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 v0.31:Bentgirder

Jump to navigation Jump to search

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

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

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:
 
{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}
 
{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}
  
'''Bentgirder''' is a ''Dwarf Fortress'' package for beginners. With it, you skip [[World_generation|generating a world]], finding an [[Embark|embark point]], and [[Embark#Creating_Your_Settlers|preparing an expedition]]. Unzip the Bentgirder package to the same directory as ''Dwarf Fortress'', and play along with this tutorial.  
+
'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip [[World_generation|generating a world]], finding an [[Embark|embark point]], and [[Embark#Creating_Your_Settlers|preparing an expedition]]. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial.  
  
 
You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download] If you're using a graphical tile set, you will need to copy over the modified raw files. If you're using the [[Lazy Newb Pack]] there's an automatic save updater that will do this for you. If you have already created a world, you can use the same [http://dffd.wimbli.com/file.php?id=2855 embark file] used for Bentgirder. This gives you the same [[starting build]], but you're on your own for finding a location.  
 
You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download] If you're using a graphical tile set, you will need to copy over the modified raw files. If you're using the [[Lazy Newb Pack]] there's an automatic save updater that will do this for you. If you have already created a world, you can use the same [http://dffd.wimbli.com/file.php?id=2855 embark file] used for Bentgirder. This gives you the same [[starting build]], but you're on your own for finding a location.  
Line 19: Line 19:
 
== Setting up your screen ==
 
== Setting up your screen ==
  
[[File:MainMenuv0.31.png|The command window.|frame]]
+
[[File:MainMenuDF2010.png|The command window.|frame]]
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 42: Line 42:
 
The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.
 
The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.
  
In the most recent versions of ''Dwarf Fortress'', you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.
+
In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.
  
 
You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.
 
You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.
Line 48: Line 48:
 
== Game Options ==
 
== Game Options ==
  
{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit & save''' option. Note there is no save & continue option. ''Dwarf Fortress'' is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!
+
{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit & save''' option. Note there is no save & continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[Main:abandon|abandon]] and start over. Remember, losing is [[Main:Fun|Fun]]!
  
 
== When in doubt, pause the game ==
 
== When in doubt, pause the game ==
Line 71: Line 71:
 
First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. This pauses the game, and puts a yellow {{Raw Tile|X|6:0:1}} in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows what the ground below is made of.  
 
First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. This pauses the game, and puts a yellow {{Raw Tile|X|6:0:1}} in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows what the ground below is made of.  
  
The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[tree]]s and [[shrub]]s. To the right, there's a [[brook]]. The dark blue patches that show up as "empty space" are [[Murky pool|ponds]].  
+
The screen will be centered on a 3x3 brown square. That's the [[Main:wagon|wagon]] full of supplies to get you through the [[Main:calendar|year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[Main:trees|trees]] and [[Main:shrubs|shrubs]]. To the right, there's a [[Main:brook|brook]]. The dark blue patches that show up as "empty space" are [[Main:Murky pool|ponds]].  
  
Opposite the brook is a '''hillside'''. The green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt.  
+
Opposite the brook is a '''hillside'''. The green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[Main:loam|loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt.  
  
 
Press {{k|Esc}}ape to end look mode.
 
Press {{k|Esc}}ape to end look mode.
Line 88: Line 88:
 
|}
 
|}
  
''Dwarf Fortress'' is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|<}} and {{k|>}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time.  Undiscovered earth is blacked out, while empty space above ground show as light blue. In the bottom right of the screen, there's a display of the current z-level.  On the right is also a scroll bar that shows where you are relative to sky (light blue) and earth (dark). The wagon is parked on level 146.  
+
Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|<}} and {{k|>}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time.  Undiscovered earth is blacked out, while empty space above ground show as light blue. In the bottom right of the screen, there's a display of the current z-level.  On the right is also a scroll bar that shows where you are relative to sky (light blue) and earth (dark). The wagon is parked on level 146.  
  
 
If you move the display up one step, (to 147) most of the map will appear light blue indicating empty space, but the hill to the left now looks normal. Note that the up-arrows, viewed from this level now show as down arrows. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook (dark blue).
 
If you move the display up one step, (to 147) most of the map will appear light blue indicating empty space, but the hill to the left now looks normal. Note that the up-arrows, viewed from this level now show as down arrows. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook (dark blue).
Line 105: Line 105:
 
|}
 
|}
  
{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like "k-mode", but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.
+
{{k|k}} is good for looking at the map itself, but to get '''more information on [[Main:creatures|creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like "k-mode", but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.
  
