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− | + | This guide is intended to be used in conjunction with a save file which was originally available for download, but removed from this page as it did not use the default [[raw file]]s. By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed. | |
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− | This guide is intended to be used in conjunction with a save file | + | {{Colored Notice Box|#AA0|I've removed the link to the download for the save file because it didn't use the default raws (it defined CAT_MOUTH to fix "[[Cat cancels Store Item in Stockpile: Too injured]]"). On a side note, this guide seems a bit overly complicated. Maybe someone should clean it up. --[[User:GreyMario|GreyMaria]] 13:41, 19 January 2009 (EST)}} |
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks. | This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks. | ||
− | This guide and associated save file was created using version '''v0.28.181.40d''' | + | This guide and associated save file was created using version '''v0.28.181.40d'''. |
==What you will see when you load the game== | ==What you will see when you load the game== | ||
− | [[Image:Qs01. | + | [[Image:Qs01.JPG]] |
− | The game will begin paused (don't unpause yet), | + | The game will begin paused (don't unpause yet), centred 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. |
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. | ||
− | [[Image:Qs02. | + | [[Image:Qs02.JPG]] |
Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]]. | Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]]. | ||
− | By using the numpad keys you can move the active screen around and explore. | + | By using the numpad keys you can move the active screen around and explore. What you will discover is compiled below, with key points highlighted. |
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− | On the top left you will notice a lot of small dots and a blue haze. This is empty space. | + | [[Image:Qs03.jpg]] |
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+ | The grey line that run roughly down the centre 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. | ||
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+ | On the top left you will notice a lot of small dots and a blue haze. This is empty space. For you see although Dwarf Fortress may appear to be a 2D game it is in fact 3D. You are currently looking at the birds eye 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}}!). | ||
That's enough looking around, it's time to ... | That's enough looking around, it's time to ... | ||
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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. | *'''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. | ||
− | *''' | + | *'''Mary''' is a miner exactly the same as Sue. |
− | *'''Jane''' is a [[woodworker]]. She carries a [[ | + | *'''Jane''' is a [[woodworker]]. She carries a [[battleaxe]] 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]]. |
− | *''' | + | *'''Juliet''' 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. |
*'''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. | *'''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. | ||
− | *''' | + | *'''Jack''' (yay a male at last!) 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]]. |
− | *''' | + | *'''Robert''' 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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====Creatures==== | ====Creatures==== | ||
You also have: | You also have: | ||
− | * | + | *2 [[cat]]s, which will hunt [[vermin]] for you. The female cat has been caged (for now) to prevent a [[catsplosion]]. |
*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. | *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. | ||
− | *A [[horse]] and a [[mule]]. If you | + | *A [[horse]] and a [[mule]]. If you get a male horse you can start breeding horses for [[meat]] and [[leather]], however mules never breed. |
====Items==== | ====Items==== | ||
− | Most of your supplies are still in the [[ | + | Most of your supplies are still in the [[wagon]]. You have: |
*Plenty of food and alcohol. | *Plenty of food and alcohol. | ||
*An [[anvil]]. | *An [[anvil]]. | ||
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==Unpause the game== | ==Unpause the game== | ||
− | [[Image:Qs04. | + | [[Image:Qs04.JPG|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 | + | 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 Jack is going to fish, and the miners will begin mining. |
− | There are, however, several things I | + | There are, however, several things I left unfinished for you to practice on. So let's hit {{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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==Set tasks in workshops== | ==Set tasks in workshops== | ||
− | We've got a | + | <div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> |
− | + | Image:Qs05.JPG|Fig 5: Selecting the craftshop | |
− | + | Image:Qs06.JPG|Fig 6: Setting the tasks | |
− | + | </gallery></div> | |
− | + | We've got a craftdwarf's workshop all setup and ready to go but currently there are no work tasks there and Rachel is just going to ignore it. We want to use the <tt>Set Building Tasks/Preferences</tt> menu, {{k|q}}. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected. | |
− | + | Now the menu window displays the options for that building. Each different kind of building will have a different set of options. We want to {{k|a}}dd a new task. We are presented with a list of tasks (Figure 6A) to choose from. Our miners have left plenty of rock lying around, so let's select that, {{k|g}}. | |
− | + | We get yet another list of tasks (Figure 6B). Select rock crafts by pressing {{k|Enter}} and it will return to the first menu which will now have one task listed (Figure 6C). We may as well add the other three kinds of rock goods, and then set them to repeat by pressing {{k|r}} (figure 6D). | |
− | + | If a task is set to repeat then once it's completed it returns to the end of the task list, instead of being removed from the list. So now Rachel will sit in her shop constantly producing goods. | |
− | + | There is one other step though: making sure she doesn't get distracted by other jobs. | |
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==Setting job preferences== | ==Setting job preferences== | ||
+ | <div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | ||
+ | Image:Qs07.JPG|Fig 7: Open the unit list | ||
+ | Image:Qs08.JPG|Fig 8: Zoom to Rachel | ||
+ | Image:Qs09.JPG|Fig 9: Go to her preferences sub-menu and disable all the hauling tasks | ||
+ | </gallery></div> | ||
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once. | By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once. | ||
