them
  
 
===Happiness===
 
===Happiness===
Line 120: Line 137:
 
====Things That Upset Dwarves====
 
====Things That Upset Dwarves====
 
*Death
 
*Death
**Somewhat mitigated by [[coffins]] and [[slabs]]
+
**Somewhat mitigated by [[coffins] and [[slabs]]
 
*Lack of Alcohol
 
*Lack of Alcohol
 
**This also makes them slower!
 
**This also makes them slower!
 
*Lack of Food
 
*Lack of Food
**They will starve to death if they don't get enough.
+
*Fighting
*In-Fighting
+
**Usually caused by other dwarves being upset
**Most often caused by another dwarf's tantrum.
+
*Melancholy, Insane, or Berserk Dwarves
*Seeing melancholy, insane, or berserk dwarves
+
**Caused by failed moods or being upset
**Caused by failed [[mood]]s or being upset
 
 
*[[Vermin]]
 
*[[Vermin]]
 
**Common in areas that are not sealed off well
 
**Common in areas that are not sealed off well
**Cats can mitigate vermin problems.
 
 
*Dwarves they dislike
 
*Dwarves they dislike
 
*Lack of food/alcohol variety
 
*Lack of food/alcohol variety
Line 151: Line 166:
 
These two will normally be most of your backbone early on
 
These two will normally be most of your backbone early on
 
*[[Wood]]
 
*[[Wood]]
**Barrels, buckets, and bins can only be made of wood or metal. As metal is rarer and heavier, wood is almost always preferable.
+
**Wood is important for most forts because barrels, buckets, and bins can only be made from wood or metal(which weighs much more). It's also useful in construction
**'''Beds can only be made of wood.'''
 
**Otherwise, it can replace stone for most constructions.
 
**Note that excessive logging will anger elves.
 
 
*[[Stone]]
 
*[[Stone]]
 
**Often the most abundant and most used resource, stone is useful for construction and crafts.
 
**Often the most abundant and most used resource, stone is useful for construction and crafts.
  
 
===Additional===
 
===Additional===
A growing fortress will have an industry involving some of these, but probably not all of them.
 
 
 
*[[Clay]]
 
*[[Clay]]
 
**About as useful as wood or stone, but a bit more involved to produce
 
**About as useful as wood or stone, but a bit more involved to produce
Line 185: Line 195:
 
*[[Obsidian]]
 
*[[Obsidian]]
 
**Similar to Glass
 
**Similar to Glass
*[[Adamantine]]
+
*[[Adamantium]]
 
**The most valuable substance known to dwarfkind.
 
**The most valuable substance known to dwarfkind.
  
 
==Mining & Construction==
 
==Mining & Construction==
A large part of ''Dwarf Fortress'' is reshaping your environment to fit your needs.
+
A large part of dwarf fortress is reshaping your environment to fit your needs.
  
 
===Mining===
 
===Mining===
Line 215: Line 225:
  
 
===Crafting===
 
===Crafting===
At a craftsdwarves' workshop, one can turn various resources into crafts, or improve existing items with raw resources.
+
At a craftdwarves' workshop, one can turn various resources into crafts, or improve existing items with raw resources.
  
 
Most products of crafting are only useful for trading, but improving existing and useful items can improve dwarves' mood.
 
Most products of crafting are only useful for trading, but improving existing and useful items can improve dwarves' mood.

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)