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{{Quality|Masterwork}}
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{{Quality|Masterwork|17:56, 5 July 2018 (UTC)}}
 
{{av}}
 
{{av}}
 
:''For installation instructions, see [[Installation]].''
 
:''For installation instructions, see [[Installation]].''
:''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.''
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:''This is a quickstart guide for [[dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.''
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:''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, ''Dwarf Fortress'' uses the principle of learning from one's mistakes.}}
 
{{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.}}
  
 
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.
 
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.
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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|446px|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.]]
 
[[File:FlowchartDF.png|thumb|446px|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.]]
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= Common UI Concepts =
 
= Common UI Concepts =
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{{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.}}
  
This is just the Quickstart Guide, so we skip lots of details on the UI. If you're looking for more UI help as you get deeper into your first fortress, you may also want to read this section in the [[Dwarf_fortress_mode#Gameplay_user_interface|Fortress Mode Guide]].
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Contrary to what you might be used to, the ''Dwarf Fortress'' interface uses a combination of key presses, instead of clicking through menus with the mouse, so, for example, instead of clicking on the Build menu, then on the Workshop submenu, and finally on the specific workshop, you press {{k|b}}-{{k|w}}-{{k|c}}. All the keys you can use in a menu are always shown on the screen somewhere.
 
{{KeyConventions}}
 
{{KeyConventions}}
  
 
== Options menu ==
 
== Options menu ==
{{main|Dwarf_fortress_mode#Options_screen|l1=Options screen}}
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{{main|Dwarf_fortress_mode#Options_Screen|l1=Options screen}}
  
Basic game-related tasks (saving, quitting, settings, etc.) are available on the options menu, which can be reached with {{Menu icon|Esc}} from the main screen. {{K|Esc}} again or {{K|right click}} will close the menu. This menu also shows the current or previous music track.
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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:
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* Return to Game: Exits the options menu (shortcut {{k|Esc}}).
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* 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]].
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* 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|+}}).
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* Export Local Image: Saves full-size images of your fortress.
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* Music and Sound: Controls for volume adjustment.
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* 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.
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* 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.
  
For more information see [[Saved_game_folder#Saving|Saving]], [[Reclaim fortress mode]], and [[Settings]].
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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=
First, [[World generation|create a new world]]. ''Dwarf Fortress'' worlds are always procedurally randomly generated - there is no "default" or "standard" world. Luckily, the basic version of this process is simple, and with these suggested settings won't take too long. Wait until the game shows that the world has been generated, since stopping history too soon can limit material availability for embark and trade.
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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. A common new-player error is to stop the world generation once the History year counter slows down. Do not do this, as this may impede trading later on - instead, wait until the game shows that the world has been generated.
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{{TipBox2|titlebg=#00a|Starting World|
 
{{TipBox2|titlebg=#00a|Starting World|
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:
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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:
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* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}
  
* {{DFtext|World map size}} at {{DFtext|Medium|3:1}}
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* {{DFtext|History}} is {{DFtext|Short|3:1}}
  
* {{DFtext|History length}} at {{DFtext|100 years|3:1}}
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* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}
  
* {{DFtext|Number of Civilizations}} at {{DFtext|Medium|3:1}}
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* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}
  
* {{DFtext|Number of Sites}} at {{DFtext|Medium|3:1}}
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* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}
  
* {{DFtext|Number of Beasts}} at {{DFtext|Low|3:1}}
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* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}
  
* {{DFtext|Natural Savagery}} at {{DFtext|Very Low|3:1}}
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* {{DFtext|Mineral Occurrence}} is {{DFtext|Everywhere|3:1}}
  
* {{DFtext|Mineral Occurrence}} at {{DFtext|Everywhere|3:1}}
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Then hit {{k|y}} to generate the world. This should help to avoid difficulties. Note that you don't need to understand what's happening during world generation at this point. You will have an opportunity to inspect the world more closely during embark.
 
}}
 
}}
When it's finished choose {{DFtext|Play now}}, the game will save the world and then ask for a game type, choose {{DFtext|Fortress}}. The game will then quickly simulate two weeks of world activity and then offer a tutorial.
 