− | First you need to find the dwarf in question. Now you can either use the <tt>{{k|v}}iew units</tt> option and hunt around the map until you locate the dwarf, or you can do it the smart way. Open up the <tt>{{k|u}}nit list</tt> and you'll get a screen like | + | First you need to find the dwarf in question. Now you can either use the <tt>{{k|v}}iew units</tt> option and hunt around the map until you locate the dwarf, or you can do it the smart way. Open up the <tt>{{k|u}}nit list</tt> and you'll get a screen like figure 7. |
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− | + | Now scroll down to the dwarf you want and press <tt>Zoom {{k|c}}reature</tt>. This will centre the screen on the unit and open the <tt>{{k|v}}iew units</tt> mode. So you'll see figure 8. | |
+ | From here we can get a lot of information on the dwarf. At the moment we're looking at {{k|g}}eneral, but there is also {{k|i}}nventory, {{k|p}}references, and {{k|w}}ounds. Go to {{k|p}}references and you will get a new menu with new options, as shown in figure 9A. If you press {{k|l}}abor then you will see a list of all possible tasks that a dwarf can perform. The first page of this list is shown in figure 9B. Scroll down until you find the "Hauling" tasks on the 4th page (figure 9C) and press {{k|Enter}} to turn each one off and it should end up looking like figure 9D. | ||
<br clear="all" /> | <br clear="all" /> | ||
==Using the job manager== | ==Using the job manager== | ||
<div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | <div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | ||
− | Image:Qs10. | + | Image:Qs10.JPG|Fig 10: Open the job list |
− | Image:Qs11. | + | Image:Qs11.JPG|Fig 11: Open the job manager and select <tt>New order</tt> |
− | Image:Qs12. | + | Image:Qs12.JPG|Fig 12: The job orders list |
− | Image:Qs13. | + | Image:Qs13.JPG|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. | 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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Not surprising, as we haven't used it yet to allocated jobs. Press {{k|q}} to start a new job and you will get a list of <u>all</u> possible jobs that can happen in a fort (figure 12). There are a ''lot''. | Not surprising, as we haven't used it yet to allocated jobs. Press {{k|q}} to start a new job and you will get a list of <u>all</u> possible jobs that can happen in a fort (figure 12). There are a ''lot''. | ||
− | Luckily we can search for what we want, so type in <tt>wood bin | + | Luckily we can search for what we want, so type in <tt>wood bin</tt> and select it. It will ask you how many, 5 sound like a good number to me. After that it will return to the original job manager, except now it will have one new job as shown in figure 13. |
The job manager automatically generates the job in the appropriate workshops. We have one carpenters workshop so it will generate 5 "produce wooden bin" orders. If we had 5 carpenters workshops it would produce one in each shop. Note that we don't currently have 5 logs available so soon Jane will start canceling tasks as quickly as the job manager creates them. You will need to designate more trees to be cut down (explained [[#Designation menu|below]]). | The job manager automatically generates the job in the appropriate workshops. We have one carpenters workshop so it will generate 5 "produce wooden bin" orders. If we had 5 carpenters workshops it would produce one in each shop. Note that we don't currently have 5 logs available so soon Jane will start canceling tasks as quickly as the job manager creates them. You will need to designate more trees to be cut down (explained [[#Designation menu|below]]). | ||
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==Defining rooms== | ==Defining rooms== | ||
<div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | <div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | ||
− | Image:Qs14. | + | Image:Qs14.JPG|Fig 14: Select a dining table and make it a room |
− | Image:Qs15. | + | Image:Qs15.JPG|Fig 15: Size the room |
− | Image:Qs16. | + | Image:Qs16.JPG|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. | 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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==Using farms== | ==Using farms== | ||
<div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | <div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | ||
− | Image:Qs17. | + | Image:Qs17.JPG|Fig 17: Two farms below the main fort |
− | Image:Qs18. | + | Image:Qs18.JPG|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). | 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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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. | + | 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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==Designation menu== | ==Designation menu== | ||
<div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | <div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | ||
− | Image:Qs19. | + | Image:Qs19.JPG|Fig 19: The designation menu |
− | Image:Qs20. | + | Image:Qs20.JPG|Fig 20: Select <tt>Mine</tt> and set the first point on the exposed wall |
− | Image:Qs21. | + | Image:Qs21.JPG|Fig 21: Set the second point somewhere in the unmined space |
− | Image:Qs22. | + | Image:Qs22.JPG|Fig 22: Select <tt>Up staircase</tt> and place it |
− | Image:Qs23. | + | Image:Qs23.JPG|Fig 23: Move up one z-level and place a <tt>Down staircase</tt> |
</gallery></div> | </gallery></div> | ||
− | The | + | The designation menu is one of the most important in the game. It allows you to mine out new areas of your fort, chop down trees, gather plants, etc. We want to define a new shaft for our idle miner, so select {{k|d}}ig (figure 19). |
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− | + | Now scroll the cursor to where you want to begin the shaft and press enter. Obviously we want to start it at a wall the miner can reach! (Figure 20) | |
− | + | 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 [[staircase]] to access the next level. First designate an up-stair on the current level (figure 22). | ||
+ | And now the tricky bit - move up one level and designate a down staircase ''directly above it'' (figure 23). | ||
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==Creating workshops== | ==Creating workshops== | ||
<div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | <div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | ||
− | Image:Qs24. | + | Image:Qs24.JPG|Fig 24: Rotting turtles surrond a pond |
− | Image: | + | Image:Qs25.JPG|Fig 25: The <tt>Site building</tt> menu and workshop sub-menu |
− | + | Image:Qs26.JPG|Fig 26: Placing the fishery | |
− | Image:Qs26. | ||
</gallery></div> | </gallery></div> | ||
− | + | Jack 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). | 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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− | 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 | + | 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 Jack (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 | + | 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 Jack 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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