There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white.  
+
There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[Main:skill|skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[Main:labor|labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[Main:wound|injuries]] as color codes. Healthy body parts are shown as bright white.  
  
 
<!-- add keys for labor and so on -->
 
<!-- add keys for labor and so on -->
Line 123: Line 123:
 
There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects.  
 
There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects.  
  
Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above.
+
Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[Main:deer|deer]] are hiding. This puts you into the view creature mode, just like the v command, above.
  
 
== Fortress Status: z ==
 
== Fortress Status: z ==
Line 129: Line 129:
 
[[File:bentgirder-status-1.png|thumb|The status screen.]]
 
[[File:bentgirder-status-1.png|thumb|The status screen.]]
  
Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:   
+
Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[Main:status|status]] screen. This screen has a lot of information:   
 
* '''Current date''' In the upper right corner.
 
* '''Current date''' In the upper right corner.
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right.  
+
* '''Dwarven population''' Sorted by [[Main:profession|profession]], civilians in the center,  [[Main:soldier|soldier]]s on the right.  
 
* '''Food and drink'''  In the lower left corner.
 
* '''Food and drink'''  In the lower left corner.
 
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.
 
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.
Line 142: Line 142:
 
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]
 
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]
  
She may not look tough, but Vabôk is your only [[miner]] and that makes her very important.  
+
She may not look tough, but Vab&ocirc;k is your only [[Main:miner|miner]] and that makes her very important.  
  
 
== Designation Menu: d ==
 
== Designation Menu: d ==
Line 160: Line 160:
 
Once that's taken care of, we can use the regular dig designation {{k|d}} to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room.  
 
Once that's taken care of, we can use the regular dig designation {{k|d}} to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room.  
  
Note that in designation mode, any tile that's next to water will blink blue. They also blink red for hot stones (near lava). This is to warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!
+
Note that in designation mode, any tile that's next to water will blink blue. They also blink red for hot stones (near lava). This is to warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[Main:damp stone|damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!
  
 
==Removing designations==
 
==Removing designations==
  
If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.
+
If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[Main:construct|construct]] a wall to fill it back in. More on that once we get to Meng the mason.
  
 
==You have struck gypsum!==
 
==You have struck gypsum!==
Line 174: Line 174:
 
Most of these discoveries will be announced by a message at the bottom of the screen
 
Most of these discoveries will be announced by a message at the bottom of the screen
  
Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom {{k|z}} to the location of an announcement from here.  
+
Press {{k|a}} to see previous [[Main:announcement|announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom {{k|z}} to the location of an announcement from here.  
  
 
==Experience==
 
==Experience==
Line 180: Line 180:
 
The more Vabok digs, the more [[Experience|experienced]] she gets in mining. As her skill increases, she'll dig squares out quicker and destroy less  [[rock]], [[gem]]s, and [[ore]], as she goes.   
 
The more Vabok digs, the more [[Experience|experienced]] she gets in mining. As her skill increases, she'll dig squares out quicker and destroy less  [[rock]], [[gem]]s, and [[ore]], as she goes.   
  
This is true of all skills in ''Dwarf Fortress''. Dwarves improve their skills through practice. More skill means higher quality work, done faster. Keeping your dwarves working and learning is the key to a thriving fortress.  
+
This is true of all skills in Dwarf Fortress. Dwarves improve their skills through practice. More skill means higher quality work, done faster. Keeping your dwarves working and learning is the key to a thriving fortress.  
  
 
== Other Designations: cutting trees, gathering plants ==
 
== Other Designations: cutting trees, gathering plants ==
Line 196: Line 196:
 
== Building: b ==
 
== Building: b ==
  
To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press {{k|w}} for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.
+
To get any carpentry done, we need the appropriate [[Main:workshop|workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press {{k|w}} for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.
  
 
Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect.  
 
Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect.  
  
The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance from the building site, and they are all equally good, so just take the first one.  
+
The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[Main:wood|wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance from the building site, and they are all equally good, so just take the first one.  
  
 
Stâkud will haul the selected building materials to the chosen location and start building his workshop.
 
Stâkud will haul the selected building materials to the chosen location and start building his workshop.
Line 206: Line 206:
 
== Workshop Control: q ==
 
== Workshop Control: q ==
  
Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important "add new task" option.  
+
Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[Main:carpenter's workshop|carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important "add new task" option.  
  
This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working.  
+
This brings up a list of things that can be built at this workshop. For now, lets build some [[Main:bed|bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[Main:wood|wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working.  
  
 
== Stockpiles: p ==
 
== Stockpiles: p ==
Line 214: Line 214:
 
[[File:StockpilesMenu2010.png|frame|The stockpile menu.]]
 