  
=Tutorial=
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= Pre-Embark =
The in game tutorial is quite good and it is strongly suggested that new players play through it at least once. It will automatically choose a site for the fortress as well as dwarves and supplies. It will then show you how to use the [[interface]] to strike the earth and get started on your fortress. If a tutorial window is covering a part of the interface you are trying to use, you can roll up the window with the {{K|^}} button. You can replay any part of the tutorial at any time by pressing the {{K|?}} button next the minimap; this also provides a list of non-interactive guides on many parts of the game.
 
  
= Embark =
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:''Also see: [[Embark]]''
{{main|Embark}}
 
Embarking is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. If you choose to {{DFtext|Start tutorial|7:2:1}} the game will do it all for you, flashing the location of the site it chose, then skipping straight to your arrival there. It is the quickest way to start.
 
  
If you choose {{DFtext|Skip tutorial|7:4:1}}, you'll get some good advice not to ignore any warnings about the site. You can then look around by pointing at locations to see details, zoom in with {{k|left click}}, and zoom out with {{k|right click}} (if any menu is open right click closes it instead.) However, the quickest way to find your own site is by clicking {{DFtext|Find embark location}} (available when the map is zoomed out).
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'''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 decent embark site is crucial for beginners. Highly skilled players can run a fortress on an evil glacier, but for now, stick to friendly environments. Look for features in an embark site that will make your first fort easier to manage.
 
  
{{ambox
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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.  
|type=type
 
|text=The world tooltip will only show features from the moused-over tile, but since the embark area covers multiple tiles it can contain '''multiple biomes'''. It is '''very important''' to inspect all tiles in a potential site. Each may have significantly different features such as an aquifer or evil biome '''not initially shown''' in the info due to not being under the cursor.
 
}}
 
  
  
{{TipBox2|titlebg=#00a|Starting Site|
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{{TipBox2|titlebg=#00a|Starting Site|  
[[File:DFwikiStartingSiteExample.png|thumb|350px|An example of a good starting location, note details in the top-right corner]]
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[[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]]''' (or at least no '''heavy''' or '''varied''' aquifers. Light is interesting on later embarks, but heavy guarantees '''[[Fun]]'''!)
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*'''NO [[Aquifer]]''' (or at least not a heavy or varied aquifer. This is '''''very''''' important!)
 
*'''Trees:''' Woodland or Heavily Forested (or, at the very least, sparsely forested)
 
*'''Trees:''' Woodland or Heavily Forested (or, at the very least, sparsely forested)
 
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.
 
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.
 
*A '''River'''
 
*A '''River'''
The following are also good to have, but focus on getting a decent site, not a perfect one.
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The following are also good to have, but focus on getting a decent site, not a perfect one.  
*'''[[Climate|Temperature]]:''' Warm or Temperate
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*'''Temperature:''' Warm
*'''Clay, Sand, or Soil''' makes farming easier when starting out, also can enable pottery or glass
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*'''Clay or Soil''' makes farming easier when starting out
*'''Flux stone layer''' For a steel industry
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*'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.)
*Avoid sites containing '''towers''', '''goblins''', or other groups at war with you.
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*'''Deep Metal(s)'''
*The site should be on the same land mass as an active dwarven civilization.
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*'''Flux Stone''' For your steel industry
See '''[[/Starting site/]]''' for more info on why these characteristics are important.}}
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*Use {{k|Tab}} to check your neighbors and avoid places with '''towers''', '''goblins''', or other groups at war with you.
  
[[File:Quickstart-finder-v50.png|thumb|upright|right|Initial suggested finder criteria]]
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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 Heavy/Varied Aquifer). Once the find tool has finished running, the general areas which it has found will be indicated by flashing characters on the map.  
While finding a site is not as simple as world generation, the {{DFtext|Find embark location}} button at the bottom of the screen can help. (Different buttons are shown with the map zoomed out or in; left-click will zoom in on the map, right-click will close an open menu or zoom out.)
 
