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− | {{Quality|Masterwork}} | + | {{Quality|Masterwork|12:22, 28 March 2015 (UTC)}} |
{{av}} | {{av}} | ||
− | + | ||
− | :''This is a quickstart guide for [[ | + | :''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.'' |
+ | :''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.'' | ||
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.'' | :''Also see [[Tutorials]] for more detailed tutorials that people have submitted.'' | ||
− | {{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide – it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, | + | {{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide – it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}} |
+ | {{TipBox2|float=right|titlebg=#0cb|Feedback| | ||
+ | If you have any feedback on this guide, please see the instructions in the [[#Feedback|feedback section]]. | ||
+ | }} | ||
− | So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in | + | So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in Dwarf Fortress you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think. |
− | [[File:FlowchartDF.png|thumb| | + | As this article doesn't always contain the exact key sequences needed to do everything described, you will likely need to refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the rest of the wiki while reading this. |
+ | |||
+ | |||
+ | [[File:FlowchartDF.png|thumb|500px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]] | ||
__TOC__ | __TOC__ | ||
= Common UI Concepts = | = Common UI Concepts = | ||
+ | |||
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}} | {{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}} | ||
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− | |||
{{KeyConventions}} | {{KeyConventions}} | ||
== Options menu == | == Options menu == | ||
− | {{main|Dwarf_fortress_mode# | + | {{main|Dwarf_fortress_mode#Options_Screen|l1=Options screen}} |
− | + | Most basic game-related tasks (saving, keybindings, sound, etc.) are performed through the options menu, which can be reached with {{k|Esc}} from the main screen. There are usually seven available options: | |
+ | * Return to Game: Exits the options menu (shortcut {{k|Esc}}). | ||
+ | * Save Game: Saves the game, unloads the fortress, and returns to the main menu. There is no "save and continue" option, but saves can be [[saved game folder|backed up and reloaded]]. | ||
+ | * Key Bindings: Allows you to change the keys that trigger nearly any function in the game. This can appear extremely confusing to use, but it is fairly simple to navigate through (as it uses the standard arrow keys, {{k|Esc}} and {{k|Enter}}). Changing keys for menus is probably a bad idea, since this guide assumes the default keybindings — however, it may occasionally be useful to change navigation keybindings on some laptops (for example, changing menus to use {{k|{{=}}}} instead of {{k|+}}). | ||
+ | * Export Local Image: Saves full-size images of your fortress. | ||
+ | * Music and Sound: Controls for volume adjustment. | ||
+ | * Retire the Fortress (for the time being): {{tc|#d00|Do not select this option unless you know what you are doing!}} It retires the fortress from your control and gives control to the normal world updating process. You can later reclaim the fortress but it may not be as you left it. | ||
+ | * Abandon the Fortress to Ruin: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently and return to the main menu (all progress in your fortress will be lost). Your fort and most items will remain, however, so this can be useful in extreme circumstances (e.g. when you know your fortress is doomed and want to start again) – see [[abandon]] for more information. | ||
− | + | Notably lacking is an "exit without save" option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the "die" command in [[Utility:DFHack|DFHack]], the Windows Task Manager (you might then have to end the process dumprep.exe), or the Unix "kill" command (on some systems, {{k|ctrl}}-{{k|\}} in the terminal running DF accomplishes the same thing). '''Do not''' attempt this while saving, as your save folder '''will''' become corrupted. Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. "regionXX") ''before saving'', save the game normally, remove the "regionXX" folder and rename the copy. | |
=World Generation= | =World Generation= | ||
− | + | ||
+ | The first thing you will need to do is [[World generation|generate a new world]]. Unlike many games, the world that your game takes place in will always be procedurally randomly generated by you or someone else. There is no "default" or "standard" world. | ||
+ | |||