[[File:StockpilesMenu2010.png|frame|The stockpile menu.]]
  
Kubuk has been leaving cut-down [[tree]]s all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far?  
+
Kubuk has been leaving cut-down [[Main:trees|trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far?  
  
Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press {{k|w}} to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.
+
Press {{k|p}} for the stockpiles mode. Making a [[Main:stockpile|stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press {{k|w}} to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.
  
Why stop there? The beds that Stakud is building are just [[clutter]]ing up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (In the future, you can use the {{k|q}} command and then {{k|s}} (for settings) on the stockpile to specify exactly what you want stored in each stockpile.  Part of the learning curve in DF is figuring out what stockpiles store which things!)
+
Why stop there? The beds that Stakud is building are just [[Main:clutter|clutter]]ing up the workshop. Lets make a [[Main:furniture|furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[Main:anvil|anvil]], a [[Main:bucket|bucket]], and a few empty [[Main:bag|bag]]s. (In the future, you can use the {{k|q}} command and then {{k|s}} (for settings) on the stockpile to specify exactly what you want stored in each stockpile.  Part of the learning curve in DF is figuring out what stockpiles store which things!)
  
 
Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big 10x10 food stockpile in the cleared space.  
 
Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big 10x10 food stockpile in the cleared space.  
  
You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s.  
+
You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[Main:booze|booze]], and the barrels of revolting [[Main:organ|organ]] [[Main:meat|meat]]s.  
  
 
Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.
 
Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.
Line 228: Line 228:
 
== Quality symbols ==
 
== Quality symbols ==
  
Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money.  
+
Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[Main:quality|quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money.  
  
 
* -double value-
 
* -double value-
Line 234: Line 234:
 
* <nowiki>*quadruple value*</nowiki>
 
* <nowiki>*quadruple value*</nowiki>
 
* ≡five times base value≡
 
* ≡five times base value≡
* {{DB}}twelve times base value{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.
+
* {{DB}}twelve times base value{{DB}} -- This is called a [[Main:masterpiece|masterpiece]], and you get an announcement every time one is made.
  
 
== Placing Furniture (beds) ==
 
== Placing Furniture (beds) ==
  
Dwarves can't use a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut {{k|b}}. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, "Need bed". Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map.  
+
Dwarves can't use a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut {{k|b}}. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, "Need bed". Beds and other [[Main:furniture|furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map.  
  
 
A lot of the things in the build menu are pieces of furniture that can be created at your carpenter's workshop: Tables, chairs, doors, hatch covers, and so on.  
 
A lot of the things in the build menu are pieces of furniture that can be created at your carpenter's workshop: Tables, chairs, doors, hatch covers, and so on.  
Line 248: Line 248:
 
= Lesson Four: Meet &Iuml;teb the Farmer =
 
= Lesson Four: Meet &Iuml;teb the Farmer =
  
Ïteb has already been working on the surface, gathering useful plants, but his main function is to plant a farm.  
+
&Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm.  
  
 
==Farming ==
 
==Farming ==
All the seeds you have are for dwarven [[crop]]s that grow underground. Farms can only be built on soil or muddy stone. Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one.  
+
All the seeds you have are for dwarven [[Main:crops|crops]] that grow underground. Farms can only be built on soil or muddy stone. Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one.  
  
Now it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used in a very few places in ''Dwarf Fortress''.) As soon as you exit build mode, Ïteb will build the new plot.  
+
Now it's time to build a [[Main:farm plot|farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &Iuml;teb will build the new plot.  
  
Now watch as Ïteb comes and builds the fields.  Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?
+
Now watch as &Iuml;teb comes and builds the fields.  Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?
  
 
==Plump Helmets: the staff of life==
 
==Plump Helmets: the staff of life==
  
[[Plump helmet]]s are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. You can grow them year-round.  They can also be [[brew]]ed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crop]]s later on.  
+
[[Main:Plump helmets|Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. You can grow them year-round.  They can also be [[Main:brew|brew]]ed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[Main:crops|crops]] later on.  
  
Once you make your selection, Ïteb will start bringing seeds (called "spawn") to plant. If you made a big farm, you might get an alert that Ïteb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, a spawn seed gets spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds.
+
Once you make your selection, &Iuml;teb will start bringing seeds (called "spawn") to plant. If you made a big farm, you might get an alert that &Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, a spawn seed gets spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds.
  
 
= Lesson Five: Meet Meng the Mason =
 
= Lesson Five: Meet Meng the Mason =
  
A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone.  
+
A [[Main:mason's workshop|mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[Main:stone|stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone.  
  