  
Once the find tool has finished searching with matches found, press {{K|Esc}} to look at the results. Any region with a match will be indicated by a green rectangle or {{DFtext|X|2:1}}s on the map, or close partial matches by a yellow rectangle or red {{DFtext|X|5:1}}s. Clicking on one of those will zoom in to show the actual sites in much the same way (partial matches are instead yellow {{DFtext|X|7:1}}s in ASCII mode). On the zoomed in map, existing sites will be shown as red rectangles or {{DFtext|░|5:1}}s; or white rectangles or magenta {{DFtext|░|6:0}}s for sites of the currently selected dwarven civilization if that list is open.
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'''Notes about the find tool:'''
  
The {{DFtext|Choose origin civilization}} button on the zoomed out map shows a list of the dwarven civilizations on this world. Selecting one will center the map on their capital with a blue outline on each of their sites (no outline in ASCII mode), and show population and site counts.
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"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.
  
Additionally, when placing the embark area you can resize it using the buttons on-screen. A 4×4 embark (the default) is usually reasonable, but you may want to change the size to avoid an undesirable biome or match your finder criteria.
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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!
  
Possible causes of partial matches include:
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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, 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).
* "Calm" surroundings can be rare, you can try "Wilderness" instead.
 
* "≤ Deep" doesn't include "very deep" soil, you can try "N/A" but make sure at least part of the site has some (it should since clay and sand count).
 
* "No" Aquifer (either type) means in the entire embark area; but even if some tiles have one, others might not. If you do embark at such a site, remember which tiles don't so you can dig down there.
 
  
You don't need a perfect site, but if you are unable to find a site that you are willing to embark on, you could always create a new world. Otherwise, move on to the next step.
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See '''[[/Starting site/]]''' for more info on why these characteristics are important.}} 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'''.
 
And preparing carefully makes little difference in the long run, especially without experience as to what to change.}}
 
And preparing carefully makes little difference in the long run, especially without experience as to what to change.}}
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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}}.
In addition, settings are also displayed on the right-hand side.
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Turn enemies to {{DFtext|Off}}. 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.
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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:DFwikiGettingYourBearingsExample.png|thumb|right|Starting out. In this example, the dwarves will be digging out an entrance tunnel in the cliff on the right.]]
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[[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, you have embarked, and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagonful of supplies, somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.
 
At this point, you have embarked, and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagonful of supplies, somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.
  
==Getting your bearings==
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==Surveying the Area==
'''Do not unpause the game just yet.''' Take a look around with {{k|w}}{{k|a}}{{k|s}}{{k|d}}. Look up and down a few [[z-level]]s with the scroll wheel. You can zoom in and out with {{k|Ctrl}}-scroll wheel. 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.
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'''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). The mousewheel will zoom the map in and out. 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.
 
 
In the bottom left, click the citizens information button to see a list of your dwarves. In the {{DFtext|Others}} tab, you can see any wild animals that may be nearby.
 
 
 
The {{DFtext|Stocks}} button at the top of the screen will show the items owned by your fortress.
 
 
 
On the left, there are buttons for various message logs.
 
  
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).
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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).
  
 
==Controlling Your Dwarves==
 
==Controlling Your Dwarves==
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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.
 
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, 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.
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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 (though you ''can'' specify the details of tasks, such as the material or design, in the {{k|d}}etails menus in workshops).
  
===Labor and work details===
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===''Stout Labor''===
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{{TipBox2|float=right|titlebg=#0a0|Keybindings|
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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|-}}, if you are using an American keyboard, 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 142:
 
* '''[[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.
 
}}
 
}}
{{Main|Labor}}
 
 
'''Labors''' are how you control what types of tasks a dwarf is allowed to do. 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.
 
 
Labors are assigned to dwarves in groups called '''work details'''. Open the labor menu from the bottom left to see all the default work details and their assignments.
 
 
Fortunately, you don't need to assign a dwarf for every single labor in the game; work details can be set to "everybody does this" to allow any idle dwarf to pick up the job.
 