+ | Luckily the basic version of this process is rather simple, and doesn't usually take too long unless your computer is a bit outdated or the world's history is set to Long or Very Long. | ||
+ | |||
{{TipBox2|titlebg=#00a|Starting World| | {{TipBox2|titlebg=#00a|Starting World| | ||
− | For your first game, [[World generation|generate a new world]] using the {{DFtext|Create | + | For your first game, [[World generation|generate a new world]] using the {{DFtext|Create New World!}} option in the main menu with the following options: |
+ | |||
+ | * {{DFtext|World Size}} is {{DFtext|Medium|3:1}} | ||
− | * {{DFtext| | + | * {{DFtext|History}} is {{DFtext|Short|3:1}} |
− | * {{DFtext| | + | * {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}} |
− | * {{DFtext|Number of | + | * {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}} |
− | * {{DFtext|Number of | + | * {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}} |
− | * {{DFtext| | + | * {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}} |
− | * {{DFtext| | + | * {{DFtext|Mineral Occurrence}} is {{DFtext|Frequent|3:1}} |
− | + | This should help to avoid difficulties. | |
}} | }} | ||
− | |||
− | = | + | = Pre-Embark = |
− | |||
− | + | :''Also see: [[Embark]]'' | |
− | |||
− | |||
− | + | '''Embarking''' is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. | |
+ | |||
+ | Select {{DFtext|Start Playing}} from the main menu, then select {{DFtext|Dwarf Fortress}}. The game will go through a few screens doing various world loading and updating activities. Then it will show the "Choose Fortress Location" screen. | ||
+ | |||
+ | The map you see on the right is the '''World Map''' which will show you the whole world. The one in the middle is the '''Region Map''' which will show you a zoomed-in view of the part of the world indicated by the cursor in the world map. The '''Local Map''' on the left will show a zoomed-in view of the part of the region indicated by the cursor in the region map. In the local map area there will be a highlighted embark region that you can move around with {{K|u}} {{K|m}} {{K|k}} {{K|h}} and resize with {{K|U}} {{K|M}} {{K|K}} {{K|H}}. This highlighted square is what will become your play area after you embark (This means that you cannot do or see anything outside of this area during your game). Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move more rapidly. | ||
== Choosing a Good Site == | == Choosing a Good Site == | ||
− | |||
− | + | Choosing a good embark site is crucial for beginners. (Very) highly skilled players can create a functional fortress on an evil glacier, but for now, let's stick to dwarf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to manage. | |
− | |||
− | |||
− | |||
− | {{TipBox2|titlebg=#00a|Starting Site| | + | {{TipBox2|titlebg=#00a|Starting Site| |
− | [[File: | + | [[File:Quickstart-good-location.png|thumb|300px|right|An example of a good starting site.]] |
For your first game, find a site with the following properties: | For your first game, find a site with the following properties: | ||
− | *'''NO [[Aquifer]]''' ( | + | *'''NO [[Aquifer]]''' (This is '''''very''''' important!) |
− | *'''Trees:''' | + | *'''Trees:''' Forested or Heavily Forested (or, at the very least, sparsely forested) |
+ | *'''Temperature:''' Warm | ||
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome. | *'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome. | ||
− | * | + | *'''Clay or Soil''' is important to make farming easier when starting out |
− | + | *'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.) | |
− | *''' | + | *A '''River''' if possible |
− | + | *'''Deep Metal(s)''' if possible | |
− | *''' | + | *'''Flux Stone''' if possible |
− | * | + | |
− | + | You may want to use the {{K|f}}ind tool to help you find a site. You may find it easier to put only some of the criteria into the tool (at the very least, No Aquifer). Once the find tool has finished running, the general areas which it has found will be indicated by flashing characters on the map. | |
− | + | ||
+ | '''Notes about the find tool:''' | ||
− | [[ | + | "Calm" is classified as Neutral, Low Savagery (see [[Surroundings#Combinations_of_surroundings|the chart here]] for why). The find tool will also only indicate a ''general area'' containing suitable sites, so you will still need to check the attributes manually by moving between flashing regions on the world and region maps (with the arrow keys or numpad) '''and''' by moving around on the local map (with {{k|u}} {{k|m}} {{k|k}} {{k|h}}) until you find the most suitable site. |
− | |||