 
==What's in a name?==
 
==What's in a name?==
Line 273: Line 273:
 
==What's [[Economic_stone|economic stone]]?==
 
==What's [[Economic_stone|economic stone]]?==
 
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]
 
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]
One of the options under the [[status]] screen is [[Stone]]s. (Remember, bring up the status screen by pressing {{k|z}}).  This is where you direct your dwarves which stones are reserved for special uses and which can be used to make any old thing ([[crafts]], [[mechanism]]s, [[furniture]], etc.). This prevents a future engineer from taking a very valuable (say [[platinum]]) stone and making a [[quality|no name]] mechanism out of it.  Gypsum is reserved as a component of [[Plaster_powder|plaster]], but we have an abundance.  Go ahead and hit enter when gypsum is selected to change it from red (unavailable for general use) to green (available).
+
One of the options under the [[status]] screen is [[Stone]]s. (Remember, bring up the status screen by pressing {{k|z}}).  This is where you direct your dwarves which stones are reserved for special uses and which can be used to make any old thing ([[crafts]], [[mechanism]]s, [[furniture]], etc). This prevents a future engineer from taking a very valuable (say [[platinum]]) stone and making a [[quality|no name]] mechanism out of it.  Gypsum is reserved as a component of [[Plaster_powder|plaster]], but we have an abundance.  Go ahead and hit enter when gypsum is selected to change it from red (unavailable for general use) to green (available).
  
 
== Build a trade depot==
 
== Build a trade depot==
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[axe]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not visit you if you don't have a [[trade depot]].  
+
Your fortress is not isolated. [[Main:Merchant|Merchant]]s will come to [[Main:trade|trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[Main:pick|pick]] or [[Main:axe|axe]], if you need [[Main:thread|thread]] or [[Main:cloth|cloth]] or even a bag of [[Main:sand|sand]], you can trade for it. But the merchants will not visit you if you don't have a [[Main:trade depot|trade depot]].  
  
Start one from the build menu, shortcut {{k|D}}. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry.  
+
Start one from the build menu, shortcut {{k|D}}. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[Main:building designer|building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry.  
  
Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.
+
Actual trading is handled by the fortress [[Main:broker|broker]], a position to which you can appoint any dwarf.
  
 
== Assign Nobles: n ==
 
== Assign Nobles: n ==
Line 286: Line 286:
 
[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]
 
[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]
  
Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. Once you highlight a dwarf, any relevant skills will be shown on the right.  We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)
+
Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[Main:broker|broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. Once you highlight a dwarf, any relevant skills will be shown on the right.  We have one dwarf with the [[Main:Appraiser|Appraiser]] skill: Mörul Kibdakon. He is already our [[Main:expedition leader|expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[Main:chief medical dwarf|chief medical dwarf]]. (More on medicine when we get to him.)
  
While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrant]]s by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now.  
+
While we're at it, let's appoint a [[Main:bookkeeper|bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[Main:migrant|migrants]] by now, you could appoint a useless [[Main:peasant|peasant]] to this role. If not, then one of the seven founders can take the job for now.  
  
 
Notice that once you select a bookkeeper, the nobles screen will show a red "REQUIRE" warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a "meager office".
 
Notice that once you select a bookkeeper, the nobles screen will show a red "REQUIRE" warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a "meager office".
Line 294: Line 294:
 
== Make an office ==
 
== Make an office ==
  
All an office really needs is a [[chair]]. Adding a table is customary as the office holder will often eat in the office, and will complain if there isn't a table. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a table and chair.  
+
All an office really needs is a [[Main:chair|chair]]. Adding a table is customary as the office holder will often eat in the office, and will complain if there isn't a table. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a table and chair.  
  
 
Use {{k|q}} to view the chair. The only option will be "r: make throne room or study." Choose this option, and you'll get the option to choose the size of the "study" with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper with {{k|a}}.  
 
Use {{k|q}} to view the chair. The only option will be "r: make throne room or study." Choose this option, and you'll get the option to choose the size of the "study" with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper with {{k|a}}.  
Line 300: Line 300:
 
Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it.  
 
Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it.  
  
This is a common method in ''Dwarf Fortress'' of placing a piece of furniture and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[chain]]s and [[cage]]s into [[jail]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]].  
+
This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[Main:room|room]] around it. Chairs turn into offices, tables turn into [[Main:dining room|dining room]]s, beds turn into [[Main:bedroom|bedroom]]s, coffins turn into [[Main:tomb|tomb]]s, [[Main:chain|chain]]s and [[Main:cage|cage]]s into [[Main:jail|jail]]s, [[Main:statue|statue]]s turn into statue gardens, and nearly anything can be turned into a [[Main:barracks|barracks]].  
  