 
'''While you're here''', set the Hunters and Fisherdwarves work details to "nobody does this." Dwarves with these details enabled will constantly be outside attempting to perform them, and for now you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling).
 
  
Also, the default embark comes with three pickaxes: so for efficiency, make sure two dwarves have the Miners detail enabled.
+
'''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.)
  
As dwarves perform jobs, they gain skill in those areas which leads to them working faster or producing higher-quality things. Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials; they'll just be worse at it.
+
Even if no dwarves have the corresponding skills, ensure the following labors are set as specified:
 
 
The default work details contain all the essential labors for the very start of your fortress, but this guide will involve other labors. Keep in mind that at some point you'll have to assign the following labors by creating custom work details:
 
  
 
{| class="wikitable"
 
{| class="wikitable"
 
! Category
 
! Category
 
! Labor
 
! Labor
 +
! Dwarves Assigned
 +
|-
 +
| Woodworking || [[wood cutter|Wood Cutting]] || 1 or more
 +
|-
 +
| Stoneworking || [[engraver|Stone Detailing]] || 1 or more
 +
|-
 +
| Hunting/Related || [[ambusher|Hunting]] || 0 (disabled for all)
 +
|-
 +
| Farming/Related || [[wood burner|Wood Burning]] || 1 or more
 
|-
 
|-
| Farming/Related || Wood Burning
+
| Farming/Related || [[herbalist|Plant Gathering]] || 1 or more
 
|-
 
|-
| Metalsmithing || Furnace Operating
+
| Fishing/Related || [[fisherdwarf|Fishing]] || 0 (disabled for all)
 
|-
 
|-
| Metalsmithing || Armoring
+
| Metalsmithing || [[furnace operator|Furnace Operating]] || 1 or more
 
|-
 
|-
| Metalsmithing || Weaponsmithing
+
| Metalsmithing || [[armorsmith|Armoring]] || 1 or more
 
|-
 
|-
| Metalsmithing || Blacksmithing
+
| Metalsmithing || [[weaponsmith|Weaponsmithing]] || 1 or more
 
|-
 
|-
| Metalsmithing || Metalcrafting
+
| Metalsmithing || [[blacksmith|Blacksmithing]] || 1 or more
 
|-
 
|-
| Jewelry || Gem Cutting
+
| Metalsmithing || [[metal crafter|Metalcrafting]] || 1 or more
 +
|-
 +
| Jewelry || [[gem cutter|Gem Cutting]] || 1 or more
 
|}
 
|}
 +
 +
It's important to disable fishing and hunting 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.
  
 
==Strike The Earth!==
 
==Strike The Earth!==
 
{{TipBox2|titlebg=green|float=right|Getting your dwarves to safety|
 
{{TipBox2|titlebg=green|float=right|Getting your dwarves to safety|
 
As you now know, you can't control your dwarves directly. So how do you tell them to get inside your newly dug rooms?
 
As you now know, you can't control your dwarves directly. So how do you tell them to get inside your newly dug rooms?
*[[Activity_zone#Meeting_area|Meeting Area]] You can designate a Meeting Area zone inside the new rooms. Press {{Menu icon|z|sep=-}} and click "Meeting Area". Draw a rectangle to create a meeting area, then click "Accept". ''See also the [[zone]] page for more information.''
+
*[[Activity_zone#Meeting_area|Meeting Area]] You can designate a Meeting Area zone inside the new rooms. Press {{k|i}}, then draw the rectangle to create a zone. Afterwards make it a Meeting Area. ''See also the [[zone]] page for more information.''
 