− | + | The find tool may take a few minutes to run. When it's done, '''press {{K|ESC}} to look at the results'''. If the world map is just covered with red flashing Xs, it means that it couldn't find an area matching your criteria. Try again with different criteria, or make a new world. What you want to see are some flashing green Xs, which are areas that match your criteria. As you move your yellow X over those suggested sites, the info bar on the right will tell you what features are present in that general area, such as sand, soil, minerals, an aquifer, etc. Choose the one that looks best to you! | |
− | + | Your highlighted embark site - the moveable rectangle shown on the leftmost map - may contain '''multiple biomes'''. If so be sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them (Macs and laptops may require {{k|fn}}-{{k|F1}}, depending on your settings). Each may have significantly different characteristics. Note that occasionally a site with multiple biomes may contain an aquifer which ''isn't shown in the info bar'' due to it not being in the predominant biome (the one visible with {{k|F1}}). If your site has multiple biomes, it is '''very important''' to check all of them to avoid surprises like this. | |
− | Additionally, | + | Additionally, you can resize your embark area using {{k|U}} {{k|M}} {{k|K}} {{k|H}}. A 4x4 embark (the standard) is usually reasonable, but you may want to decrease the size to avoid an undesirable biome (or if your computer [[Maximizing framerate|can't handle]] a 4x4 embark). |
− | + | See '''[[/Starting site/]]''' for more info on why these characteristics are important.}} | |
− | |||
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− | |||
− | + | Press {{K|e}} to embark once you're sure you have the right area highlighted on the local map. | |
== Skills and Equipment == | == Skills and Equipment == | ||
− | {{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional''' | + | {{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional.'''}} |
− | + | ||
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either: | Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either: | ||
*{{DFtext|Play Now!}} | *{{DFtext|Play Now!}} | ||
*{{DFtext|Prepare for the journey carefully}}. | *{{DFtext|Prepare for the journey carefully}}. | ||
− | + | ||
− | + | Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option. | |
{{clear}} | {{clear}} | ||
=A Minimal Fortress= | =A Minimal Fortress= | ||
− | [[File: | + | [[File:Quickstart-map-starting.png|thumb|right|Starting out. In this example the dwarves will be digging out an entrance tunnel in the sandy cliff on the right. (You can use {{K|Tab}} to show or hide the overview map.)]] |
− | At this point | + | At this point you have embarked and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagon full of supplies somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused. |
− | == | + | ==Surveying the Area== |
− | '''Do not unpause the game just yet.''' Take a look around | + | '''Do not unpause the game just yet.''' Take a look around. Use the {{K|k}} command and the arrow keys (remember that {{k|Shift}}+arrow keys will move faster). Look up and down a few [[z-level]]s with {{K|<}} and {{K|>}} ({{k-|Shift|,}} and {{k-|Shift|.}} on many keyboards). Place the cursor on various tiles to familiarize yourself with what the symbols mean. If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon. (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.) |
− | + | Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be. | |
− | + | Remember that this is more of a simulation than a game. It is not "play balanced", and you can very easily find yourself in impossible situations. That is all part of the [[fun]] because even when you lose, you create an interesting story. | |
− | + | Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone using {{K|i}} (see [[#Temporary Meeting Area|Temporary Meeting Area]] below). | |
− | |||
− | Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone (see [[#Temporary Meeting Area|Temporary Meeting Area]] below). | ||
==Controlling Your Dwarves== | ==Controlling Your Dwarves== | ||
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. | The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. | ||
− | Some tasks receive a higher priority. For example, if a dwarf needs to eat | + | Some tasks receive a higher priority. For example, if a dwarf needs to eat then he will go eat and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine but no dwarf has mining as one of his allowed labors or no dwarf has a [[pick]] then the mining will never get done, and the game will not always advise you of why. |
− | So | + | So what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them. |
− | ===Labor and | + | ===Stout Labor=== |
+ | {{TipBox2|float=right|titlebg=#0a0|Keybindings| | ||
+ | If you're on a laptop (or using a restricted keyboard), you may notice that using {{k|+}} to scroll upward on some menus is inconvenient, since it requires the {{k|Shift}} key. Fortunately, this is easy to change by modifying your [[key binding]]s: | ||