 
==Make a mass tomb==
 
==Make a mass tomb==
More often than not, some of your dwarves will meet [[fun|untimely deaths]].  Dwarves like to bury their comrades properly.  Have Meng build a few [[coffin]]s at the mason workshop. (The queue size for most workshops is 10.  If you want more, you can use the job manager queue, but don't forget to appoint a [[manager]].)  At the same time, have Vabôk mine out a small 3x3 area.  Once the coffins are done, have them built ({{K|b}} and then {{K|n}}) in the area that you mined out. After the coffin is installed, designate the coffin for use by your dwarves by ({{K|q}} and then {{K|b}}).  Nobles demand (and rightfully belong in) [[tomb]]s, which are coffins made into rooms and assigned to them specifically.
+
More often than not, some of your dwarves will meet [[fun|untimely deaths]].  Dwarves like to bury their comrades properly.  Have Meng build a few [[coffin]]s at the mason workshop. (The queue size for most workshops is 10.  If you want more, you can use the job manager queue, but don't forget to appoint a [[Main:manager|manager]].)  At the same time, have Vab&ocirc;k mine out a small 3x3 area.  Once the coffins are done, have them built ({{K|b}} and then {{K|n}}) in the area that you mined out. After the coffin is installed, designate the coffin for use by your dwarves by ({{K|q}} and then {{K|b}}).  Nobles demand (and rightfully belong in) [[tomb]]s, which are coffins made into rooms and assigned to them specifically.
  
 
==Making a dining hall==
 
==Making a dining hall==
Line 339: Line 339:
 
* '''Stone''' Don't make a large stone stockpile, or your dwarves will spend too much time hauling stone. There is simply too much of the stuff.  
 
* '''Stone''' Don't make a large stone stockpile, or your dwarves will spend too much time hauling stone. There is simply too much of the stuff.  
 
* '''Corpses''' Don't use this stockpile to take and store dead dwarves. Build [[coffin]]s for a proper burial.  
 
* '''Corpses''' Don't use this stockpile to take and store dead dwarves. Build [[coffin]]s for a proper burial.  
* '''Refuse''' Things in this stockpile will [[rot]], by definition. To avoid clouds of [[miasma]], build it outdoors.
+
* '''Refuse''' Things in this stockpile will [[rot]], by definition. To avoid clouds of [[Main:miasma|miasma]], build it outdoors.
  
 
= Lesson Seven: Meet Mörul the Expedition Leader =
 
= Lesson Seven: Meet Mörul the Expedition Leader =
Line 346: Line 346:
  
 
==Brewing==
 
==Brewing==
[[Brewing]] is essential to dwarven society as all dwarves need alcohol to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in.  
+
[[Main:Brewing|Brewing]] is essential to dwarven society as all dwarves need alcohol to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[Main:still|still]]. To make drinks, all he needs are some brewable plants and a [[Main:barrel|barrel]] to store it in.  
  
Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmet]]s.  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds behind, so your food can be brewed into drink while the seeds go right back into the ground. What plant gets brewed vs cooked? In the {{k|z}} status screen you can tell your cook exactly that using the ''kitchen'' menu.   
+
Your most common drink starting out, will be [[Main:dwarven wine|dwarven wine]], which is made from brewing [[Main:plump helmets|plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds behind, so your food can be brewed into drink while the seeds go right back into the ground. What plant gets brewed vs cooked? In the {{k|z}} status screen you can tell your cook exactly that using the ''kitchen'' menu.   
  
 
==Trading==
 
==Trading==
Line 354: Line 354:
 
[[File: trading.png|thumb|The trading screen]]
 
[[File: trading.png|thumb|The trading screen]]
  
[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elf|elves]], Summer for the [[human]]s, and Autumn for the [[dwarf|dwarves]].   
+
[[Main:Trading|Trading]] is also under Mörul's authority.  He will be meeting [[Main:merchant|merchant]]s at your trade depot up to three times a year, in Spring for the [[Main:elves|elves]], Summer for the [[Main:humans|humans]], and Autumn for the [[Main:dwarves|dwarves]].   
  
 
When the merchants arrive, you'll get an announcement, the game will pause, and the screen will center on the newly arrived merchant. To prepare for trading, use the room control ({{k|q}}) on the [[trade depot]], and choose move {{k|g}}oods to depot. From this screen, you can use the arrow keys and enter to select anything in the fortress to be moved here for trading. This is an awful lot to scroll through, but you can press {{k|s}} to type in a partial name of the item you're looking for. If you search for "goods" it will show all the finished goods bins in the fortress. With a good broker, you can also sort by distance or item value.
 