*[[Stockpiles]] (see [[Quickstart_guide#Stockpiles|below]]) Stockpiles tell your dwarves where to put things. Create a stockpile for everything, and dwarves will start to haul all your items there.}}
 
*[[Stockpiles]] (see [[Quickstart_guide#Stockpiles|below]]) Stockpiles tell your dwarves where to put things. Create a stockpile for everything, and dwarves will start to haul all your items there.}}
 
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 digging orders menu allows you to select areas to dig. Click the pick axe at the bottom or press {{Menu icon|m|sep=-}}. There are multiple methods of digging:
+
The {{K|d}}esignations menu allows you to select areas to dig. There are multiple methods of digging:
* '''[[Mining]]''' ({{K|m}}) 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).
+
* '''[[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''' ({{K|m}}-{{K|u}}) 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).
+
* '''[[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|m}} to bring up the digging orders menu.
+
#Hit {{K|d}} to bring up the [[Designations Menu]].
#Hit {{K|m}} to mine or {{k|u}} to channel (see above)
+
#Hit {{K|d}} to mine or {{k|h}} to channel (see above)
#Draw a rectangular are you want to dig out.
+
#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:DFwikiDigChannelDifference.png|225px|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. ]]
+
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. After you press {{K|d}} to designate, make sure it's set to "Standard" in the settings at the bottom, rather than "Marker only." You can set this with {{K|m}}. If it's set to "Marker only", the designation will not be carried out.
 +
 
 +
[[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|
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</diagram>
 
</diagram>
  
This diagram shows the cross-section (side view) of 1×1 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 walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope. In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from the surface level is one of the few times you'll ever need to channel.
+
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 walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope. In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from the 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 shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|m}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3×3 rectangle on the surface with {{K|m}}-{{K|u}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|c}} (or use the mouse scroll wheel) and tunnel into one wall of the pit (with {{K|m}}) to create your entry.
+
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown 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|&gt;}} 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, 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.)
 
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.)
Line 212: Line 223:
 
{{clear}}
 
{{clear}}
 
=== ''Additional miners'' ===
 
=== ''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:  
* Press {{Menu icon|y|sep=-}} to open the labor menu, and select "Miners" on the left side.
 
 
* 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)
* Click the check box next to the dwarf to enable the mining labor.
+
* Press {{k|v}}, navigate to the dwarf, and press {{k|p}}-{{k|l}}
* Exit with {{k|Esc}} or right mouse.
+
* 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 3 picks. If you want more than three 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.
+
* 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 5×5 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 small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.
+
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 small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.
  
[[File:DFwikiExampleLayout.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]
+
[[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.]]
  
  
 
=== ''Room dimensions'' ===
 
=== ''Room dimensions'' ===
Apart from wagon access (3 tiles wide), the trade depot (5×5), and other workshops (3×3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners 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. In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3×3 per floor staircase (9 stairs!) is absolute overkill for anything but 20-year-old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11×11 is a reasonable size for stockpile rooms. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoners’ bedrooms need not be larger than the amount of furniture you want inside.
+
Apart from wagon access (3 tiles wide), the trade depot (5x5), and other workshops (3x3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners 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. In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3x3 per floor staircase (9 stairs!) is absolute overkill for anything but 20-year-old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11x11 is a convenient size for stockpile rooms, as the {{k|Shift}}+arrow keys move the cursor 11 tiles. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoner's bedrooms need not be larger than the amount of furniture you want inside.
  
 
=== ''Mining safety'' ===
 
=== ''Mining safety'' ===
Line 245: Line 256:
  
 
=== ''Stockpiles'' ===
 
=== ''Stockpiles'' ===
[[File:DFwikiStockpileMenu.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 by clicking on it to open the stockpile menu, and clicking "Custom". Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]
+
[[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 {{Menu icon|p|sep=-}} to open the Stockpiles menu.
+
#Hit {{K|p}} to open the Stockpiles menu.
#Click the plus sign at the bottom to add a new stockpile.
+
#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.
#Draw a rectangle and click "Accept".
+
#{{k|Esc}} out of that screen back to the stockpiles menu.
#Click [[Stockpile#Custom_stockpiles|"Custom"]] to change the goods that the stockpile accepts. Enable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. To do this, first click "All" in the top left to enable everything, then go through each type you want to exclude, and click "None" in the top-center of the screen. This will reject all goods of that type.
+
#Hit {{K|c}} to select Custom Stockpile, if it isn't already selected.
#{{k|Esc}} or right mouse twice to exit the stockpiles menu.
+
#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 a