+ | # Press {{k|Esc}} to access the [[#Options menu|options menu]] and select {{DFtext|Key Bindings}} | ||
+ | # Select {{DFtext|General}}, scroll down to {{DFtext|Move secondary selector down}} (using the arrow keys), move right, and select {{DFtext|Add binding}} | ||
+ | # Press {{k|1==}} and select either option that appears. (Technically, you can choose any key you like at this point. However, {{k|1==}} (equals) is probably a good choice, since it's next to {{k|-}} and isn't used for anything else in menus.) | ||
+ | # Scroll down, select {{DFtext|By letter: +}}, and press {{k|Backspace}} (or {{k|Delete}}, depending on your keyboard) | ||
+ | # Press {{k|Esc}} and select {{DFtext|Save and exit}} | ||
+ | You can now use {{k|1==}} instead of {{k|+}} to scroll these types of menus (including the labors menu), which can be significantly easier than using {{k|+}} on certain keyboards. | ||
+ | }} | ||
{{TipBox2|float=right|titlebg=#aa0|Utilities|2= | {{TipBox2|float=right|titlebg=#aa0|Utilities|2= | ||
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems): | You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems): | ||
Line 135: | Line 155: | ||
* '''[[Utility:DFHack|DFHack]]''' includes "Dwarf Manipulator", a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via {{k-|u|l}}, eliminating the need to constantly switch between applications. | * '''[[Utility:DFHack|DFHack]]''' includes "Dwarf Manipulator", a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via {{k-|u|l}}, eliminating the need to constantly switch between applications. | ||
}} | }} | ||
− | |||
− | '''Labors''' are how you control what types of tasks a dwarf | + | '''Labors''' are how you control what types of tasks a dwarf will do. For example, if the [[Fishing]] labor is enabled for a dwarf, that dwarf is allowed to engage in fishing. |
− | + | When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation thinking that it isn't their job. | |
− | + | Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of. | |
− | ' | + | Look over your dwarves' assigned [[labor]]s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for "preferences: labors". You will see a list of labor categories that you can navigate using {{K|-}} and {{K|+}}. You can enter each category with {{k|Enter}} (except for mining, which is a single labor), toggle each labor off and on with {{K|Enter}}, and get back out with {{K|Esc}}. |
− | + | After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|z}} for "zoom to creature" and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.) | |
− | + | Even if no dwarves have the corresponding skills, ensure that someone has [[wood burner]], [[furnace operator]], [[wood cutter]], [[plant gathering]], [[gem cutter]], [[armorsmith]], [[weaponsmith]], [[blacksmith]], [[metal crafter]], and [[engraver]] (stone detailing) enabled. If you have dwarves with hunting or fishing, ''disable'' those until you have your initial fort completed — dwarves with these labors enabled will constantly be outside attempting to perform them. When you're first starting out you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling). | |
− | + | Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so. | |
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==Strike The Earth!== | ==Strike The Earth!== | ||
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Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside. | Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside. | ||
− | The | + | The {{K|d}}esignations menu allows you to select areas to dig. There are multiple methods of digging: |
− | * '''[[Mining]]''' | + | * '''[[Mining]]''' removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas). |
− | * '''[[Channel]]ing''' | + | * '''[[Channel]]ing''' removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black). |
To designate an area for digging: | To designate an area for digging: | ||
− | #Hit {{K| | + | #Hit {{K|d}} to bring up the [[Designations Menu]]. |
− | #Hit {{K| | + | #Hit {{K|d}} to mine or {{k|h}} to channel (see above) |
− | # | + | #Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}. |
− | #A rectangle will be highlighted and a miner will start to dig out this area once you unpause the game with {{K|Space}}. | + | #Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}. |
− | [[File: | + | This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can be many tiles wide. |
+ | |||
+ | [[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]] | ||
{{TipBox2|titlebg=red|float=left|Channeling| | {{TipBox2|titlebg=red|float=left|Channeling| | ||