When the merchants arrive, you'll get an announcement, the game will pause, and the screen will center on the newly arrived merchant. To prepare for trading, use the room control ({{k|q}}) on the [[trade depot]], and choose move {{k|g}}oods to depot. From this screen, you can use the arrow keys and enter to select anything in the fortress to be moved here for trading. This is an awful lot to scroll through, but you can press {{k|s}} to type in a partial name of the item you're looking for. If you search for "goods" it will show all the finished goods bins in the fortress. With a good broker, you can also sort by distance or item value.
Line 364: Line 364:
 
==Dwarven Medicine==
 
==Dwarven Medicine==
  
Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well.  
+
Before a dwarf will treat an injury, there must be a hospital zone set up. A [[Main:hospital|hospital]] is created in the opposite way from rooms like offices. First you create the [[Main:zone|zone]], then you build furniture in it. A hospital needs [[Main:bed|bed]]s for patients to rest in, and [[Main:chest|chest]]s (or [[Main:bag|bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[Main:cloth|cloth]], [[Main:thread|thread]], [[Main:splint|splint]]s, [[Main:crutches|crutches]], and [[Main:bucket|bucket]]s. If you have any [[Main:soap|soap]] or [[Main:plaster powder|plaster powder]], that gets stored here as well.  
  
 
= Lesson Eight: Meet Kûbuk the Axedwarf =
 
= Lesson Eight: Meet Kûbuk the Axedwarf =
  
We've seen Kûbuk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees.  
+
We've seen K&ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[Main:axedwarf|axedwarf]], she can chop down [[Main:goblin|goblin]]s and [[Main:kobold|kobold]]s as easily as trees.  
  
 
==Military screen: m==
 
==Military screen: m==
Line 374: Line 374:
 
[[File:bentgirder-military.png|frame|The military interface.]]
 
[[File:bentgirder-military.png|frame|The military interface.]]
  
Open the [[military]] screen with {{k|m}}. First '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear.  
+
Open the [[Main:military|military]] screen with {{k|m}}. First '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[Main:uniform|uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear.  
  
The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[v0.31:militia commander|militia commander]], as the first military dwarf of the fortress.  
+
The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress.  
  
Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.
+
Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[Main:barracks|barracks]] set up, she'll do some basic training in her free time.
  
 
==Squad Command: s==
 
==Squad Command: s==
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal.  
+
You can give specific commands to your military through the [[Main:squad|squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal.  
  
 
Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list.  
 
Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list.  
  
 
== Combat Reports: r ==
 
== Combat Reports: r ==
To get the details of what's happening in combat, press {{k|r}} for [[combat report]]s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.
+
To get the details of what's happening in combat, press {{k|r}} for [[combat report]]s. This starts out blank, but once the first [[Main:thief|thief]] stumbles into your fortress, things can get pretty gory.
  
 
= Lesson Nine: Meet the Migrants=
 
= Lesson Nine: Meet the Migrants=
The first wave of [[migrant]]s can double your population! The amount of migrants you will get depends on the overall quality of your fortress and the size of your civilization. If your fortress is just an unpolished hole-in-the-ground, you'll get very few migrants. If it's a massive, wondrously carved maze, you may get more migrants than you know what to do with. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields.  
+
The first wave of [[Main:migrant|migrants]] can double your population! The amount of migrants you will get depends on the overall quality of your fortress and the size of your civilization. If your fortress is just a unpolished hole-in-the-ground, you'll get very few migrants. If it's a massive, wondrously carved maze, you may get more migrants than you know what to do with. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields.  
  
As the new dwarves come in, check their [[skill]]s and what labors are enabled. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.
+
As the new dwarves come in, check their [[Main:skills|skills]] and what labors are enabled. Some jobs are part of an [[Main:industry|industry]] of interlinked tasks. For example, a [[Main:blacksmith|blacksmith]] needs a [[Main:furnace operator|furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.
  
 
= Future of the Fortress=
 
= Future of the Fortress=
Line 399: Line 399:
 
Keeping your dwarves happy becomes more and more important as the fortress grows.  
 
Keeping your dwarves happy becomes more and more important as the fortress grows.  
  
