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Editing v0.34:Quickstart guide

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==Dining and Food Prep Area==
 
==Dining and Food Prep Area==
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5x5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.
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Above the living quarters, and right off the main stairwell, create another four rooms. One will be for general food storage, one a [[dining room|dining hall]], one a [[kitchen]], and one a [[still]]. The still will allow you to make alcohol. The Kitchen will allow you to make [[Cook#Recipes|Prepared food]].
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Make the rooms for the kitchen and still 5x5 each. The storage area and dining hall should be larger. Ideally make the dining hall so that it can be further expanded later.
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Use {{K|b}}-{{K|w}} to build the still and kitchen in the middle of the 5x5 rooms. Create {{K|f}}ood stockpiles in the remaining space around each workshop, as well as the entire food storage room.
  
 
[[File:Quickstart_dining_area.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]
 
[[File:Quickstart_dining_area.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]
 
Use {{K|b}}-{{K|w}}-{{k|z}} to build the kitchen in the middle of the 5x5 room. Use {{k|p}} to create {{K|f}}ood stockpiles in the remaining space around it, as well as the entire food storage room.
 
  
 
Go back to your general purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles.
 
Go back to your general purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles.
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If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves.
 
If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves.
  
Eventually go check out the subpage on [[/Stockpiles/]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.
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Eventually go check out the subpage on [[/Stockpiles|Stockpiles]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.
  
 
==Placing Furniture==
 
==Placing Furniture==

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