− | Note that channeling can be [[fun|dangerous]]. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward | + | Note that channeling can be [[fun|dangerous]]. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward ramp, which is not enough for dwarves to leave the pit. (Dwarves can [[climb]] out in some circumstances, but this is unreliable.) |
<diagram> | <diagram> | ||
− | Pit depth: 1 z-level | + | Pit depth: 1 z-level 2 z-levels 2 z-levels |
− | Ground[%26] [#2:1]__[#4:1][%31][#2:1]__ | + | Ground[%26] [#2:1]__[#4:1][%31][#2:1]__ __ __ __ [#4:1][%31][#2:1]_ |
− | [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] | + | [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][@4:1][%178][%178][@#] [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][#4:1][@][%30][#6:1][@4:1][%178][@#] |
− | [#6:1][@4:1][%178][%178][%178][%178][%178][@#] | + | [#6:1][@4:1][%178][%178][%178][%178][%178][@#] [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] |
− | + | [#6:1][@4:1][%178][%178][%178][%178][%178][@#] [#6:1][@4:1][%178][%178][%178][%178][%178][@#] | |
</diagram> | </diagram> | ||
+ | This diagram shows the cross-section (side view) of 1x1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of "downward ramps" can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can climb the ramp to ground level and escape, while dwarves in the second pit can only climb to the level below ground level (and are then faced with a vertical wall). The third pit lets dwarves climb back to the surface again as the ramps are not only above each other but also next to each other (like a 45° slope). | ||
− | + | In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from surface level is one of the few times you'll ever need to channel. | |
<small>Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.</small> | <small>Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.</small> | ||
}} | }} | ||
− | If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually | + | If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually showed by the existence of natural ramps), you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|>}} and tunnel into one wall of the pit (with {{K|d}}-{{K|d}}) to create your entry. |
− | Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20. This will be your entryway. | + | Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway. |
− | Your entryway defines the boundary between your safe and protected inner fort, and the big | + | Your entryway defines the boundary between your safe and protected inner fort, and the big bad outside world. You want this to be your only entrance so that you only have to worry about defending this one opening. |
+ | |||
+ | A somewhat-outdated video guide to starting a fortress can be found [https://www.youtube.com/watch?v=CLYDcuk29bE&feature=plcp here]. (Note that this applies to v0.34.11, not v{{current/version/ns}}, so some parts may be inaccurate in the current version.) | ||
{{clear}} | {{clear}} | ||
− | === | + | === Additional miners === |
− | Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily: | + | Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily: |
− | |||
* Choose a dwarf that isn't doing anything especially useful (the fish cleaner is a good choice for a beginning fortress, but you can always change your mind if you end up with a useless peasant later on) | * Choose a dwarf that isn't doing anything especially useful (the fish cleaner is a good choice for a beginning fortress, but you can always change your mind if you end up with a useless peasant later on) | ||
− | * | + | * Press {{k|v}}, navigate to the dwarf, and press {{k|p}}-{{k|l}} |
− | * Exit with {{k|Esc}} | + | * Enable the "Mining" option (see [[#Stout Labor|Stout Labor]] above) |
+ | * Exit with {{k|Esc}} | ||
The next time you designate an area for mining, both of your miners should start working (assuming they're not busy doing something else). | The next time you designate an area for mining, both of your miners should start working (assuming they're not busy doing something else). | ||
'''Notes:''' | '''Notes:''' | ||
− | * Each miner requires a [[pick]]. A standard embark comes with | + | * Each miner requires a [[pick]]. A standard embark comes with 2 picks. If you want more than two miners, you'll need to forge more picks (forging is covered later in this guide). Two miners should be adequate for most fortresses, but more miners can add reliability (for when a miner decides to sleep) and speed. For now, you'll almost never need more than two miners, but you'll want more once your fortress expands. |
* If you're digging a one-tile-wide hallway, only one miner can work from an end. | * If you're digging a one-tile-wide hallway, only one miner can work from an end. | ||