* Build an impressive [[dining hall]], Make individual bedrooms for your favorite dwarves, Cook meals, Smooth and [[engraving|engrave]] your walls, Grow a diversity of crops, Farm above ground, Build a [[statue]] garden or [[zoo]], Enforce justice with a [[prison]], Make [[clothing]].  
+
* Build an impressive [[Main:dining hall|dining hall]], Make individual bedrooms for your favorite dwarves, Cook meals, Smooth and [[engraving|engrave]] your walls, Grow a diversity of crops, Farm above ground, Build a [[Main:statue|statue]] garden or [[Main:zoo|zoo]], Enforce justice with a [[Main:prison|prison]], Make [[Main:clothing|clothing]].  
  
 
==Tighten your defenses==
 
==Tighten your defenses==
One axedwarf isn't going to be enough for a big fortress. You need to arm and train some new recruits, and you need to make the layout of the fort defensible. See the [[defense guide]].  
+
One axedwarf isn't going to be enough for a big fortress. You need to arm and train some new recruits, and you need to make the layout of the fort defensible. See the [[Main:defense guide|defense guide]].  
  
 
* Build a [[barracks]], Set a safe zone [[burrow]], Build a castle with a moat, Set up [[Scheduling#Alert_Levels|alert]]s, organize [[Scheduling#Schedules|training schedule]]s, Build more traps, Dig a [[well]], make [[steel]].
 
* Build a [[barracks]], Set a safe zone [[burrow]], Build a castle with a moat, Set up [[Scheduling#Alert_Levels|alert]]s, organize [[Scheduling#Schedules|training schedule]]s, Build more traps, Dig a [[well]], make [[steel]].
Line 410: Line 410:
 
After the fortress reaches a certain size, the Expedition Leader will turn control over to an elected [[mayor]]. Around the same time, you are given the option of appointing a [[sheriff]]. These two are your first [[nobles]]. As your fortress gets bigger and more wealthy, you will have more of them.  
 
After the fortress reaches a certain size, the Expedition Leader will turn control over to an elected [[mayor]]. Around the same time, you are given the option of appointing a [[sheriff]]. These two are your first [[nobles]]. As your fortress gets bigger and more wealthy, you will have more of them.  
  
* Deal with [[demand]]s, Meet [[mandate]]s, Ramp up your exports, Attract a [[Baron]], Manage the [[Dwarven Economy]], Offer 10,000{{DB}} worth of goods to the dwarven caravan.
+
* Deal with [[demand]]s, Meet [[mandate]]s, Ramp up your exports, Attract a [[Baron]], Manage the [[Main:Dwarven Economy|Dwarven Economy]], Offer 10,000{{DB}} worth of goods to the dwarven caravan.
  
 
==Dig deeper==
 
==Dig deeper==
If ever the game seems too dull, start digging downward. The subterranean world is a complex and dangerous place. The [[caverns]] are a potential source of wealth, and deadly monsters.  
+
If ever the game seems too dull, start digging downward. The subterranean world is complex and dangerous place. The [[caverns]] are a potential source of wealth, and deadly monsters.  
  
 
* Start an underground tree farm, Harvest [[cave spider]] [[silk]], Establish underground defenses, Reach the [[magma]] and set up [[magma forge]]s.  
 
* Start an underground tree farm, Harvest [[cave spider]] [[silk]], Establish underground defenses, Reach the [[magma]] and set up [[magma forge]]s.  
  
 
==Do something stupid==
 
==Do something stupid==
''Dwarf Fortress'' just isn't the same without the giant monuments, [[stupid dwarf trick]]s and [[Megaprojects]].
+
Dwarf Fortress just isn't the same without the giant monuments, [[stupid dwarf trick]]s and [[Megaprojects]].
  
 
= FAQ =
 
= FAQ =
  
;What's with all the [[vomit]]?
+
;What's with all the [[Main:vomit|vomit]]?
If your dwarves spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.
+
If your dwarves spend too much time underground without sunlight, they develop [[Main:cave adaptation|cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.
  
 
;What's with the dead rats?
 
;What's with the dead rats?
Cats are vermin hunters -- they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.
+
Cats are vermin hunters -- they kill [[Main:vermin|vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[Main:refuse|refuse]] stockpile, they'll go there instead.
  
 
'''What is this purple cloudy stuff?'''
 
'''What is this purple cloudy stuff?'''
  
That's [[miasma]]. It appears when something rots indoors. It gives your dwarves bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile prevents miasma.  
+
That's [[Main:miasma|miasma]]. It appears when something rots indoors. It gives your dwarves bad [[Main:thought|thought]]s, but isn't otherwise harmful. Anything that can rot is [[Main:refuse|refuse]]. Building an outdoors refuse stockpile prevents miasma.  
  