* Mining, Wood Cutting, & Hunting labors are mutually exclusive - a dwarf can only have up to one of these professions active at a time. For this reason, it's not recommended to make your only woodcutter a miner, since they won't be able to cut wood anymore. | * Mining, Wood Cutting, & Hunting labors are mutually exclusive - a dwarf can only have up to one of these professions active at a time. For this reason, it's not recommended to make your only woodcutter a miner, since they won't be able to cut wood anymore. | ||
==Delving Secure Lodgings== | ==Delving Secure Lodgings== | ||
− | Near the middle of the entry tunnel, build a | + | Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a 3x3 room, which will later become your main stairwell. Two tiles past that, dig an 11x11 room (one {{k|Shift}}+arrow key in each direction), which will later become your general stockpile, and connect it to the stairwell with a 1-wide passageway. |
− | [[File: | + | [[File:Quickstart lodgings 1.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot, which will go in the 5x5 room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]] |
+ | Don't make any of these rooms too much larger than the sizes given, or your miner will take forever to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower. | ||
− | === | + | === Mining safety === |
− | |||
− | |||
− | |||
While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one "wall" tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed "damp" tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not). | While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one "wall" tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed "damp" tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not). | ||
Line 244: | Line 243: | ||
</diagram> | </diagram> | ||
− | === | + | === Stockpiles === |
− | [[File: | + | [[File:Quickstart-custom-stockpile.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile using {{K|q}}, selecting the stockpile, then pressing {{K|s}}. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]] |
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area: | '''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area: | ||
− | #Hit {{ | + | #Hit {{K|p}} to open the Stockpiles menu. |
− | # | + | #Use {{K|t}} to change the [[Stockpile#Custom_stockpiles|custom stockpile]] settings to {{K|e}}nable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. Use directional keys, {{K|e}}nable, {{K|d}}isable to do this. |
− | + | #{{k|Esc}} out of that screen back to the stockpiles menu. | |
− | + | #Hit {{K|c}} to select Custom Stockpile, if it isn't already selected. | |
− | #{{ | + | #Designate the whole 11x11 storage room as a custom stockpile. This works just like designating an area to dig: place the cursor on one corner of the room, hit {{K|Enter}}, move to the opposite corner, and hit {{K|Enter}} again. |
− | Once you exit the stockpiles menu and unpause | + | #Press {{K|Esc}} to get out of the Stockpiles menu. |
+ | Once you exit the stockpiles menu and unpause you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later, if you like, you can change what sort of things the stockpile accepts by hitting {{K|q}} (Set Building Tasks/Prefs), placing the cursor on the stockpile, then pressing {{K|s}} to get to the stockpile settings. | ||
It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile. | It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile. | ||
− | |||
− | === | + | Note: When assigning stockpiles, you should make sure they're in a vacant area (i.e. the tiles should not have any items already stored on them). Dwarves will not haul items to occupied tiles, so make sure the area is vacant before assigning a stockpile. |
+ | |||
+ | === Stairways === | ||
{{TipBox2|float=right|titlebg=#0a0|width=45%|Up, Down, Up/Down: Types of Stairs| | {{TipBox2|float=right|titlebg=#0a0|width=45%|Up, Down, Up/Down: Types of Stairs| | ||
In Dwarf Fortress, every [[z-level]] is composed of a [[floor]] and a [[wall]] (or "space between floors"). The confusingly named "down" and "up" [[stairs]] have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls. Up/down stairs penetrate the wall and the floor below. ''(note the picture to the left)'' | In Dwarf Fortress, every [[z-level]] is composed of a [[floor]] and a [[wall]] (or "space between floors"). The confusingly named "down" and "up" [[stairs]] have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls. Up/down stairs penetrate the wall and the floor below. ''(note the picture to the left)'' | ||
− | + | Consequently, you will normally use up/down stairs, and use down and up stairs only for the bottom and topmost level of your staircase respectively. If you're not sure whether you want to expand the staircase in the future, use up/down stairs at the end. | |
}} | }} | ||
− |