 
;What are "The Tome of Incinerating"  
 
;What are "The Tome of Incinerating"  
Line 440: Line 440:
 
'''What are these parentheses on item names?'''
 
'''What are these parentheses on item names?'''
  
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarves. You can toggle this with the {{k|f}}.  
+
[[Main:Quality|Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[Main:wealth|wealth]]. Curvy {brackets} mean the item is [[Main:forbidden|forbidden]] to your dwarves. You can toggle this with the {{k|f}}.  
  
The «double angle brackets» mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself.  
+
The «double angle brackets» mean the item is [[Main:decorate|decorate]]d. Decorated items often have two sets of [[Main:quality|quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself.  
  
 
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''
 
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''
  
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...
+
This is GOOD. Your dwarf has taken a [[Main:strange mood|strange mood]], and will eventually make an [[Main:artifact|artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...
  
 
'''What is berserk / stark, raving mad / melancholy?'''
 
'''What is berserk / stark, raving mad / melancholy?'''
  
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms.  
+
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[Main:insane|insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms.  
  
'''A dwarf just threw a [[tantrum]]'''
+
'''A dwarf just threw a [[Main:tantrum|tantrum]]'''
  
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[thought]]s. If a dwarf stays unhappy long enough, he or she might do bad things.  
+
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[Main:thought|thought]]s. If a dwarf stays unhappy long enough, he or she might do bad things.  
  
 
'''Why are there dead animal/fish in my fortress?'''
 
'''Why are there dead animal/fish in my fortress?'''
  
One of your dwarves is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor.  
+
One of your dwarves is [[Main:hunting|hunting]] or [[Main:fishing|fishing]], but there is no butchering or fish processing set up. Build a [[Main:butcher's shop|butcher's shop]] or a [[Main:fishery|fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[Main:labor|labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor.  
  
 
'''An animal stole my stuff!'''
 
'''An animal stole my stuff!'''
  
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a soldier or a [[v0.31:Restraint|guard dog]] near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)
+
Yes, that happens. There are thieving [[Main:raccoon|raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a soldier or a [[DF2010:Restraint|guard dog]] near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)
  
 
'''A thief or snatcher appeared!'''  
 
'''A thief or snatcher appeared!'''  
  
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. [[v0.31:Restraint|guard dogs]] near entrances or entrance doors tied to levers also cut down on thieves.
+
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. [[DF2010:Restraint|guard dogs]] near entrances or entrance doors tied to levers also cut down on thieves.
  
 
'''A squad of goblins appeared!'''  
 
'''A squad of goblins appeared!'''  
  
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some [[Defense|defenses]] set up. Ambushes often appear with a [[Trading|caravan]], so hopefully you will have caravan guards helping you against the ambushers.  
+
That's an [[Main:ambush|ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some [[Defense|defenses]] set up. Ambushes often appear with a [[Trading|caravan]], so hopefully you will have caravan guards helping you against the ambushers.  
  
 
'''What's a vile force of darkness?'''  
 
'''What's a vile force of darkness?'''  
  
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. Now the fun has begun!
+
Uh oh. That's a goblin [[Main:siege|siege]]. A siege only appears when you have a certain population or wealth. Now the fun has begun!
  
 
'''A dragon/colossus/hydra/titan/forgotten beast appears!'''  
 
'''A dragon/colossus/hydra/titan/forgotten beast appears!'''  
  
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.  You did remember a moat to protect against fire, right? And you have a back door exit for the merchants that want to go home, right?
+
You are about to have a lot of [[Main:fun|fun]]. A [[Main:megabeast|megabeast]] is a threat to even the most well-established fortresses. Good luck.  You did remember a moat to protect against fire, right? And you have a back door exit for the merchants that want to go home, right?
  
 
'''Are there other commands I need to know?'''
 
'''Are there other commands I need to know?'''
  
There are still more commands in ''Dwarf Fortress'', even some very useful ones, that are not covered in this tutorial. There is detailed information at [[menu]].
+
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at [[menu]].
  
 
* Hot keys: {{K|h}}
 
* Hot keys: {{K|h}}
 
* Points and Routes: {{k|shift}}+{{k|N}}
 
* Points and Routes: {{k|shift}}+{{k|N}}
* [[Burrows]]: {{k|w}}
+
* [[Main:Burrows|Burrows]]: {{k|w}}
* Job [[Manager]]: {{k|j}}
+
* Job [[Main:Manager|Manager]]: {{k|j}}
 
* Items in Room: {{k|t}}
 
* Items in Room: {{k|t}}
 
* Options: {{k|o}}
 
* Options: {{k|o}}

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)

This page is a member of 1 hidden category: