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		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=62974</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=62974"/>
		<updated>2010-02-11T09:53:29Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* Set tasks in workshops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is intended to be used in conjunction with a save file downloadable [http://dffd.wimbli.com/file.php?id=728 here] (5 meg download). By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed.&lt;br /&gt;
&lt;br /&gt;
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks.&lt;br /&gt;
&lt;br /&gt;
This guide and associated save file was created using version '''v0.28.181.40d'''.&lt;br /&gt;
&lt;br /&gt;
==What you will see when you load the game==&lt;br /&gt;
[[Image:Qs01.png]]&lt;br /&gt;
&lt;br /&gt;
The game will begin paused (don't unpause yet), centered on the [[meeting hall]] where all 7 of your starting [[dwarves]] are currently relaxing. The screen is divided into three sections. On the left is the active window, this is where you will see dwarves move around and where you issue orders. In the middle is the menu window. On the right is the fort view which gives you an overall view of the level (it's effectively a zoomed-out version of the active window).&lt;br /&gt;
&lt;br /&gt;
You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs02.png]]&lt;br /&gt;
&lt;br /&gt;
Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]].&lt;br /&gt;
&lt;br /&gt;
By using the numpad keys you can move the active screen around and explore. What you will discover is compiled below, with key points highlighted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs03.png]]&lt;br /&gt;
&lt;br /&gt;
The grey line that run roughly down the center of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.&lt;br /&gt;
&lt;br /&gt;
On the top left you will notice a lot of small dots and a blue haze. This is empty space. Although Dwarf Fortress may appear to be a 2D game, it is in fact 3D. You are currently looking at a top-down perspective of one [[z-level]]. If you were to move the active window down one level the empty space would become ground and the ground would become unexplored underground space. You can move the screen up and down by pressing {{k|&amp;lt;}} and {{k|&amp;gt;}} respectively (don't forget to hold on {{k|Shift}}!).&lt;br /&gt;
&lt;br /&gt;
That's enough looking around, it's time to ...&lt;br /&gt;
&lt;br /&gt;
==Meet your dwarves==&lt;br /&gt;
====Dwarves====&lt;br /&gt;
You currently have 7 dwarves and I've set up their skills and even given them nicknames to help you keep them sorted.&lt;br /&gt;
*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.&lt;br /&gt;
*'''Matthew''' is a miner exactly the same as Sue.&lt;br /&gt;
*'''Jane''' is a [[woodworker]]. She carries a [[battleaxe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to [[draft]] her into the [[military]].&lt;br /&gt;
*'''Daniel''' is a stoneworker. She has several skill points in [[mason]]ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in [[mechanic]]s so she can build rock [[mechanism]]s, which are required to create [[trap]]s and some [[machine]]s.&lt;br /&gt;
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill.&lt;br /&gt;
*'''Juliet''' is a [[fisherdwarf]]. He will spend most of his time at ponds or creeks catching [[fish]]/[[turtle]] and leaving them on the shore to [[rot]].&lt;br /&gt;
*'''Olon''' is a [[farmer]]. He can plant [[seed]]s at the farm and [[brew]] the mature plants into [[alcohol]] or [[cook]] them into [[food]].&lt;br /&gt;
&lt;br /&gt;
====Creatures====&lt;br /&gt;
You also have:&lt;br /&gt;
*1 [[cat]], which will hunt [[vermin]] for you.&lt;br /&gt;
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance.&lt;br /&gt;
*A [[horse]] and a [[mule]]. If you purchase a male horse from a trade caravan then you could start breeding horses for [[meat]], large stacks of [[bone]] (good for making practice crossbow [[bolt]]s), and [[leather]]; however mules will not breed (nor do they in real life).&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
Most of your supplies are still in the [[wagon]]. You have:&lt;br /&gt;
*Plenty of food and alcohol.&lt;br /&gt;
*An [[anvil]].&lt;br /&gt;
*A few [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
==Unpause the game==&lt;br /&gt;
[[Image:Qs04.png|right]]&lt;br /&gt;
That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food [[stockpile]] in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Juliet is going to fish, and the miners will begin mining.&lt;br /&gt;
&lt;br /&gt;
There are, however, several things I deliberately left unfinished so I can walk you through them. So let's start by pressing {{K|Tab}} to bring the menu window back. I'll be referring to it from now on (and generally it's easier to play with it there constantly).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Set tasks in workshops==&lt;br /&gt;
We've got a Craftdwarf's Workshop all built and ready to go, but currently there are no work tasks there so Rachel is just going to ignore it (just like if you built a cinema complex but forgot to order someone to play the movies). &lt;br /&gt;
&lt;br /&gt;
To find the workshop you can either press {{k|q}} to access the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu and then move the cursor around using the Numpad until you find the workshop, but this can take a long time when your fortress grows in size. Instead you can press {{k|r}} to enter the &amp;lt;tt&amp;gt;View Rooms/Buildings&amp;lt;/tt&amp;gt; menu, use {{K|Page Down}} (twice) to get the Craftdwarf's Workshop in view, then use {{k|&amp;amp;#8593;}} {{k|&amp;amp;#8595;}} to highlight the workshop.  Press {{k|t}} to zoom to the workshop, and the {{K|Space}} to get back to the main menu.&lt;br /&gt;
&lt;br /&gt;
Once you've found it you want to use the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, to set the work tasks. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs05.png]]&lt;br /&gt;
&lt;br /&gt;
Now the menu window displays the options for that building. Each different kind of building will have a different set of options. We want to {{k|a}}dd a new task. We are presented with a list of tasks (figure below) to choose from. Our miners have left plenty of rock lying around, so let's select that, {{k|g}}.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs06.png]]&lt;br /&gt;
&lt;br /&gt;
We get yet another list of tasks (figure below). Select ''Make rock Crafts'' by pressing {{k|Enter}} or {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs06b.png]]&lt;br /&gt;
&lt;br /&gt;
It has returned us to the first menu which will now have one task listed. &lt;br /&gt;
&lt;br /&gt;
[[Image:Qs06c.png]]&lt;br /&gt;
&lt;br /&gt;
We may as well add the other three kinds of rock goods, and then set them to repeat by pressing {{k|r}}. &lt;br /&gt;
&lt;br /&gt;
[[Image:Qs06d.png]]&lt;br /&gt;
&lt;br /&gt;
If a task is set to repeat then once it's completed it drops to the end of the task list (instead of being removed from the list). So now Rachel will sit in her shop constantly producing goods.&lt;br /&gt;
&lt;br /&gt;
To keep her working steadily there is one other step you need to make: making sure she doesn't get distracted by other jobs.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setting job preferences==&lt;br /&gt;
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once.&lt;br /&gt;
&lt;br /&gt;
First you need to find the dwarf in question. Now you can either use the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; option and hunt around the map until you locate the dwarf, or you can do it the smart way. Open up the &amp;lt;tt&amp;gt;{{k|u}}nit list&amp;lt;/tt&amp;gt; and you'll get a screen like this one:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs07.png]]&lt;br /&gt;
&lt;br /&gt;
Now scroll down to the dwarf you want and press &amp;lt;tt&amp;gt;Zoom {{k|c}}reature&amp;lt;/tt&amp;gt;. This will centre the screen on the unit and open the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; mode. So you'll see this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs08.png]]&lt;br /&gt;
&lt;br /&gt;
From here we can get a lot of information on the dwarf. At the moment we're looking at {{k|g}}eneral, but there is also {{k|i}}nventory, {{k|p}}references, and {{k|w}}ounds. Go to {{k|p}}references and you will get a new menu with new options, as shown below:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs09a.png]]&lt;br /&gt;
&lt;br /&gt;
If you press {{k|l}}abor then you will see a list of all possible tasks that a dwarf can perform. The first page of this list is shown in this screenshot:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs09b.png]]&lt;br /&gt;
&lt;br /&gt;
Scroll using numpad {{k|+}} and {{k|-}} until you find the &amp;quot;Hauling&amp;quot; tasks on the 4th page:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs09c.png]]&lt;br /&gt;
&lt;br /&gt;
Now press {{k|Enter}} to turn each one off and it should end up looking like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs09d.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using the job manager==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs10.png|Fig 10: Open the job list&lt;br /&gt;
Image:Qs11.png|Fig 11: Open the job manager and select &amp;lt;tt&amp;gt;New order&amp;lt;/tt&amp;gt;&lt;br /&gt;
Image:Qs12.png|Fig 12: The job orders list&lt;br /&gt;
Image:Qs13.png|Fig 13: The job manager with one job displayed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden [[bin]]s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually.&lt;br /&gt;
&lt;br /&gt;
Anyway, open the &amp;lt;tt&amp;gt;{{k|j}}ob list&amp;lt;/tt&amp;gt; and you will see figure 10.&lt;br /&gt;
&lt;br /&gt;
This details all the jobs currently underway and who is doing them. We're not too concerned with this information though, what we want is to get at the sub-menu &amp;lt;tt&amp;gt;job {{k|m}}anager&amp;lt;/tt&amp;gt;, which you can see at the bottom of the image. Open that up and you will see figure 11, a blank screen! &lt;br /&gt;
&lt;br /&gt;
Not surprising, as we haven't used it yet to allocated jobs. Press {{k|q}} to start a new job and you will get a list of &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; possible jobs that can happen in a fort (figure 12). There are a ''lot''.&lt;br /&gt;
&lt;br /&gt;
Luckily we can search for what we want, so type in &amp;lt;tt&amp;gt;wood bin&amp;lt;/tt&amp;gt; to shorten the list of jobs. Use {{k|&amp;amp;#8593;}} {{k|&amp;amp;#8595;}} to highlight &amp;lt;tt&amp;gt;Construct wooden Bin&amp;lt;/tt&amp;gt; and select it using {{k|Enter}}. It will ask you how many, 5 sounds like a good number to me. After that it will return to the original job manager, except now it will have one new job as shown in figure 13.&lt;br /&gt;
&lt;br /&gt;
The job manager automatically generates the job in the appropriate workshops. We have one carpenters workshop so it will generate 5 &amp;quot;produce wooden bin&amp;quot; orders. If we had 5 carpenters workshops it would produce one in each shop. Note that we don't currently have 5 logs available so soon Jane will start canceling tasks as quickly as the job manager creates them. You will need to designate more trees to be cut down (explained [[#Designation menu|below]]).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defining rooms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs14.png|Fig 14: Select a dining table and make it a room&lt;br /&gt;
Image:Qs15.png|Fig 15: Size the room&lt;br /&gt;
Image:Qs16.png|Fig 16: The dining table now forms the centre of a room, and the menu now displays the room options&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our [[dining room]] has plenty of tables and chairs for eating, but isn't actually a dining room yet.&lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, again and move the cursor to one of the tables in the dining room (figure 14). It doesn't matter which one.&lt;br /&gt;
&lt;br /&gt;
You will notice that this building has quite a different menu to the craft shop we looked at earlier. Press {{k|r}} to make this table into a room, then use the {{k|+}} {{k|-}} keys to get it to the maximum size (figure 15).&lt;br /&gt;
&lt;br /&gt;
Press {{k|Enter}} to accept and it will return to the building menu, which now has new options because it is a room instead of a table (figure 16). Since we want this to be a public dining hall we don't need to change any of these options, so you can press {{k|Space}} to finish.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using farms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs17.png|Fig 17: Two farms below the main fort&lt;br /&gt;
Image:Qs18.png|Fig 18: Select a farm and decide which crops to grow.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you used the {{k|&amp;gt;}} to explore the [[z-level]] below the main fort you may have discovered this little room just below the pantry (figure 17).&lt;br /&gt;
&lt;br /&gt;
This is two farms built in the arable sand layer, but no seeds have been planted yet. Once again use &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, to get to the farm options (figre 18). &lt;br /&gt;
&lt;br /&gt;
You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Designation menu==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs19.png|Fig 19: The designation menu&lt;br /&gt;
Image:Qs20.png|Fig 20: Select &amp;lt;tt&amp;gt;Mine&amp;lt;/tt&amp;gt; and set the first point on the exposed wall&lt;br /&gt;
Image:Qs21.png|Fig 21: Set the second point somewhere in the unmined space&lt;br /&gt;
Image:Qs22.png|Fig 22: Select &amp;lt;tt&amp;gt;Up staircase&amp;lt;/tt&amp;gt; and place it&lt;br /&gt;
Image:Qs23.png|Fig 23: Move up one z-level and place a &amp;lt;tt&amp;gt;Down staircase&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The {{k|d}}esignation menu is one of the most important in the game. It allows you to mine out new areas of your fort, chop down trees, gather plants, etc. We want to define a new shaft for our idle miner, so select {{k|d}}ig (figure 19).&lt;br /&gt;
&lt;br /&gt;
Now scroll the cursor to where you want to begin the shaft and press {{K|enter}}. Obviously we want to start it at a wall the miner can reach! (Figure 20)&lt;br /&gt;
&lt;br /&gt;
Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.  Note that you can designate entire rectangles to be mined, not just a single line like I did.&lt;br /&gt;
&lt;br /&gt;
Now let's create a [[staircase]] to access the next level up. First designate an up-stair on the current level (figure 22): press {{k|u}}, then {{K|Enter}} twice.&lt;br /&gt;
&lt;br /&gt;
And now the tricky bit - move up one level ({{k|&amp;lt;}}) and designate a down staircase ''directly above it'' (figure 23) by doing {{k|j}}, then {{K|Enter}} twice.&lt;br /&gt;
&lt;br /&gt;
To get Jane the woodworker to chop down trees, go to the outdoors west of the indoor rooms, select {{k|t}} from the designation menu, press {{K|Enter}} to select one corner of a rectangle, use the arrow keys to move to the opposite corner of the desired rectangle, and press {{K|Enter}} again; all of the trees inside of the rectangle will be highlighted to indicate that they've been designated for cutting.  If you've selected too many trees you might later need to turn off Jane's Wood Cutting labor to get her to stop cutting trees and start making bins out of the trees she's already cut.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs24.png|Fig 24: Rotting turtles surrond a pond&lt;br /&gt;
Image:Qs25a.png|Fig 25a: The &amp;lt;tt&amp;gt;Site building&amp;lt;/tt&amp;gt; menu&lt;br /&gt;
Image:Qs25b.png|Fig 25b: The workshop sub-menu&lt;br /&gt;
Image:Qs26.png|Fig 26: Placing the fishery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Juliet has been busy catching turtle, unfortunately he's been too busy to clean and gut them, so they've been rotting on the pond side (figure 24). &lt;br /&gt;
&lt;br /&gt;
We want to build a [[fishery]] nearby to fix this problem. First open the &amp;lt;tt&amp;gt;Site a {{k|b}}uilding&amp;lt;/tt&amp;gt; menu and you will see a list of all possible buildings (figure 25A). Scroll down until you reach {{k|w}}orkshops, select that and you will get a sub-menu of all the workshops (figure 25B).&lt;br /&gt;
&lt;br /&gt;
Once you select fishery a 3x3 block will pop up on the active window, representing how big the workshop is and where you want to build it. At the moment there is a tree in the way (figure 26), so move around until you find some clear ground close to the pond.&lt;br /&gt;
&lt;br /&gt;
Once you have placed it you will be asked which materials you want to construct it out of. At this stage it doesn't really matter, but I suggest Andesite since it's closest (excluding the wood logs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But this isn't enough. For one of your dwarves to actually construct the workshop ''they need to have the labor enabled that relates to that building'' ... and at the moment no one has [[fish cleaner]] nor [[fish dissector]] enabled. You need to select another dwarf and change his labors to include [[fish cleaner|fish cleaning]], as explained [[#Setting job preferences|above]]. Preferably not Juliet (since the Fishing task takes precedence over almost all other tasks) nor any other dwarf that is busy with important tasks.&lt;br /&gt;
&lt;br /&gt;
Once the fishery is complete you will need to set the task &amp;lt;tt&amp;gt;{{k|p}}rocess raw fish&amp;lt;/tt&amp;gt; at the workshop, and set it to repeat. Pretty soon you'll be churning out a good supply of meat to feed your fort. Also, since Juliet is catching [[turtle]] you will also get a nice little supply of [[shell]]s that Rachel can then craft into goods.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Well, that's most of the basics covered. Next up I suggest you dig out an area near the pantry and build a [[still]] and a [[kitchen]] so you can begin brewing alcohol and cooking food (although plenty of food can be eaten raw). When the trade caravan arrives you will want to consult the [[trading]] page to learn how to trade with them. &lt;br /&gt;
&lt;br /&gt;
I hope you have fun exploring the area, building some proper defences to hold off [[invader]]s, and dealing with an expanding [[population]] and the greater problems that they bring.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=62973</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=62973"/>
		<updated>2010-02-11T09:45:30Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* Unpause the game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is intended to be used in conjunction with a save file downloadable [http://dffd.wimbli.com/file.php?id=728 here] (5 meg download). By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed.&lt;br /&gt;
&lt;br /&gt;
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks.&lt;br /&gt;
&lt;br /&gt;
This guide and associated save file was created using version '''v0.28.181.40d'''.&lt;br /&gt;
&lt;br /&gt;
==What you will see when you load the game==&lt;br /&gt;
[[Image:Qs01.png]]&lt;br /&gt;
&lt;br /&gt;
The game will begin paused (don't unpause yet), centered on the [[meeting hall]] where all 7 of your starting [[dwarves]] are currently relaxing. The screen is divided into three sections. On the left is the active window, this is where you will see dwarves move around and where you issue orders. In the middle is the menu window. On the right is the fort view which gives you an overall view of the level (it's effectively a zoomed-out version of the active window).&lt;br /&gt;
&lt;br /&gt;
You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs02.png]]&lt;br /&gt;
&lt;br /&gt;
Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]].&lt;br /&gt;
&lt;br /&gt;
By using the numpad keys you can move the active screen around and explore. What you will discover is compiled below, with key points highlighted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs03.png]]&lt;br /&gt;
&lt;br /&gt;
The grey line that run roughly down the center of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.&lt;br /&gt;
&lt;br /&gt;
On the top left you will notice a lot of small dots and a blue haze. This is empty space. Although Dwarf Fortress may appear to be a 2D game, it is in fact 3D. You are currently looking at a top-down perspective of one [[z-level]]. If you were to move the active window down one level the empty space would become ground and the ground would become unexplored underground space. You can move the screen up and down by pressing {{k|&amp;lt;}} and {{k|&amp;gt;}} respectively (don't forget to hold on {{k|Shift}}!).&lt;br /&gt;
&lt;br /&gt;
That's enough looking around, it's time to ...&lt;br /&gt;
&lt;br /&gt;
==Meet your dwarves==&lt;br /&gt;
====Dwarves====&lt;br /&gt;
You currently have 7 dwarves and I've set up their skills and even given them nicknames to help you keep them sorted.&lt;br /&gt;
*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.&lt;br /&gt;
*'''Matthew''' is a miner exactly the same as Sue.&lt;br /&gt;
*'''Jane''' is a [[woodworker]]. She carries a [[battleaxe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to [[draft]] her into the [[military]].&lt;br /&gt;
*'''Daniel''' is a stoneworker. She has several skill points in [[mason]]ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in [[mechanic]]s so she can build rock [[mechanism]]s, which are required to create [[trap]]s and some [[machine]]s.&lt;br /&gt;
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill.&lt;br /&gt;
*'''Juliet''' is a [[fisherdwarf]]. He will spend most of his time at ponds or creeks catching [[fish]]/[[turtle]] and leaving them on the shore to [[rot]].&lt;br /&gt;
*'''Olon''' is a [[farmer]]. He can plant [[seed]]s at the farm and [[brew]] the mature plants into [[alcohol]] or [[cook]] them into [[food]].&lt;br /&gt;
&lt;br /&gt;
====Creatures====&lt;br /&gt;
You also have:&lt;br /&gt;
*1 [[cat]], which will hunt [[vermin]] for you.&lt;br /&gt;
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance.&lt;br /&gt;
*A [[horse]] and a [[mule]]. If you purchase a male horse from a trade caravan then you could start breeding horses for [[meat]], large stacks of [[bone]] (good for making practice crossbow [[bolt]]s), and [[leather]]; however mules will not breed (nor do they in real life).&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
Most of your supplies are still in the [[wagon]]. You have:&lt;br /&gt;
*Plenty of food and alcohol.&lt;br /&gt;
*An [[anvil]].&lt;br /&gt;
*A few [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
==Unpause the game==&lt;br /&gt;
[[Image:Qs04.png|right]]&lt;br /&gt;
That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food [[stockpile]] in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Juliet is going to fish, and the miners will begin mining.&lt;br /&gt;
&lt;br /&gt;
There are, however, several things I deliberately left unfinished so I can walk you through them. So let's start by pressing {{K|Tab}} to bring the menu window back. I'll be referring to it from now on (and generally it's easier to play with it there constantly).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Set tasks in workshops==&lt;br /&gt;
We've got a Craftdwarf's Workshop all setup and ready to go but currently there are no work tasks there and Rachel is just going to ignore it. To find the workshop, press {{k|r}} to enter the &amp;lt;tt&amp;gt;View Rooms/Buildings&amp;lt;/tt&amp;gt; menu, use {{K|Page Down}} twice to get the Crwaftdwarf's Workshop in view, then use {{k|&amp;amp;#8593;}} {{k|&amp;amp;#8595;}} to highlight the workshop.  Press {{k|t}} to zoom to the workshop, and the {{K|Space}} to get back to the main menu.&lt;br /&gt;
&lt;br /&gt;
We want to use the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs05.png]]&lt;br /&gt;
&lt;br /&gt;
Now the menu window displays the options for that building. Each different kind of building will have a different set of options. We want to {{k|a}}dd a new task. We are presented with a list of tasks (figure below) to choose from. Our miners have left plenty of rock lying around, so let's select that, {{k|g}}.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs06.png]]&lt;br /&gt;
&lt;br /&gt;
We get yet another list of tasks (figure below). Select ''Make rock Crafts'' by pressing {{k|Enter}} or {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs06b.png]]&lt;br /&gt;
&lt;br /&gt;
It has returned us to the first menu which will now have one task listed. &lt;br /&gt;
&lt;br /&gt;
[[Image:Qs06c.png]]&lt;br /&gt;
&lt;br /&gt;
We may as well add the other three kinds of rock goods, and then set them to repeat by pressing {{k|r}}. &lt;br /&gt;
&lt;br /&gt;
[[Image:Qs06d.png]]&lt;br /&gt;
&lt;br /&gt;
If a task is set to repeat then once it's completed it returns to the end of the task list, instead of being removed from the list. So now Rachel will sit in her shop constantly producing goods.&lt;br /&gt;
&lt;br /&gt;
There is one other step though: making sure she doesn't get distracted by other jobs.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
==Setting job preferences==&lt;br /&gt;
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once.&lt;br /&gt;
&lt;br /&gt;
First you need to find the dwarf in question. Now you can either use the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; option and hunt around the map until you locate the dwarf, or you can do it the smart way. Open up the &amp;lt;tt&amp;gt;{{k|u}}nit list&amp;lt;/tt&amp;gt; and you'll get a screen like this one:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs07.png]]&lt;br /&gt;
&lt;br /&gt;
Now scroll down to the dwarf you want and press &amp;lt;tt&amp;gt;Zoom {{k|c}}reature&amp;lt;/tt&amp;gt;. This will centre the screen on the unit and open the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; mode. So you'll see this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs08.png]]&lt;br /&gt;
&lt;br /&gt;
From here we can get a lot of information on the dwarf. At the moment we're looking at {{k|g}}eneral, but there is also {{k|i}}nventory, {{k|p}}references, and {{k|w}}ounds. Go to {{k|p}}references and you will get a new menu with new options, as shown below:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs09a.png]]&lt;br /&gt;
&lt;br /&gt;
If you press {{k|l}}abor then you will see a list of all possible tasks that a dwarf can perform. The first page of this list is shown in this screenshot:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs09b.png]]&lt;br /&gt;
&lt;br /&gt;
Scroll using numpad {{k|+}} and {{k|-}} until you find the &amp;quot;Hauling&amp;quot; tasks on the 4th page:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs09c.png]]&lt;br /&gt;
&lt;br /&gt;
Now press {{k|Enter}} to turn each one off and it should end up looking like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs09d.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using the job manager==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs10.png|Fig 10: Open the job list&lt;br /&gt;
Image:Qs11.png|Fig 11: Open the job manager and select &amp;lt;tt&amp;gt;New order&amp;lt;/tt&amp;gt;&lt;br /&gt;
Image:Qs12.png|Fig 12: The job orders list&lt;br /&gt;
Image:Qs13.png|Fig 13: The job manager with one job displayed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden [[bin]]s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually.&lt;br /&gt;
&lt;br /&gt;
Anyway, open the &amp;lt;tt&amp;gt;{{k|j}}ob list&amp;lt;/tt&amp;gt; and you will see figure 10.&lt;br /&gt;
&lt;br /&gt;
This details all the jobs currently underway and who is doing them. We're not too concerned with this information though, what we want is to get at the sub-menu &amp;lt;tt&amp;gt;job {{k|m}}anager&amp;lt;/tt&amp;gt;, which you can see at the bottom of the image. Open that up and you will see figure 11, a blank screen! &lt;br /&gt;
&lt;br /&gt;
Not surprising, as we haven't used it yet to allocated jobs. Press {{k|q}} to start a new job and you will get a list of &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; possible jobs that can happen in a fort (figure 12). There are a ''lot''.&lt;br /&gt;
&lt;br /&gt;
Luckily we can search for what we want, so type in &amp;lt;tt&amp;gt;wood bin&amp;lt;/tt&amp;gt; to shorten the list of jobs. Use {{k|&amp;amp;#8593;}} {{k|&amp;amp;#8595;}} to highlight &amp;lt;tt&amp;gt;Construct wooden Bin&amp;lt;/tt&amp;gt; and select it using {{k|Enter}}. It will ask you how many, 5 sounds like a good number to me. After that it will return to the original job manager, except now it will have one new job as shown in figure 13.&lt;br /&gt;
&lt;br /&gt;
The job manager automatically generates the job in the appropriate workshops. We have one carpenters workshop so it will generate 5 &amp;quot;produce wooden bin&amp;quot; orders. If we had 5 carpenters workshops it would produce one in each shop. Note that we don't currently have 5 logs available so soon Jane will start canceling tasks as quickly as the job manager creates them. You will need to designate more trees to be cut down (explained [[#Designation menu|below]]).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defining rooms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs14.png|Fig 14: Select a dining table and make it a room&lt;br /&gt;
Image:Qs15.png|Fig 15: Size the room&lt;br /&gt;
Image:Qs16.png|Fig 16: The dining table now forms the centre of a room, and the menu now displays the room options&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our [[dining room]] has plenty of tables and chairs for eating, but isn't actually a dining room yet.&lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, again and move the cursor to one of the tables in the dining room (figure 14). It doesn't matter which one.&lt;br /&gt;
&lt;br /&gt;
You will notice that this building has quite a different menu to the craft shop we looked at earlier. Press {{k|r}} to make this table into a room, then use the {{k|+}} {{k|-}} keys to get it to the maximum size (figure 15).&lt;br /&gt;
&lt;br /&gt;
Press {{k|Enter}} to accept and it will return to the building menu, which now has new options because it is a room instead of a table (figure 16). Since we want this to be a public dining hall we don't need to change any of these options, so you can press {{k|Space}} to finish.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using farms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs17.png|Fig 17: Two farms below the main fort&lt;br /&gt;
Image:Qs18.png|Fig 18: Select a farm and decide which crops to grow.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you used the {{k|&amp;gt;}} to explore the [[z-level]] below the main fort you may have discovered this little room just below the pantry (figure 17).&lt;br /&gt;
&lt;br /&gt;
This is two farms built in the arable sand layer, but no seeds have been planted yet. Once again use &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, to get to the farm options (figre 18). &lt;br /&gt;
&lt;br /&gt;
You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Designation menu==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs19.png|Fig 19: The designation menu&lt;br /&gt;
Image:Qs20.png|Fig 20: Select &amp;lt;tt&amp;gt;Mine&amp;lt;/tt&amp;gt; and set the first point on the exposed wall&lt;br /&gt;
Image:Qs21.png|Fig 21: Set the second point somewhere in the unmined space&lt;br /&gt;
Image:Qs22.png|Fig 22: Select &amp;lt;tt&amp;gt;Up staircase&amp;lt;/tt&amp;gt; and place it&lt;br /&gt;
Image:Qs23.png|Fig 23: Move up one z-level and place a &amp;lt;tt&amp;gt;Down staircase&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The {{k|d}}esignation menu is one of the most important in the game. It allows you to mine out new areas of your fort, chop down trees, gather plants, etc. We want to define a new shaft for our idle miner, so select {{k|d}}ig (figure 19).&lt;br /&gt;
&lt;br /&gt;
Now scroll the cursor to where you want to begin the shaft and press {{K|enter}}. Obviously we want to start it at a wall the miner can reach! (Figure 20)&lt;br /&gt;
&lt;br /&gt;
Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.  Note that you can designate entire rectangles to be mined, not just a single line like I did.&lt;br /&gt;
&lt;br /&gt;
Now let's create a [[staircase]] to access the next level up. First designate an up-stair on the current level (figure 22): press {{k|u}}, then {{K|Enter}} twice.&lt;br /&gt;
&lt;br /&gt;
And now the tricky bit - move up one level ({{k|&amp;lt;}}) and designate a down staircase ''directly above it'' (figure 23) by doing {{k|j}}, then {{K|Enter}} twice.&lt;br /&gt;
&lt;br /&gt;
To get Jane the woodworker to chop down trees, go to the outdoors west of the indoor rooms, select {{k|t}} from the designation menu, press {{K|Enter}} to select one corner of a rectangle, use the arrow keys to move to the opposite corner of the desired rectangle, and press {{K|Enter}} again; all of the trees inside of the rectangle will be highlighted to indicate that they've been designated for cutting.  If you've selected too many trees you might later need to turn off Jane's Wood Cutting labor to get her to stop cutting trees and start making bins out of the trees she's already cut.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs24.png|Fig 24: Rotting turtles surrond a pond&lt;br /&gt;
Image:Qs25a.png|Fig 25a: The &amp;lt;tt&amp;gt;Site building&amp;lt;/tt&amp;gt; menu&lt;br /&gt;
Image:Qs25b.png|Fig 25b: The workshop sub-menu&lt;br /&gt;
Image:Qs26.png|Fig 26: Placing the fishery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Juliet has been busy catching turtle, unfortunately he's been too busy to clean and gut them, so they've been rotting on the pond side (figure 24). &lt;br /&gt;
&lt;br /&gt;
We want to build a [[fishery]] nearby to fix this problem. First open the &amp;lt;tt&amp;gt;Site a {{k|b}}uilding&amp;lt;/tt&amp;gt; menu and you will see a list of all possible buildings (figure 25A). Scroll down until you reach {{k|w}}orkshops, select that and you will get a sub-menu of all the workshops (figure 25B).&lt;br /&gt;
&lt;br /&gt;
Once you select fishery a 3x3 block will pop up on the active window, representing how big the workshop is and where you want to build it. At the moment there is a tree in the way (figure 26), so move around until you find some clear ground close to the pond.&lt;br /&gt;
&lt;br /&gt;
Once you have placed it you will be asked which materials you want to construct it out of. At this stage it doesn't really matter, but I suggest Andesite since it's closest (excluding the wood logs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But this isn't enough. For one of your dwarves to actually construct the workshop ''they need to have the labor enabled that relates to that building'' ... and at the moment no one has [[fish cleaner]] nor [[fish dissector]] enabled. You need to select another dwarf and change his labors to include [[fish cleaner|fish cleaning]], as explained [[#Setting job preferences|above]]. Preferably not Juliet (since the Fishing task takes precedence over almost all other tasks) nor any other dwarf that is busy with important tasks.&lt;br /&gt;
&lt;br /&gt;
Once the fishery is complete you will need to set the task &amp;lt;tt&amp;gt;{{k|p}}rocess raw fish&amp;lt;/tt&amp;gt; at the workshop, and set it to repeat. Pretty soon you'll be churning out a good supply of meat to feed your fort. Also, since Juliet is catching [[turtle]] you will also get a nice little supply of [[shell]]s that Rachel can then craft into goods.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Well, that's most of the basics covered. Next up I suggest you dig out an area near the pantry and build a [[still]] and a [[kitchen]] so you can begin brewing alcohol and cooking food (although plenty of food can be eaten raw). When the trade caravan arrives you will want to consult the [[trading]] page to learn how to trade with them. &lt;br /&gt;
&lt;br /&gt;
I hope you have fun exploring the area, building some proper defences to hold off [[invader]]s, and dealing with an expanding [[population]] and the greater problems that they bring.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=62972</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=62972"/>
		<updated>2010-02-11T09:44:05Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* Creatures */ mules breeding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is intended to be used in conjunction with a save file downloadable [http://dffd.wimbli.com/file.php?id=728 here] (5 meg download). By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed.&lt;br /&gt;
&lt;br /&gt;
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks.&lt;br /&gt;
&lt;br /&gt;
This guide and associated save file was created using version '''v0.28.181.40d'''.&lt;br /&gt;
&lt;br /&gt;
==What you will see when you load the game==&lt;br /&gt;
[[Image:Qs01.png]]&lt;br /&gt;
&lt;br /&gt;
The game will begin paused (don't unpause yet), centered on the [[meeting hall]] where all 7 of your starting [[dwarves]] are currently relaxing. The screen is divided into three sections. On the left is the active window, this is where you will see dwarves move around and where you issue orders. In the middle is the menu window. On the right is the fort view which gives you an overall view of the level (it's effectively a zoomed-out version of the active window).&lt;br /&gt;
&lt;br /&gt;
You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs02.png]]&lt;br /&gt;
&lt;br /&gt;
Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]].&lt;br /&gt;
&lt;br /&gt;
By using the numpad keys you can move the active screen around and explore. What you will discover is compiled below, with key points highlighted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs03.png]]&lt;br /&gt;
&lt;br /&gt;
The grey line that run roughly down the center of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.&lt;br /&gt;
&lt;br /&gt;
On the top left you will notice a lot of small dots and a blue haze. This is empty space. Although Dwarf Fortress may appear to be a 2D game, it is in fact 3D. You are currently looking at a top-down perspective of one [[z-level]]. If you were to move the active window down one level the empty space would become ground and the ground would become unexplored underground space. You can move the screen up and down by pressing {{k|&amp;lt;}} and {{k|&amp;gt;}} respectively (don't forget to hold on {{k|Shift}}!).&lt;br /&gt;
&lt;br /&gt;
That's enough looking around, it's time to ...&lt;br /&gt;
&lt;br /&gt;
==Meet your dwarves==&lt;br /&gt;
====Dwarves====&lt;br /&gt;
You currently have 7 dwarves and I've set up their skills and even given them nicknames to help you keep them sorted.&lt;br /&gt;
*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.&lt;br /&gt;
*'''Matthew''' is a miner exactly the same as Sue.&lt;br /&gt;
*'''Jane''' is a [[woodworker]]. She carries a [[battleaxe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to [[draft]] her into the [[military]].&lt;br /&gt;
*'''Daniel''' is a stoneworker. She has several skill points in [[mason]]ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in [[mechanic]]s so she can build rock [[mechanism]]s, which are required to create [[trap]]s and some [[machine]]s.&lt;br /&gt;
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill.&lt;br /&gt;
*'''Juliet''' is a [[fisherdwarf]]. He will spend most of his time at ponds or creeks catching [[fish]]/[[turtle]] and leaving them on the shore to [[rot]].&lt;br /&gt;
*'''Olon''' is a [[farmer]]. He can plant [[seed]]s at the farm and [[brew]] the mature plants into [[alcohol]] or [[cook]] them into [[food]].&lt;br /&gt;
&lt;br /&gt;
====Creatures====&lt;br /&gt;
You also have:&lt;br /&gt;
*1 [[cat]], which will hunt [[vermin]] for you.&lt;br /&gt;
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance.&lt;br /&gt;
*A [[horse]] and a [[mule]]. If you purchase a male horse from a trade caravan then you could start breeding horses for [[meat]], large stacks of [[bone]] (good for making practice crossbow [[bolt]]s), and [[leather]]; however mules will not breed (nor do they in real life).&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
Most of your supplies are still in the [[wagon]]. You have:&lt;br /&gt;
*Plenty of food and alcohol.&lt;br /&gt;
*An [[anvil]].&lt;br /&gt;
*A few [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
==Unpause the game==&lt;br /&gt;
[[Image:Qs04.png|right]]&lt;br /&gt;
That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food [[stockpile]] in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Juliet is going to fish, and the miners will begin mining.&lt;br /&gt;
&lt;br /&gt;
There are, however, several things I left unfinished for you to practice on. So let's hit {{K|Tab}} to bring the menu window back. I'll be referring to it from now on, and generally it's easier to play with it there constantly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Set tasks in workshops==&lt;br /&gt;
We've got a Craftdwarf's Workshop all setup and ready to go but currently there are no work tasks there and Rachel is just going to ignore it. To find the workshop, press {{k|r}} to enter the &amp;lt;tt&amp;gt;View Rooms/Buildings&amp;lt;/tt&amp;gt; menu, use {{K|Page Down}} twice to get the Crwaftdwarf's Workshop in view, then use {{k|&amp;amp;#8593;}} {{k|&amp;amp;#8595;}} to highlight the workshop.  Press {{k|t}} to zoom to the workshop, and the {{K|Space}} to get back to the main menu.&lt;br /&gt;
&lt;br /&gt;
We want to use the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs05.png]]&lt;br /&gt;
&lt;br /&gt;
Now the menu window displays the options for that building. Each different kind of building will have a different set of options. We want to {{k|a}}dd a new task. We are presented with a list of tasks (figure below) to choose from. Our miners have left plenty of rock lying around, so let's select that, {{k|g}}.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs06.png]]&lt;br /&gt;
&lt;br /&gt;
We get yet another list of tasks (figure below). Select ''Make rock Crafts'' by pressing {{k|Enter}} or {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs06b.png]]&lt;br /&gt;
&lt;br /&gt;
It has returned us to the first menu which will now have one task listed. &lt;br /&gt;
&lt;br /&gt;
[[Image:Qs06c.png]]&lt;br /&gt;
&lt;br /&gt;
We may as well add the other three kinds of rock goods, and then set them to repeat by pressing {{k|r}}. &lt;br /&gt;
&lt;br /&gt;
[[Image:Qs06d.png]]&lt;br /&gt;
&lt;br /&gt;
If a task is set to repeat then once it's completed it returns to the end of the task list, instead of being removed from the list. So now Rachel will sit in her shop constantly producing goods.&lt;br /&gt;
&lt;br /&gt;
There is one other step though: making sure she doesn't get distracted by other jobs.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
==Setting job preferences==&lt;br /&gt;
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once.&lt;br /&gt;
&lt;br /&gt;
First you need to find the dwarf in question. Now you can either use the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; option and hunt around the map until you locate the dwarf, or you can do it the smart way. Open up the &amp;lt;tt&amp;gt;{{k|u}}nit list&amp;lt;/tt&amp;gt; and you'll get a screen like this one:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs07.png]]&lt;br /&gt;
&lt;br /&gt;
Now scroll down to the dwarf you want and press &amp;lt;tt&amp;gt;Zoom {{k|c}}reature&amp;lt;/tt&amp;gt;. This will centre the screen on the unit and open the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; mode. So you'll see this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs08.png]]&lt;br /&gt;
&lt;br /&gt;
From here we can get a lot of information on the dwarf. At the moment we're looking at {{k|g}}eneral, but there is also {{k|i}}nventory, {{k|p}}references, and {{k|w}}ounds. Go to {{k|p}}references and you will get a new menu with new options, as shown below:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs09a.png]]&lt;br /&gt;
&lt;br /&gt;
If you press {{k|l}}abor then you will see a list of all possible tasks that a dwarf can perform. The first page of this list is shown in this screenshot:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs09b.png]]&lt;br /&gt;
&lt;br /&gt;
Scroll using numpad {{k|+}} and {{k|-}} until you find the &amp;quot;Hauling&amp;quot; tasks on the 4th page:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs09c.png]]&lt;br /&gt;
&lt;br /&gt;
Now press {{k|Enter}} to turn each one off and it should end up looking like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs09d.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using the job manager==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs10.png|Fig 10: Open the job list&lt;br /&gt;
Image:Qs11.png|Fig 11: Open the job manager and select &amp;lt;tt&amp;gt;New order&amp;lt;/tt&amp;gt;&lt;br /&gt;
Image:Qs12.png|Fig 12: The job orders list&lt;br /&gt;
Image:Qs13.png|Fig 13: The job manager with one job displayed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden [[bin]]s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually.&lt;br /&gt;
&lt;br /&gt;
Anyway, open the &amp;lt;tt&amp;gt;{{k|j}}ob list&amp;lt;/tt&amp;gt; and you will see figure 10.&lt;br /&gt;
&lt;br /&gt;
This details all the jobs currently underway and who is doing them. We're not too concerned with this information though, what we want is to get at the sub-menu &amp;lt;tt&amp;gt;job {{k|m}}anager&amp;lt;/tt&amp;gt;, which you can see at the bottom of the image. Open that up and you will see figure 11, a blank screen! &lt;br /&gt;
&lt;br /&gt;
Not surprising, as we haven't used it yet to allocated jobs. Press {{k|q}} to start a new job and you will get a list of &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; possible jobs that can happen in a fort (figure 12). There are a ''lot''.&lt;br /&gt;
&lt;br /&gt;
Luckily we can search for what we want, so type in &amp;lt;tt&amp;gt;wood bin&amp;lt;/tt&amp;gt; to shorten the list of jobs. Use {{k|&amp;amp;#8593;}} {{k|&amp;amp;#8595;}} to highlight &amp;lt;tt&amp;gt;Construct wooden Bin&amp;lt;/tt&amp;gt; and select it using {{k|Enter}}. It will ask you how many, 5 sounds like a good number to me. After that it will return to the original job manager, except now it will have one new job as shown in figure 13.&lt;br /&gt;
&lt;br /&gt;
The job manager automatically generates the job in the appropriate workshops. We have one carpenters workshop so it will generate 5 &amp;quot;produce wooden bin&amp;quot; orders. If we had 5 carpenters workshops it would produce one in each shop. Note that we don't currently have 5 logs available so soon Jane will start canceling tasks as quickly as the job manager creates them. You will need to designate more trees to be cut down (explained [[#Designation menu|below]]).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defining rooms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs14.png|Fig 14: Select a dining table and make it a room&lt;br /&gt;
Image:Qs15.png|Fig 15: Size the room&lt;br /&gt;
Image:Qs16.png|Fig 16: The dining table now forms the centre of a room, and the menu now displays the room options&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our [[dining room]] has plenty of tables and chairs for eating, but isn't actually a dining room yet.&lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, again and move the cursor to one of the tables in the dining room (figure 14). It doesn't matter which one.&lt;br /&gt;
&lt;br /&gt;
You will notice that this building has quite a different menu to the craft shop we looked at earlier. Press {{k|r}} to make this table into a room, then use the {{k|+}} {{k|-}} keys to get it to the maximum size (figure 15).&lt;br /&gt;
&lt;br /&gt;
Press {{k|Enter}} to accept and it will return to the building menu, which now has new options because it is a room instead of a table (figure 16). Since we want this to be a public dining hall we don't need to change any of these options, so you can press {{k|Space}} to finish.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using farms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs17.png|Fig 17: Two farms below the main fort&lt;br /&gt;
Image:Qs18.png|Fig 18: Select a farm and decide which crops to grow.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you used the {{k|&amp;gt;}} to explore the [[z-level]] below the main fort you may have discovered this little room just below the pantry (figure 17).&lt;br /&gt;
&lt;br /&gt;
This is two farms built in the arable sand layer, but no seeds have been planted yet. Once again use &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, to get to the farm options (figre 18). &lt;br /&gt;
&lt;br /&gt;
You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Designation menu==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs19.png|Fig 19: The designation menu&lt;br /&gt;
Image:Qs20.png|Fig 20: Select &amp;lt;tt&amp;gt;Mine&amp;lt;/tt&amp;gt; and set the first point on the exposed wall&lt;br /&gt;
Image:Qs21.png|Fig 21: Set the second point somewhere in the unmined space&lt;br /&gt;
Image:Qs22.png|Fig 22: Select &amp;lt;tt&amp;gt;Up staircase&amp;lt;/tt&amp;gt; and place it&lt;br /&gt;
Image:Qs23.png|Fig 23: Move up one z-level and place a &amp;lt;tt&amp;gt;Down staircase&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The {{k|d}}esignation menu is one of the most important in the game. It allows you to mine out new areas of your fort, chop down trees, gather plants, etc. We want to define a new shaft for our idle miner, so select {{k|d}}ig (figure 19).&lt;br /&gt;
&lt;br /&gt;
Now scroll the cursor to where you want to begin the shaft and press {{K|enter}}. Obviously we want to start it at a wall the miner can reach! (Figure 20)&lt;br /&gt;
&lt;br /&gt;
Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.  Note that you can designate entire rectangles to be mined, not just a single line like I did.&lt;br /&gt;
&lt;br /&gt;
Now let's create a [[staircase]] to access the next level up. First designate an up-stair on the current level (figure 22): press {{k|u}}, then {{K|Enter}} twice.&lt;br /&gt;
&lt;br /&gt;
And now the tricky bit - move up one level ({{k|&amp;lt;}}) and designate a down staircase ''directly above it'' (figure 23) by doing {{k|j}}, then {{K|Enter}} twice.&lt;br /&gt;
&lt;br /&gt;
To get Jane the woodworker to chop down trees, go to the outdoors west of the indoor rooms, select {{k|t}} from the designation menu, press {{K|Enter}} to select one corner of a rectangle, use the arrow keys to move to the opposite corner of the desired rectangle, and press {{K|Enter}} again; all of the trees inside of the rectangle will be highlighted to indicate that they've been designated for cutting.  If you've selected too many trees you might later need to turn off Jane's Wood Cutting labor to get her to stop cutting trees and start making bins out of the trees she's already cut.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs24.png|Fig 24: Rotting turtles surrond a pond&lt;br /&gt;
Image:Qs25a.png|Fig 25a: The &amp;lt;tt&amp;gt;Site building&amp;lt;/tt&amp;gt; menu&lt;br /&gt;
Image:Qs25b.png|Fig 25b: The workshop sub-menu&lt;br /&gt;
Image:Qs26.png|Fig 26: Placing the fishery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Juliet has been busy catching turtle, unfortunately he's been too busy to clean and gut them, so they've been rotting on the pond side (figure 24). &lt;br /&gt;
&lt;br /&gt;
We want to build a [[fishery]] nearby to fix this problem. First open the &amp;lt;tt&amp;gt;Site a {{k|b}}uilding&amp;lt;/tt&amp;gt; menu and you will see a list of all possible buildings (figure 25A). Scroll down until you reach {{k|w}}orkshops, select that and you will get a sub-menu of all the workshops (figure 25B).&lt;br /&gt;
&lt;br /&gt;
Once you select fishery a 3x3 block will pop up on the active window, representing how big the workshop is and where you want to build it. At the moment there is a tree in the way (figure 26), so move around until you find some clear ground close to the pond.&lt;br /&gt;
&lt;br /&gt;
Once you have placed it you will be asked which materials you want to construct it out of. At this stage it doesn't really matter, but I suggest Andesite since it's closest (excluding the wood logs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But this isn't enough. For one of your dwarves to actually construct the workshop ''they need to have the labor enabled that relates to that building'' ... and at the moment no one has [[fish cleaner]] nor [[fish dissector]] enabled. You need to select another dwarf and change his labors to include [[fish cleaner|fish cleaning]], as explained [[#Setting job preferences|above]]. Preferably not Juliet (since the Fishing task takes precedence over almost all other tasks) nor any other dwarf that is busy with important tasks.&lt;br /&gt;
&lt;br /&gt;
Once the fishery is complete you will need to set the task &amp;lt;tt&amp;gt;{{k|p}}rocess raw fish&amp;lt;/tt&amp;gt; at the workshop, and set it to repeat. Pretty soon you'll be churning out a good supply of meat to feed your fort. Also, since Juliet is catching [[turtle]] you will also get a nice little supply of [[shell]]s that Rachel can then craft into goods.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Well, that's most of the basics covered. Next up I suggest you dig out an area near the pantry and build a [[still]] and a [[kitchen]] so you can begin brewing alcohol and cooking food (although plenty of food can be eaten raw). When the trade caravan arrives you will want to consult the [[trading]] page to learn how to trade with them. &lt;br /&gt;
&lt;br /&gt;
I hope you have fun exploring the area, building some proper defences to hold off [[invader]]s, and dealing with an expanding [[population]] and the greater problems that they bring.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Game_Basics_FAQ&amp;diff=62971</id>
		<title>Template:Game Basics FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Game_Basics_FAQ&amp;diff=62971"/>
		<updated>2010-02-11T09:33:55Z</updated>

		<summary type="html">&lt;p&gt;Juckto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY the following two lines. ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
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&amp;lt;center&amp;gt;&lt;br /&gt;
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! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | '''Game Basics FAQ'''&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Game Basics]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=62970</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=62970"/>
		<updated>2010-02-11T09:30:48Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* Designation menu */ as original author, it is not a coincidence that the designated tunnel leads directly to the magma vent, no mention is made in the tutorial, and it concludes &amp;quot;have fun&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is intended to be used in conjunction with a save file downloadable [http://dffd.wimbli.com/file.php?id=728 here] (5 meg download). By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed.&lt;br /&gt;
&lt;br /&gt;
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks.&lt;br /&gt;
&lt;br /&gt;
This guide and associated save file was created using version '''v0.28.181.40d'''.&lt;br /&gt;
&lt;br /&gt;
==What you will see when you load the game==&lt;br /&gt;
[[Image:Qs01.png]]&lt;br /&gt;
&lt;br /&gt;
The game will begin paused (don't unpause yet), centered on the [[meeting hall]] where all 7 of your starting [[dwarves]] are currently relaxing. The screen is divided into three sections. On the left is the active window, this is where you will see dwarves move around and where you issue orders. In the middle is the menu window. On the right is the fort view which gives you an overall view of the level (it's effectively a zoomed-out version of the active window).&lt;br /&gt;
&lt;br /&gt;
You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs02.png]]&lt;br /&gt;
&lt;br /&gt;
Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]].&lt;br /&gt;
&lt;br /&gt;
By using the numpad keys you can move the active screen around and explore. What you will discover is compiled below, with key points highlighted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs03.png]]&lt;br /&gt;
&lt;br /&gt;
The grey line that run roughly down the center of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.&lt;br /&gt;
&lt;br /&gt;
On the top left you will notice a lot of small dots and a blue haze. This is empty space. Although Dwarf Fortress may appear to be a 2D game, it is in fact 3D. You are currently looking at a top-down perspective of one [[z-level]]. If you were to move the active window down one level the empty space would become ground and the ground would become unexplored underground space. You can move the screen up and down by pressing {{k|&amp;lt;}} and {{k|&amp;gt;}} respectively (don't forget to hold on {{k|Shift}}!).&lt;br /&gt;
&lt;br /&gt;
That's enough looking around, it's time to ...&lt;br /&gt;
&lt;br /&gt;
==Meet your dwarves==&lt;br /&gt;
====Dwarves====&lt;br /&gt;
You currently have 7 dwarves and I've set up their skills and even given them nicknames to help you keep them sorted.&lt;br /&gt;
*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.&lt;br /&gt;
*'''Matthew''' is a miner exactly the same as Sue.&lt;br /&gt;
*'''Jane''' is a [[woodworker]]. She carries a [[battleaxe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to [[draft]] her into the [[military]].&lt;br /&gt;
*'''Daniel''' is a stoneworker. She has several skill points in [[mason]]ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in [[mechanic]]s so she can build rock [[mechanism]]s, which are required to create [[trap]]s and some [[machine]]s.&lt;br /&gt;
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill.&lt;br /&gt;
*'''Juliet''' is a [[fisherdwarf]]. He will spend most of his time at ponds or creeks catching [[fish]]/[[turtle]] and leaving them on the shore to [[rot]].&lt;br /&gt;
*'''Olon''' is a [[farmer]]. He can plant [[seed]]s at the farm and [[brew]] the mature plants into [[alcohol]] or [[cook]] them into [[food]].&lt;br /&gt;
&lt;br /&gt;
====Creatures====&lt;br /&gt;
You also have:&lt;br /&gt;
*1 [[cat]], which will hunt [[vermin]] for you.&lt;br /&gt;
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance.&lt;br /&gt;
*A [[horse]] and a [[mule]]. If you purchase a male horse from a trade caravan then you could start breeding horses for [[meat]], large stacks of [[bone]] (good for making practice crossbow [[bolt]]s), and [[leather]]; however mules never breed (not in DF, not in RL).&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
Most of your supplies are still in the [[wagon]]. You have:&lt;br /&gt;
*Plenty of food and alcohol.&lt;br /&gt;
*An [[anvil]].&lt;br /&gt;
*A few [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
==Unpause the game==&lt;br /&gt;
[[Image:Qs04.png|right]]&lt;br /&gt;
That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food [[stockpile]] in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Juliet is going to fish, and the miners will begin mining.&lt;br /&gt;
&lt;br /&gt;
There are, however, several things I left unfinished for you to practice on. So let's hit {{K|Tab}} to bring the menu window back. I'll be referring to it from now on, and generally it's easier to play with it there constantly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Set tasks in workshops==&lt;br /&gt;
We've got a Craftdwarf's Workshop all setup and ready to go but currently there are no work tasks there and Rachel is just going to ignore it. To find the workshop, press {{k|r}} to enter the &amp;lt;tt&amp;gt;View Rooms/Buildings&amp;lt;/tt&amp;gt; menu, use {{K|Page Down}} twice to get the Crwaftdwarf's Workshop in view, then use {{k|&amp;amp;#8593;}} {{k|&amp;amp;#8595;}} to highlight the workshop.  Press {{k|t}} to zoom to the workshop, and the {{K|Space}} to get back to the main menu.&lt;br /&gt;
&lt;br /&gt;
We want to use the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs05.png]]&lt;br /&gt;
&lt;br /&gt;
Now the menu window displays the options for that building. Each different kind of building will have a different set of options. We want to {{k|a}}dd a new task. We are presented with a list of tasks (figure below) to choose from. Our miners have left plenty of rock lying around, so let's select that, {{k|g}}.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs06.png]]&lt;br /&gt;
&lt;br /&gt;
We get yet another list of tasks (figure below). Select ''Make rock Crafts'' by pressing {{k|Enter}} or {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs06b.png]]&lt;br /&gt;
&lt;br /&gt;
It has returned us to the first menu which will now have one task listed. &lt;br /&gt;
&lt;br /&gt;
[[Image:Qs06c.png]]&lt;br /&gt;
&lt;br /&gt;
We may as well add the other three kinds of rock goods, and then set them to repeat by pressing {{k|r}}. &lt;br /&gt;
&lt;br /&gt;
[[Image:Qs06d.png]]&lt;br /&gt;
&lt;br /&gt;
If a task is set to repeat then once it's completed it returns to the end of the task list, instead of being removed from the list. So now Rachel will sit in her shop constantly producing goods.&lt;br /&gt;
&lt;br /&gt;
There is one other step though: making sure she doesn't get distracted by other jobs.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
==Setting job preferences==&lt;br /&gt;
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once.&lt;br /&gt;
&lt;br /&gt;
First you need to find the dwarf in question. Now you can either use the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; option and hunt around the map until you locate the dwarf, or you can do it the smart way. Open up the &amp;lt;tt&amp;gt;{{k|u}}nit list&amp;lt;/tt&amp;gt; and you'll get a screen like this one:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs07.png]]&lt;br /&gt;
&lt;br /&gt;
Now scroll down to the dwarf you want and press &amp;lt;tt&amp;gt;Zoom {{k|c}}reature&amp;lt;/tt&amp;gt;. This will centre the screen on the unit and open the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; mode. So you'll see this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs08.png]]&lt;br /&gt;
&lt;br /&gt;
From here we can get a lot of information on the dwarf. At the moment we're looking at {{k|g}}eneral, but there is also {{k|i}}nventory, {{k|p}}references, and {{k|w}}ounds. Go to {{k|p}}references and you will get a new menu with new options, as shown below:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs09a.png]]&lt;br /&gt;
&lt;br /&gt;
If you press {{k|l}}abor then you will see a list of all possible tasks that a dwarf can perform. The first page of this list is shown in this screenshot:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs09b.png]]&lt;br /&gt;
&lt;br /&gt;
Scroll using numpad {{k|+}} and {{k|-}} until you find the &amp;quot;Hauling&amp;quot; tasks on the 4th page:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs09c.png]]&lt;br /&gt;
&lt;br /&gt;
Now press {{k|Enter}} to turn each one off and it should end up looking like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs09d.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using the job manager==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs10.png|Fig 10: Open the job list&lt;br /&gt;
Image:Qs11.png|Fig 11: Open the job manager and select &amp;lt;tt&amp;gt;New order&amp;lt;/tt&amp;gt;&lt;br /&gt;
Image:Qs12.png|Fig 12: The job orders list&lt;br /&gt;
Image:Qs13.png|Fig 13: The job manager with one job displayed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden [[bin]]s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually.&lt;br /&gt;
&lt;br /&gt;
Anyway, open the &amp;lt;tt&amp;gt;{{k|j}}ob list&amp;lt;/tt&amp;gt; and you will see figure 10.&lt;br /&gt;
&lt;br /&gt;
This details all the jobs currently underway and who is doing them. We're not too concerned with this information though, what we want is to get at the sub-menu &amp;lt;tt&amp;gt;job {{k|m}}anager&amp;lt;/tt&amp;gt;, which you can see at the bottom of the image. Open that up and you will see figure 11, a blank screen! &lt;br /&gt;
&lt;br /&gt;
Not surprising, as we haven't used it yet to allocated jobs. Press {{k|q}} to start a new job and you will get a list of &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; possible jobs that can happen in a fort (figure 12). There are a ''lot''.&lt;br /&gt;
&lt;br /&gt;
Luckily we can search for what we want, so type in &amp;lt;tt&amp;gt;wood bin&amp;lt;/tt&amp;gt; to shorten the list of jobs. Use {{k|&amp;amp;#8593;}} {{k|&amp;amp;#8595;}} to highlight &amp;lt;tt&amp;gt;Construct wooden Bin&amp;lt;/tt&amp;gt; and select it using {{k|Enter}}. It will ask you how many, 5 sounds like a good number to me. After that it will return to the original job manager, except now it will have one new job as shown in figure 13.&lt;br /&gt;
&lt;br /&gt;
The job manager automatically generates the job in the appropriate workshops. We have one carpenters workshop so it will generate 5 &amp;quot;produce wooden bin&amp;quot; orders. If we had 5 carpenters workshops it would produce one in each shop. Note that we don't currently have 5 logs available so soon Jane will start canceling tasks as quickly as the job manager creates them. You will need to designate more trees to be cut down (explained [[#Designation menu|below]]).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defining rooms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs14.png|Fig 14: Select a dining table and make it a room&lt;br /&gt;
Image:Qs15.png|Fig 15: Size the room&lt;br /&gt;
Image:Qs16.png|Fig 16: The dining table now forms the centre of a room, and the menu now displays the room options&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our [[dining room]] has plenty of tables and chairs for eating, but isn't actually a dining room yet.&lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, again and move the cursor to one of the tables in the dining room (figure 14). It doesn't matter which one.&lt;br /&gt;
&lt;br /&gt;
You will notice that this building has quite a different menu to the craft shop we looked at earlier. Press {{k|r}} to make this table into a room, then use the {{k|+}} {{k|-}} keys to get it to the maximum size (figure 15).&lt;br /&gt;
&lt;br /&gt;
Press {{k|Enter}} to accept and it will return to the building menu, which now has new options because it is a room instead of a table (figure 16). Since we want this to be a public dining hall we don't need to change any of these options, so you can press {{k|Space}} to finish.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using farms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs17.png|Fig 17: Two farms below the main fort&lt;br /&gt;
Image:Qs18.png|Fig 18: Select a farm and decide which crops to grow.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you used the {{k|&amp;gt;}} to explore the [[z-level]] below the main fort you may have discovered this little room just below the pantry (figure 17).&lt;br /&gt;
&lt;br /&gt;
This is two farms built in the arable sand layer, but no seeds have been planted yet. Once again use &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, to get to the farm options (figre 18). &lt;br /&gt;
&lt;br /&gt;
You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Designation menu==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs19.png|Fig 19: The designation menu&lt;br /&gt;
Image:Qs20.png|Fig 20: Select &amp;lt;tt&amp;gt;Mine&amp;lt;/tt&amp;gt; and set the first point on the exposed wall&lt;br /&gt;
Image:Qs21.png|Fig 21: Set the second point somewhere in the unmined space&lt;br /&gt;
Image:Qs22.png|Fig 22: Select &amp;lt;tt&amp;gt;Up staircase&amp;lt;/tt&amp;gt; and place it&lt;br /&gt;
Image:Qs23.png|Fig 23: Move up one z-level and place a &amp;lt;tt&amp;gt;Down staircase&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The {{k|d}}esignation menu is one of the most important in the game. It allows you to mine out new areas of your fort, chop down trees, gather plants, etc. We want to define a new shaft for our idle miner, so select {{k|d}}ig (figure 19).&lt;br /&gt;
&lt;br /&gt;
Now scroll the cursor to where you want to begin the shaft and press {{K|enter}}. Obviously we want to start it at a wall the miner can reach! (Figure 20)&lt;br /&gt;
&lt;br /&gt;
Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.  Note that you can designate entire rectangles to be mined, not just a single line like I did.&lt;br /&gt;
&lt;br /&gt;
Now let's create a [[staircase]] to access the next level up. First designate an up-stair on the current level (figure 22): press {{k|u}}, then {{K|Enter}} twice.&lt;br /&gt;
&lt;br /&gt;
And now the tricky bit - move up one level ({{k|&amp;lt;}}) and designate a down staircase ''directly above it'' (figure 23) by doing {{k|j}}, then {{K|Enter}} twice.&lt;br /&gt;
&lt;br /&gt;
To get Jane the woodworker to chop down trees, go to the outdoors west of the indoor rooms, select {{k|t}} from the designation menu, press {{K|Enter}} to select one corner of a rectangle, use the arrow keys to move to the opposite corner of the desired rectangle, and press {{K|Enter}} again; all of the trees inside of the rectangle will be highlighted to indicate that they've been designated for cutting.  If you've selected too many trees you might later need to turn off Jane's Wood Cutting labor to get her to stop cutting trees and start making bins out of the trees she's already cut.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs24.png|Fig 24: Rotting turtles surrond a pond&lt;br /&gt;
Image:Qs25a.png|Fig 25a: The &amp;lt;tt&amp;gt;Site building&amp;lt;/tt&amp;gt; menu&lt;br /&gt;
Image:Qs25b.png|Fig 25b: The workshop sub-menu&lt;br /&gt;
Image:Qs26.png|Fig 26: Placing the fishery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Juliet has been busy catching turtle, unfortunately he's been too busy to clean and gut them, so they've been rotting on the pond side (figure 24). &lt;br /&gt;
&lt;br /&gt;
We want to build a [[fishery]] nearby to fix this problem. First open the &amp;lt;tt&amp;gt;Site a {{k|b}}uilding&amp;lt;/tt&amp;gt; menu and you will see a list of all possible buildings (figure 25A). Scroll down until you reach {{k|w}}orkshops, select that and you will get a sub-menu of all the workshops (figure 25B).&lt;br /&gt;
&lt;br /&gt;
Once you select fishery a 3x3 block will pop up on the active window, representing how big the workshop is and where you want to build it. At the moment there is a tree in the way (figure 26), so move around until you find some clear ground close to the pond.&lt;br /&gt;
&lt;br /&gt;
Once you have placed it you will be asked which materials you want to construct it out of. At this stage it doesn't really matter, but I suggest Andesite since it's closest (excluding the wood logs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But this isn't enough. For one of your dwarves to actually construct the workshop ''they need to have the labor enabled that relates to that building'' ... and at the moment no one has [[fish cleaner]] nor [[fish dissector]] enabled. You need to select another dwarf and change his labors to include [[fish cleaner|fish cleaning]], as explained [[#Setting job preferences|above]]. Preferably not Juliet (since the Fishing task takes precedence over almost all other tasks) nor any other dwarf that is busy with important tasks.&lt;br /&gt;
&lt;br /&gt;
Once the fishery is complete you will need to set the task &amp;lt;tt&amp;gt;{{k|p}}rocess raw fish&amp;lt;/tt&amp;gt; at the workshop, and set it to repeat. Pretty soon you'll be churning out a good supply of meat to feed your fort. Also, since Juliet is catching [[turtle]] you will also get a nice little supply of [[shell]]s that Rachel can then craft into goods.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Well, that's most of the basics covered. Next up I suggest you dig out an area near the pantry and build a [[still]] and a [[kitchen]] so you can begin brewing alcohol and cooking food (although plenty of food can be eaten raw). When the trade caravan arrives you will want to consult the [[trading]] page to learn how to trade with them. &lt;br /&gt;
&lt;br /&gt;
I hope you have fun exploring the area, building some proper defences to hold off [[invader]]s, and dealing with an expanding [[population]] and the greater problems that they bring.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11358</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11358"/>
		<updated>2009-06-11T02:23:11Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* Creatures */ changed &amp;quot;get a horse&amp;quot; -&amp;gt; &amp;quot;purchase a horse&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is intended to be used in conjunction with a save file downloadable [http://dffd.wimbli.com/file.php?id=728 here] (5 meg download). By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed.&lt;br /&gt;
&lt;br /&gt;
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks.&lt;br /&gt;
&lt;br /&gt;
This guide and associated save file was created using version '''v0.28.181.40d'''.&lt;br /&gt;
&lt;br /&gt;
==What you will see when you load the game==&lt;br /&gt;
[[Image:Qs01.JPG]]&lt;br /&gt;
&lt;br /&gt;
The game will begin paused (don't unpause yet), centred on the [[meeting hall]] where all 7 of your starting [[dwarves]] are currently relaxing. The screen is divided into three sections. On the left is the active window, this is where you will see dwarves move around and where you issue orders. In the middle is the menu window. On the right is the fort view which gives you an overall view of the level (it's effectively a zoomed-out version of the active window.&lt;br /&gt;
&lt;br /&gt;
You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs02.JPG]]&lt;br /&gt;
&lt;br /&gt;
Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]].&lt;br /&gt;
&lt;br /&gt;
By using the numpad keys you can move the active screen around and explore. What you will discover is compiled below, with key points highlighted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs03.jpg]]&lt;br /&gt;
&lt;br /&gt;
The grey line that run roughly down the centre of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.&lt;br /&gt;
&lt;br /&gt;
On the top left you will notice a lot of small dots and a blue haze. This is empty space. For you see although Dwarf Fortress may appear to be a 2D game it is in fact 3D. You are currently looking at the birds eye perspective of one [[z-level]]. If you were to move the active window down one level the empty space would become ground and the ground would become unexplored underground space. You can move the screen up and down by pressing {{k|&amp;lt;}} and {{k|&amp;gt;}} respectively (don't forget to hold on {{k|Shift}}!).&lt;br /&gt;
&lt;br /&gt;
That's enough looking around, it's time to ...&lt;br /&gt;
&lt;br /&gt;
==Meet your dwarves==&lt;br /&gt;
====Dwarves====&lt;br /&gt;
You currently have 7 dwarves and I've set up their skills and even given them nicknames to help you keep them sorted.&lt;br /&gt;
*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.&lt;br /&gt;
*'''Matthew''' is a miner exactly the same as Sue.&lt;br /&gt;
*'''Jane''' is a [[woodworker]]. She carries a [[battleaxe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to [[draft]] her into the [[military]].&lt;br /&gt;
*'''Daniel''' is a stoneworker. She has several skill points in [[mason]]ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in [[mechanic]]s so she can build rock [[mechanism]]s, which are required to create [[trap]]s and some [[machine]]s.&lt;br /&gt;
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill.&lt;br /&gt;
*'''Juliet''' is a [[fisherdwarf]]. He will spend most of his time at ponds or creeks catching [[fish]]/[[turtle]] and leaving them on the shore to [[rot]].&lt;br /&gt;
*'''Olon''' is a [[farmer]]. He can plant [[seed]]s at the farm and [[brew]] the mature plants into [[alcohol]] or [[cook]] them into [[food]].&lt;br /&gt;
&lt;br /&gt;
====Creatures====&lt;br /&gt;
You also have:&lt;br /&gt;
*1 [[cat]], which will hunt [[vermin]] for you.&lt;br /&gt;
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance.&lt;br /&gt;
*A [[horse]] and a [[mule]]. If you purchase a male horse from a trade caravan then you could start breeding horses for [[meat]] and [[leather]]; however your mule will never breed.&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
Most of your supplies are still in the [[wagon]]. You have:&lt;br /&gt;
*Plenty of food and alcohol.&lt;br /&gt;
*An [[anvil]].&lt;br /&gt;
*A few [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
==Unpause the game==&lt;br /&gt;
[[Image:Qs04.JPG|right]]&lt;br /&gt;
That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food [[stockpile]] in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Juliet is going to fish, and the miners will begin mining.&lt;br /&gt;
&lt;br /&gt;
There are, however, several things I left unfinished for you to practice on. So let's hit {{K|Tab}} to bring the menu window back. I'll be referring to it from now on, and generally it's easier to play with it there constantly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Set tasks in workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs05.JPG|Fig 5: Selecting the craftshop&lt;br /&gt;
Image:Qs06.JPG|Fig 6: Setting the tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
We've got a craftdwarf's workshop all setup and ready to go but currently there are no work tasks there and Rachel is just going to ignore it. We want to use the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected.&lt;br /&gt;
&lt;br /&gt;
Now the menu window displays the options for that building. Each different kind of building will have a different set of options. We want to {{k|a}}dd a new task. We are presented with a list of tasks (Figure 6A) to choose from. Our miners have left plenty of rock lying around, so let's select that, {{k|g}}.&lt;br /&gt;
&lt;br /&gt;
We get yet another list of tasks (Figure 6B). Select rock crafts by pressing {{k|Enter}} and it will return to the first menu which will now have one task listed (Figure 6C). We may as well add the other three kinds of rock goods, and then set them to repeat by pressing {{k|r}} (figure 6D). &lt;br /&gt;
&lt;br /&gt;
If a task is set to repeat then once it's completed it returns to the end of the task list, instead of being removed from the list. So now Rachel will sit in her shop constantly producing goods.&lt;br /&gt;
&lt;br /&gt;
There is one other step though: making sure she doesn't get distracted by other jobs.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
==Setting job preferences==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs07.JPG|Fig 7: Open the unit list&lt;br /&gt;
Image:Qs08.JPG|Fig 8: Zoom to Rachel&lt;br /&gt;
Image:Qs09.JPG|Fig 9: Go to her preferences sub-menu and disable all the hauling tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once.&lt;br /&gt;
&lt;br /&gt;
First you need to find the dwarf in question. Now you can either use the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; option and hunt around the map until you locate the dwarf, or you can do it the smart way. Open up the &amp;lt;tt&amp;gt;{{k|u}}nit list&amp;lt;/tt&amp;gt; and you'll get a screen like figure 7.&lt;br /&gt;
&lt;br /&gt;
Now scroll down to the dwarf you want and press &amp;lt;tt&amp;gt;Zoom {{k|c}}reature&amp;lt;/tt&amp;gt;. This will centre the screen on the unit and open the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; mode. So you'll see figure 8.&lt;br /&gt;
&lt;br /&gt;
From here we can get a lot of information on the dwarf. At the moment we're looking at {{k|g}}eneral, but there is also {{k|i}}nventory, {{k|p}}references, and {{k|w}}ounds. Go to {{k|p}}references and you will get a new menu with new options, as shown in figure 9A. If you press {{k|l}}abor then you will see a list of all possible tasks that a dwarf can perform. The first page of this list is shown in figure 9B. Scroll down until you find the &amp;quot;Hauling&amp;quot; tasks on the 4th page (figure 9C) and press {{k|Enter}} to turn each one off and it should end up looking like figure 9D.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using the job manager==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs10.JPG|Fig 10: Open the job list&lt;br /&gt;
Image:Qs11.JPG|Fig 11: Open the job manager and select &amp;lt;tt&amp;gt;New order&amp;lt;/tt&amp;gt;&lt;br /&gt;
Image:Qs12.JPG|Fig 12: The job orders list&lt;br /&gt;
Image:Qs13.JPG|Fig 13: The job manager with one job displayed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden [[bin]]s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually.&lt;br /&gt;
&lt;br /&gt;
Anyway, open the &amp;lt;tt&amp;gt;{{k|j}}ob list&amp;lt;/tt&amp;gt; and you will see figure 10.&lt;br /&gt;
&lt;br /&gt;
This details all the jobs currently underway and who is doing them. We're not too concerned with this information though, what we want is to get at the sub-menu &amp;lt;tt&amp;gt;job {{k|m}}anager&amp;lt;/tt&amp;gt;, which you can see at the bottom of the image. Open that up and you will see figure 11, a blank screen! &lt;br /&gt;
&lt;br /&gt;
Not surprising, as we haven't used it yet to allocated jobs. Press {{k|q}} to start a new job and you will get a list of &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; possible jobs that can happen in a fort (figure 12). There are a ''lot''.&lt;br /&gt;
&lt;br /&gt;
Luckily we can search for what we want, so type in &amp;lt;tt&amp;gt;wood bin&amp;lt;/tt&amp;gt; and select it. It will ask you how many, 5 sound like a good number to me. After that it will return to the original job manager, except now it will have one new job as shown in figure 13.&lt;br /&gt;
&lt;br /&gt;
The job manager automatically generates the job in the appropriate workshops. We have one carpenters workshop so it will generate 5 &amp;quot;produce wooden bin&amp;quot; orders. If we had 5 carpenters workshops it would produce one in each shop. Note that we don't currently have 5 logs available so soon Jane will start canceling tasks as quickly as the job manager creates them. You will need to designate more trees to be cut down (explained [[#Designation menu|below]]).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defining rooms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs14.JPG|Fig 14: Select a dining table and make it a room&lt;br /&gt;
Image:Qs15.JPG|Fig 15: Size the room&lt;br /&gt;
Image:Qs16.JPG|Fig 16: The dining table now forms the centre of a room, and the menu now displays the room options&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our [[dining room]] has plenty of tables and chairs for eating, but isn't actually a dining room yet.&lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, again and move the cursor to one of the tables in the dining room (figure 14). It doesn't matter which one.&lt;br /&gt;
&lt;br /&gt;
You will notice that this building has quite a different menu to the craft shop we looked at earlier. Press {{k|r}} to make this table into a room, then use the {{k|+}} {{k|-}} keys to get it to the maximum size (figure 15).&lt;br /&gt;
&lt;br /&gt;
Press {{k|Enter}} to accept and it will return to the building menu, which now has new options because it is a room instead of a table (figure 16). Since we want this to be a public dining hall we don't need to change any of these options, so you can press {{k|Space}} to finish.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using farms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs17.JPG|Fig 17: Two farms below the main fort&lt;br /&gt;
Image:Qs18.JPG|Fig 18: Select a farm and decide which crops to grow.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you used the {{k|&amp;gt;}} to explore the [[z-level]] below the main fort you may have discovered this little room just below the pantry (figure 17).&lt;br /&gt;
&lt;br /&gt;
This is two farms built in the arable sand layer, but no seeds have been planted yet. Once again use &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, to get to the farm options (figre 18). &lt;br /&gt;
&lt;br /&gt;
You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring] so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Designation menu==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs19.JPG|Fig 19: The designation menu&lt;br /&gt;
Image:Qs20.JPG|Fig 20: Select &amp;lt;tt&amp;gt;Mine&amp;lt;/tt&amp;gt; and set the first point on the exposed wall&lt;br /&gt;
Image:Qs21.JPG|Fig 21: Set the second point somewhere in the unmined space&lt;br /&gt;
Image:Qs22.JPG|Fig 22: Select &amp;lt;tt&amp;gt;Up staircase&amp;lt;/tt&amp;gt; and place it&lt;br /&gt;
Image:Qs23.JPG|Fig 23: Move up one z-level and place a &amp;lt;tt&amp;gt;Down staircase&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The designation menu is one of the most important in the game. It allows you to mine out new areas of your fort, chop down trees, gather plants, etc. We want to define a new shaft for our idle miner, so select {{k|d}}ig (figure 19).&lt;br /&gt;
&lt;br /&gt;
Now scroll the cursor to where you want to begin the shaft and press enter. Obviously we want to start it at a wall the miner can reach! (Figure 20)&lt;br /&gt;
&lt;br /&gt;
Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.&lt;br /&gt;
&lt;br /&gt;
Note that you can designate entire rectangles to be mined, not just a single line like I did. Now let's create a [[staircase]] to access the next level. First designate an up-stair on the current level (figure 22).&lt;br /&gt;
&lt;br /&gt;
And now the tricky bit - move up one level and designate a down staircase ''directly above it'' (figure 23).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs24.JPG|Fig 24: Rotting turtles surrond a pond&lt;br /&gt;
Image:Qs25.JPG|Fig 25: The &amp;lt;tt&amp;gt;Site building&amp;lt;/tt&amp;gt; menu and workshop sub-menu&lt;br /&gt;
Image:Qs26.JPG|Fig 26: Placing the fishery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Juliet has been busy catching turtle, unfortunately he's been too busy to clean and gut them, so they've been rotting on the pond side (figure 24). &lt;br /&gt;
&lt;br /&gt;
We want to build a [[fishery]] nearby to fix this problem. First open the &amp;lt;tt&amp;gt;Site a {{k|b}}uilding&amp;lt;/tt&amp;gt; menu and you will see a list of all possible buildings (figure 25A). Scroll down until you reach {{k|w}}orkshops, select that and you will get a sub-menu of all the workshops (figure 25B).&lt;br /&gt;
&lt;br /&gt;
Once you select fishery a 3x3 block will pop up on the active window, representing how big the workshop is and where you want to build it. At the moment there is a tree in the way (figure 26), so move around until you find some clear ground close to the pond.&lt;br /&gt;
&lt;br /&gt;
Once you have placed it you will be asked which materials you want to construct it out of. At this stage it doesn't really matter, but I suggest Andesite since it's closest (excluding the wood logs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But this isn't enough. For one of your dwarves to actually construct the workshop ''they need to have the labor enabled that relates to that building'' ... and at the moment no one has [[fish cleaner]] nor [[fish dissector]] enabled. You need to select another dwarf and change his labors to include [[fish cleaner|fish cleaning]], as explained [[#Setting job preferences|above]]. Preferably not Juliet (since the Fishing task takes precedence over almost all other tasks) nor any other dwarf that is busy with important tasks.&lt;br /&gt;
&lt;br /&gt;
Once the fishery is complete you will need to set the task &amp;lt;tt&amp;gt;{{k|p}}rocess raw fish&amp;lt;/tt&amp;gt; at the workshop, and set it to repeat. Pretty soon you'll be churning out a good supply of meat to feed your fort. Also, since Juliet is catching [[turtle]] you will also get a nice little supply of [[shell]]s that Rachel can then craft into goods.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Well, that's most of the basics covered. Next up I suggest you dig out an area near the pantry and build a [[still]] and a [[kitchen]] so you can begin brewing alcohol and cooking food (although plenty of food can be eaten raw). When the trade caravan arrives you will want to consult the [[trading]] page to learn how to trade with them. &lt;br /&gt;
&lt;br /&gt;
I hope you have fun exploring the area, building some proper defences to hold off [[invader]]s, and dealing with an expanding [[population]] and the greater problems that they bring.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dryland&amp;diff=49699</id>
		<title>v0.34:Dryland</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dryland&amp;diff=49699"/>
		<updated>2009-06-11T02:10:59Z</updated>

		<summary type="html">&lt;p&gt;Juckto: Answered FAQ question about maps with no water&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''dryland''' is a catch-all term for a [[biome]] with no real source of [[water]]. This article deals with keeping your [[dwarves]] alive in such an environment.&lt;br /&gt;
&lt;br /&gt;
==Will your dwarves die of thirst?==&lt;br /&gt;
No, not normally. All dwarves prefer to drink [[alcohol]] over [[water]] thus as long as you have a steady supply of booze your dwarves will continue happily.&lt;br /&gt;
&lt;br /&gt;
However [[injury|injured]] dwarves will drink water, and water only. In such a case the dwarf will eventually die.&lt;br /&gt;
&lt;br /&gt;
==Hidden water==&lt;br /&gt;
Are you sure your biome has no water? Just because none is on the surface doesn't mean there isn't any to be had. You may have:&lt;br /&gt;
&lt;br /&gt;
*[[Aquifer]]s. Simply digging down may yield an infinte water source.&lt;br /&gt;
*An [[Ocean]]. You will have to desalinate the water by running it through a [[screw pump]], but it'll do.&lt;br /&gt;
*[[Ice]]. You will need a source of [[magma]] to melt it, but it can be done.&lt;br /&gt;
*[[Murky pool]]s. Murky pools are surface ponds that will refill when it rains, and often dry out over summer. &lt;br /&gt;
*[[Underground river]]. Just like a normal [[river]], except you have no idea where it is or if you even have one!&lt;br /&gt;
&lt;br /&gt;
==True drylands==&lt;br /&gt;
If your settlement doesn't have any of the above, you're kind of screwed. As long as you can keep your alchol production up your dwarves won't die, but you may have to say goodbye to any and every dwarf that gets injured.&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Water_FAQ&amp;diff=31069</id>
		<title>Template:Water FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Water_FAQ&amp;diff=31069"/>
		<updated>2009-06-11T02:00:08Z</updated>

		<summary type="html">&lt;p&gt;Juckto: Rivers was not an appropriate answer to the question, IMO&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY the following two lines. ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question exactly as you want it to be read by others]]&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | ''' Water  FAQ'''&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Screw pump|How do I move water up levels?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Water pressure|How do I stop water moving up levels?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Swimmer|Can dwarves swim to the surface for air?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Swimmer|How long does it take for a dwarf/goblin/creature to drown]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Water#Water depth|How deep is the water?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Ice#Melting Ice|Is it possible to melt ice in order to get water during winter?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Well|How do I build a well?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Channel|How do I channel a path for water?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Flow|Will water push items around?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Dam|Can I build a dam to stop the water?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Digging designation canceled|Digging designation canceled: Damp stone located]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Dryland|What is the best way to proceed on a map with no rivers? Will my dwarves die of thirst?]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions above this line ########### ---&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |height=&amp;quot;10&amp;quot;| &lt;br /&gt;
 |-&lt;br /&gt;
 | {{Edit|Template:Water_FAQ|Add a question to the Water FAQ}}&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
 |}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Water]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=45782</id>
		<title>40d:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=45782"/>
		<updated>2009-04-17T01:33:50Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* Breeding */ fixing incomplete sentence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy off such then keep in mind that animals are not a reliable material source - the amount available depends on the breeding rate of your tame animals, the spawning of wild animals, and/or the amount of leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and butcher them to obtain bones, meat, fat and raw hides; the bones and meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal, and craft the leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
There are several sources for obtaining [[animal]]s, outlined below. Alternatively you can skip that business and just [[trade]] directly for [[leather]]. You'll miss out on [[meat]], [[fat]], and [[bone]]s though.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
''Requires: A [[trading depot]], a [[Outpost broker|trader]], a [[merchant]], and some [[Finished goods|tradeable goods]]''&lt;br /&gt;
&lt;br /&gt;
You can purchase both animals and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]).&lt;br /&gt;
&lt;br /&gt;
If you wish to import leather in sufficient quantity to keep your [[leather worker]]s occupied year-round, then you should request leather to be imported from the the trading [[liaison]]s. It is reccomended that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year. You can only buy leather from [[human]]s and [[dwarf]] caravans{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Hunting ===&lt;br /&gt;
''Requires: A [[hunter]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A [[dog]] (or three), leather [[armor]], and a [[weapon]] - preferably a [[crossbow]], [[quiver]], and [[bolts]]''&lt;br /&gt;
&lt;br /&gt;
It should be noted that hunters will ignore some wildlife, e.g. [[zombie]] [[groundhog]]s. Depending on where you settled your [[fortress]], your [[biome]] may have no wildlife at all. &lt;br /&gt;
&lt;br /&gt;
After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the [[corpse]] to the closest [[refuse]] [[stockpile]]; the nearest meeting area if no stockpile exists; or to the site of your original [[wagon]] if no meeting area has been defined {{verify}}. Once he has deposited the corpse it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
&lt;br /&gt;
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors. To avoid wasting them you need to change your general {{k|o}}rders to &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may have undesirable side-effects).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of [[soldiers]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If so desired, you can order your active soldiers out to kill animals by enabling them to &amp;quot;harass dangerous wild animals&amp;quot; in the [[military]] screen. This is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below)&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: [[Cage]]s, [[mechanism]]s, and a [[mechanic]]''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: [[Cages]] and [[restraint]]s''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map then sooner or later the male will impregnate the female, regardless of distance, physical obstacles, number of males (beyond the first), and even ownership.&lt;br /&gt;
&lt;br /&gt;
One strategy includes tying down all your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter.&lt;br /&gt;
&lt;br /&gt;
For the same reasons as above, a common strategy is to cage all your young because they do not give the same amount of bones, meat, and fat as adults. &lt;br /&gt;
&lt;br /&gt;
Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).&lt;br /&gt;
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
&lt;br /&gt;
Using cage traps judiciously can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an [[alligator]] farm!&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
''Requires: A [[butcher's shop]], a [[butcher]], and either a stray tamed [[animal]] marked for slaughter or one killed by a hunter''&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed by a hunter you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite impossible. &lt;br /&gt;
&lt;br /&gt;
By default a [[butcher's shop]] will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter. Once butchered the animal will yield one skull (even [[hydra]]s), one raw hide and a number of meat pieces, bones, and chunks - the amount depending on the animal type. The skill of the butcher only affects the time taken for &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, chunks and raw hides go to the refuse stockpile. Chunks have no use and should be left to rot to nothingness, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones next to your craftdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones and hides.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after [[rhesus macaque]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part]]s than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butchers and tanners) to process them all before they rot.  Butchers are more important because their workshops have a tendency to get cluttered really quick.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for clothing and armor, and bones for armor, ammunition, and trade goods.  The [[value]] of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a [[giant cave spider]] or a [[dragon]].  An animal's modvalue can be found in the creature raw files. &lt;br /&gt;
&lt;br /&gt;
===Bone carving===&lt;br /&gt;
''Requires: [[Bone carver]], [[craftdwarf's workshop]], and some [[bone]]s and [[skull]]s''&lt;br /&gt;
&lt;br /&gt;
Butchering an animal produces quite a few bones and a skull. By setting up a craftdwarf workshop near your abbatoir you can turn these into useful products, such as bone bolts for your [[archer]]s to practice with.&lt;br /&gt;
&lt;br /&gt;
The only useful thing to do with a skull is turn it into a [[totem]] for [[trading]]. Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, and so you need to {{k|s}}earch for them.&lt;br /&gt;
&lt;br /&gt;
===Meat and fat===&lt;br /&gt;
''Requires: a [[cook]], a [[kitchen]], and some [[meat]] or [[fat]]''&lt;br /&gt;
&lt;br /&gt;
[[Fat]] can be rendered into [[tallow]] at a [[kitchen]], and then used as an ingredient in meals; if you feel particularly enterprising and have wood on your map, you can instead make the tallow into [[soap]] for constructions or trade. Meat can be eaten raw, or used as an ingredient.&lt;br /&gt;
&lt;br /&gt;
=== Tanning ===&lt;br /&gt;
''Requires: a [[tanner]], a [[tanner's shop]], and [[raw hide]]''&lt;br /&gt;
&lt;br /&gt;
As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop-if fresh raw hides can be stockpiled in any refuse shop, they will instantly be designated for hauling to the appropriate stockpile. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
Once a hide has been tanned it goes into the leather stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Leatherworking ===&lt;br /&gt;
''Requires: A [[leather works]], a [[leatherworker]], and a [[tanned hide]]''&lt;br /&gt;
&lt;br /&gt;
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the [[leather works]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*[[Ambusher]] / [[Hunting]]&lt;br /&gt;
** A [[crossbow]] or other [[weapon]]&lt;br /&gt;
** [[Bolts]], [[quiver]]&lt;br /&gt;
** Leather [[armor]]&lt;br /&gt;
** [[Cross-training|Stats buffing]]&lt;br /&gt;
** [[Archery target|Archery practice]]&lt;br /&gt;
&lt;br /&gt;
*[[Soldiers]]/[[Military]]&lt;br /&gt;
**[[Soldiers]]&lt;br /&gt;
**Some form of [[armor]]&lt;br /&gt;
**Any [[weapon]]&lt;br /&gt;
&lt;br /&gt;
*[[Cage trap]]ping&lt;br /&gt;
** [[Mechanic]]&lt;br /&gt;
** [[Mechanic's workshop]]&lt;br /&gt;
** [[Mechanisms]]&lt;br /&gt;
** [[Cage]]s&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** [[Animals]]&lt;br /&gt;
** [[Cages]]&lt;br /&gt;
** [[Restraint]]s&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** [[Butcher]] / Butchery&lt;br /&gt;
*** [[Butcher's shop]]&lt;br /&gt;
** [[Tanner]] / Tanning&lt;br /&gt;
*** [[Tanner's shop]]&lt;br /&gt;
** [[Leatherworker]] / Leatherworking&lt;br /&gt;
*** [[Leather works]]&lt;br /&gt;
** [[Bone carver]] / Bone carving&lt;br /&gt;
*** [[Craftdwarf's workshop]]&lt;br /&gt;
** [[Cook]] / Cooking&lt;br /&gt;
*** [[Kitchen]]&lt;br /&gt;
*** [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:%3D&amp;diff=48007</id>
		<title>Template:=</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:%3D&amp;diff=48007"/>
		<updated>2009-03-13T09:15:33Z</updated>

		<summary type="html">&lt;p&gt;Juckto: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&amp;lt;noinclude&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
For some reason all templates bork when an equals sign is included directly in them; with this template, now if you use &amp;lt;nowiki&amp;gt;{{=}}&amp;lt;/nowiki&amp;gt; instead of = you'll be fine.&lt;br /&gt;
&lt;br /&gt;
Compare the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;  cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
 ! Code !! Result &lt;br /&gt;
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 || &amp;lt;pre&amp;gt;{{Colored Notice Box|#f00|2+2=5}}&amp;lt;/pre&amp;gt; || {{Colored Notice Box|#f00|2+2=5}}&lt;br /&gt;
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 |}&lt;br /&gt;
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[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=17004</id>
		<title>User talk:Savok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=17004"/>
		<updated>2009-03-13T09:15:15Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* Equals signs break things */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I'm new to this Wiki and on [[Talk:Rock Chute]] you mentioned that the article violates some rules referred to as just letters. Where are those rules? I'd like to make sure my articles are compliant. --[[User:Xazak|Xazak]] 15:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|The Lettered Rules]] can be found at the top of the [[DwarfFortressWiki:Community_Portal|Community Portal]].&lt;br /&gt;
:If you think of a rule you'd like to add, feel free. It isn't complete. --[[User:Savok|Savok]] 15:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
ok so I read the notes you sent me on the dscussion pages, I only made those several edits...&amp;lt;br&amp;gt;&lt;br /&gt;
...because I did several previews and then clicked save &amp;quot;oops that didn't work&amp;quot;, and re-saved the page (like this one :P ).  Sorry for any inconveniance --[[User:Frostedfire|Frostedfire]] 23:02, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's just a generic message that I paste onto the user talk pages of new users who don't seem to have learned the unsaid conventions of this wiki yet. --[[User:Savok|Savok]] 23:34, 6 November 2007 (EST)&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Welcome template ==&lt;br /&gt;
&lt;br /&gt;
I've tossed in a [[Template:Welcome|welcome template]] that I borrowed from elsewhere... you might find it useful for talk page welcomes  (especially if things move). --[[User:Shagie|Shagie]] 13:22, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== G'Day ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the {{tl|welcome}}. If you don't want the text to change, use &amp;lt;nowiki&amp;gt;{{subst:welcome}}&amp;lt;/nowiki&amp;gt; instead of &amp;lt;nowiki&amp;gt;{{welcome}}&amp;lt;/nowiki&amp;gt;.[[User:GarrieIrons|GarrieIrons]] 04:07, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I... do. --[[User:Savok|Savok]] 20:03, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE:N9103's page ==&lt;br /&gt;
&lt;br /&gt;
Not really what I intended, since I took out all the interim stuff like descriptions. I intended for it to occupy minimal space on the page. On the other hand, I'm not sure if it'll work in that format or not, and was just going to test and see on my next install. Not worth undoing though. Thanks anyways, [[User:N9103|Edward]] 07:35, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Article requesting ==&lt;br /&gt;
&lt;br /&gt;
Any idea how to request an article?  I'm wondering why there's nothing about [insert small animal here] remains that I keep seeing in my refuse piles.  Wondering if there's any use for them.   --[[User:Geofferic|Geofferic]] 20:59, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd probably ask about it in a ''new section'', which you forgot to do here, at the [[DwarfFortressWiki talk:Community Portal|Community Portal talk page]]. --[[User:Savok|Savok]] 23:37, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== {{k|v}} → {{k|p}} → {{k|z}} → {{k|Enter}} ==&lt;br /&gt;
&lt;br /&gt;
{{Gametext|Vuntic has been happy lately. He has constructed a good image. He has mechanically processed new wiki dwarves recently. He has gotten a seven on the 2008 AIME. He has been unable to devote time to Dwarf Fortress.}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Gametext|&amp;lt;!--&lt;br /&gt;
--&amp;gt;Vuntic likes ice, clear glass, Dwarf Fortress, Taekwondo, computers, webcomics, and cats for their aloofness. When possible, he prefers to consume cold lemon-water, turkey stew, cabbage, and lemons.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;He absolutely detests all vermin, especially insects.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;He dislikes working outdoors but enjoys inclement weather.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;|#0f0}}&lt;br /&gt;
--[[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
&lt;br /&gt;
:Ooh, nice. That's easier to use. --[[User:Savok|Savok]] 00:14, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unsectioned comments ==&lt;br /&gt;
&lt;br /&gt;
Sorry Savok, I sent that to the wrong page! --[[User:AlexFili|AlexFili]] 09:04, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No problem, we all were newbies once. Though, that post does remind me to add something: &amp;quot;If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Don't put things in the wrong sections. If necessary, create a section.&amp;quot; --[[User:Savok|Savok]] 09:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happy to help! --[[User:AlexFili|AlexFili]] 09:18, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Question about population ==&lt;br /&gt;
&lt;br /&gt;
I couldn't find any other place to ask this so I'll ask here.&amp;lt;br&amp;gt;&lt;br /&gt;
What do you think is the best number of population to have as the maximum? At the moment I have it set at 150. Is that a good maximum to have? --[[User:AlexFili|AlexFili]] 05:00, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You only need a maximum if you don't want to receive more dwarves. The most common reason for that is FPS. More dwarves lowers the speed at which the game runs. --[[User:Savok|Savok]] 11:26, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can I ask what limit you normally use? For example, are there any disadvantages of having a fort of 9999 dwarves? besides FPS? --[[User:AlexFili|AlexFili]] 07:25, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Yes, you may ask.&lt;br /&gt;
:::...alright, I know what you mean. I currently use a limit of 50 dwarves. More, and my FPS is too slow. It averages around 70 without laggy events (like traders) and 30 with. I may increase it to increase the number of items I can get to the trade depot before they leave.&lt;br /&gt;
:::Also, in the old version, 200 dwarves was laggy on the best of computers. I doubt going above a few hundred is possible. However, I can't think of any disadvantages, except for the impossibility of managing them all. --[[User:Savok|Savok]] 09:13, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Oh well I'm glad I'm not the only one who changes the default value. Right at the moment I'm using; &lt;br /&gt;
::::&amp;lt;code&amp;gt;[FPS_CAP:75]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::&amp;lt;code&amp;gt;[G_FPS_CAP:40]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::&amp;lt;code&amp;gt;[POPULATION_CAP:150]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::To be honest though, i've never even gotten past 125 thanks to my temper prone dwarves. I'll try and survive the next few goblin raids and tell you about my experiences. I only have about 15-20 pets at once, keep a few stockpiles... and probably the most important part, I play using an embark area of 2x2. That is fine for my purposes, as you can get plenty of materials in the region, and also buy from trade caravans. There are many advantages; More FPS, keeping all the dwarves close together in case of a raid... I'd consider playing with 2x2, or 3x3. Just to see how much FPS you retain. --[[User:AlexFili|AlexFili]] 09:30, 9 June 2008 (EDT)&lt;br /&gt;
::::Also, I always start next to a river and a forest. Just in case I need either of those. --[[User:AlexFili|AlexFili]] 09:32, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Seriously. Work on getting your formatting right. You've got guidelines on your user talk page.&lt;br /&gt;
:::::I use &amp;lt;code&amp;gt;[FPS_CAP:9999]&amp;lt;/code&amp;gt;. While the game is running, I never get four digits, but while the game is at the right screens (for example, the {{k|z}} screen) I get around three thousand FPS, which looks neat.&lt;br /&gt;
:::::I haven't noticed any problems with &amp;lt;code&amp;gt;[G_FPS_CAP:20]&amp;lt;/code&amp;gt; and it might speed me up a little.&lt;br /&gt;
:::::Aargh! *winces* It's &amp;quot;try to survive&amp;quot; I tell you, &amp;quot;try to survive&amp;quot;!&lt;br /&gt;
:::::I have ~60-70 animals (one, the anti-vermin CAT unit, is a pet), but most of them are war dogs, who are all in one cage at the moment.&lt;br /&gt;
:::::I use a 4x4 area, though I could go 3x3. 2x2 would be too small.&lt;br /&gt;
:::::I, too, always am next to a river, but I import all my wood. I don't use much and currently have ~350 surplus. I have always started in a desert for the glass. --[[User:Savok|Savok]] 09:42, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Sorry about the formatting, I'm still a noob when it comes to wikis. I'd like to quote you for a minute; &amp;quot;I get around three thousand FPS&amp;quot;. Please note that most computer monitors only support 50-100 FPS, and the human eye can only comprehend 60-70 FPS anyway. I'd recommend a cap, just to make loading that much faster. Heck, even a cap at around 150 would be better then nothing!&lt;br /&gt;
::::::I agree that 2x2 is a bit small, but there are several benifits. 3x3 is definately worth trying sometime. Don't forget, there are tons of Z levels as well, so it's not like a deathtrap. I also tend to start importing wood around about year 4/5, since the trees don't grow very quickly for my liking.&lt;br /&gt;
::::::At the moment, i've put the entire population into a military force  of 88+, not for actual fighting, but to make sure they STAY UNDERGROUND, and not rush about on the surface collecting bodies like fools! Also, sorry for the grammar. We English can be so foolish sometimes when it comes to creating new and pointless phrases. --[[User:AlexFili|AlexFili]] 10:45, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We're talking about different frames here. FPS means &amp;quot;frames per second.&amp;quot; Frames, as used virtually all of the time at these DF websites, are not the frames your monitor shows. They refer to how fast DF goes through one step. Therefore, I'm perfectly correct in saying that it takes less than 1/3000 of a second for DF to show me the {{k|z}} screen.&lt;br /&gt;
:::::::GFPS, however, refers to how often DF tells the monitor to update its image. I've got ''that'' maxed at 20.&lt;br /&gt;
:::::::You've got a cap of 75FPS, meaning that, no matter how tiny your map is, you won't get above 75 steps per second. The game is meant to run at 100FPS. --[[User:Savok|Savok]] 13:22, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::The characters were moving a bit too fast for my eyes at 100FPS. I prefer to see exactly where each dwarf is going, and to try and avoid eye strain from all the flashing tiles etc. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::I managed to get to 165 population, then I got raided by tons of goblins, about 15 people died, and now 15 people are going insane and smashing everything to bits... It's pure chaos in here, with people tantruming and running across the castle. Hopefully they calm down soon. Now only have 105 people due to the rioting. Second goblin wave, most of them killed by traps. (UPDATE#1) The insanity levels are now at an all time high, only 50 living dwarves left in my settlement now...&lt;br /&gt;
(UPDATE#2) Settlement abandoned in year 8 with about 40 dwarves... basically all my best dwarves died and I lost the will to carry on. Oh well, not too bad I suppose. --[[User:AlexFili|AlexFili]] 09:30, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Castle Defense ==&lt;br /&gt;
Is there a way to make a one-way corridor? I want to make sure invaders can get in and activate the traps, but I don't want my dwarves to keep running outside. I also dont want to use a moat because that breaks the invader AI. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)&lt;br /&gt;
: I just happened to look at this page, and noticed your question and thought I'd answer it, although it's been over a month since you asked: Yes: Set up a system where your dwarves will have to walk through through a long hall with no roof on their way out of the fort, before they even reach the traps or get close to the entrance/exit. When invaders arrive, turn on the &amp;quot;STAY THE HELL INSIDE&amp;quot; setting and your outside-longing dwarves will dance in that hall, far from danger, while the enemies commit suicide on the traps at your entrance. --[[User:SL|SL]] 00:57, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You beat me by 3 minutes, SL. Your solution is different, though. [[User:VengefulDonut|VengefulDonut]] 01:32, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Promotion ==&lt;br /&gt;
&lt;br /&gt;
You are now a Sysop! You now have access to our secret underground rail network, the Harem and you also get 10% off at John Deere Inc. --[[User:Senso|Senso]] 21:22, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Congrats! --[[User:Corc|Corc]] 23:35, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XKCD ==&lt;br /&gt;
&lt;br /&gt;
Sign up on the xkcd DF thread. http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=680&lt;br /&gt;
&lt;br /&gt;
--[[User:Schmendreck|Schmendreck]] 09:05, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== KoL ==&lt;br /&gt;
&lt;br /&gt;
Just wondering... do you play Kingdom of Loathig by anychance? --[[User:Hoborobo]]&lt;br /&gt;
&lt;br /&gt;
:I used to, but found it boring and time-consuming. --[[User:Savok|Savok]] 22:49, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Is that why you mentioned a sabre toothed lime in the &amp;quot;New Creatures&amp;quot; page --[[User:Hoborobo|Hoborobo]] 14:55, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Indeed, that is why. --[[User:Savok|Savok]] 02:36, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What a legend Savok, THX m8 [[User:Hoborobo|Hoborobo]] 17:02, 24 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quotes ==&lt;br /&gt;
&lt;br /&gt;
Your judgment is good. [[User:VengefulDonut|VengefulDonut]] 21:09, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Indenting ==&lt;br /&gt;
&lt;br /&gt;
Not all comments should have one indent more than the comment immediately above it; see [http://en.wikipedia.org/wiki/Wikipedia:TP#Indentation this] for some thinking on that matter.--[[User:Maximus|Maximus]] 15:33, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I agree. In some cases, though, it really helps separate posts by different people. --[[User:Savok|Savok]] 22:27, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That's what the sigs are for.--[[User:Maximus|Maximus]] 23:49, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Style sheets ==&lt;br /&gt;
&lt;br /&gt;
What would you think of relocating the various stylesheets that have accumulated in inline style=&amp;quot;...&amp;quot; tags in templates to a stylesheet like [[Mediawiki:Common.css]]? I could help maintain this - if that's done then each template would have a class=&amp;quot;...&amp;quot; so people could change the styles for themselves in (not currently enabled, needs to be turned on in mediawiki configuration) User:[username]/monobook.css [[User:Random832|Random832]] 09:57, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It sounds like it could work well, but I'm not confident enough in my CSS skills to do it myself. Ask [[User talk:Senso|Senso]]. --[[User:Savok|Savok]] 10:14, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Equals signs break things==&lt;br /&gt;
I've taken so much good code from this site I figure it's time I give something back. So: Use &amp;lt;nowiki&amp;gt;{{=}}&amp;lt;/nowiki&amp;gt; instead of = and you won't break templates. Compare:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;  cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
 ! Code !! Result &lt;br /&gt;
 |-&lt;br /&gt;
 || &amp;lt;pre&amp;gt;{{Colored Notice Box|#f00|2+2=5}}&amp;lt;/pre&amp;gt; || {{Colored Notice Box|#f00|2+2=5}}&lt;br /&gt;
 |-&lt;br /&gt;
 || &amp;lt;pre&amp;gt;{{Colored Notice Box|#f00|2+2{{=}}5}}&amp;lt;/pre&amp;gt; || {{Colored Notice Box|#f00|2+2{{=}}5}}&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
Credit goes to Badp. -- [[User:Juckto|juckto]] 09:11, 13 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:%3D&amp;diff=48006</id>
		<title>Template:=</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:%3D&amp;diff=48006"/>
		<updated>2009-03-13T09:14:30Z</updated>

		<summary type="html">&lt;p&gt;Juckto: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&amp;lt;noinclude&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
For some reason all templates bork when an equals sign is included directly in them; with this template, now if you use {{=}} instead of = you'll be fine.&lt;br /&gt;
&lt;br /&gt;
Compare the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;  cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
 ! Code !! Result &lt;br /&gt;
 |-&lt;br /&gt;
 || &amp;lt;pre&amp;gt;{{Colored Notice Box|#f00|2+2=5}}&amp;lt;/pre&amp;gt; || {{Colored Notice Box|#f00|2+2=5}}&lt;br /&gt;
 |-&lt;br /&gt;
 || &amp;lt;pre&amp;gt;{{Colored Notice Box|#f00|2+2{{=}}5}}&amp;lt;/pre&amp;gt; || {{Colored Notice Box|#f00|2+2{{=}}5}}&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=17003</id>
		<title>User talk:Savok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=17003"/>
		<updated>2009-03-13T09:13:58Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* Equals signs break things */ bah would help if I used the template properly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I'm new to this Wiki and on [[Talk:Rock Chute]] you mentioned that the article violates some rules referred to as just letters. Where are those rules? I'd like to make sure my articles are compliant. --[[User:Xazak|Xazak]] 15:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|The Lettered Rules]] can be found at the top of the [[DwarfFortressWiki:Community_Portal|Community Portal]].&lt;br /&gt;
:If you think of a rule you'd like to add, feel free. It isn't complete. --[[User:Savok|Savok]] 15:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
ok so I read the notes you sent me on the dscussion pages, I only made those several edits...&amp;lt;br&amp;gt;&lt;br /&gt;
...because I did several previews and then clicked save &amp;quot;oops that didn't work&amp;quot;, and re-saved the page (like this one :P ).  Sorry for any inconveniance --[[User:Frostedfire|Frostedfire]] 23:02, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's just a generic message that I paste onto the user talk pages of new users who don't seem to have learned the unsaid conventions of this wiki yet. --[[User:Savok|Savok]] 23:34, 6 November 2007 (EST)&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Welcome template ==&lt;br /&gt;
&lt;br /&gt;
I've tossed in a [[Template:Welcome|welcome template]] that I borrowed from elsewhere... you might find it useful for talk page welcomes  (especially if things move). --[[User:Shagie|Shagie]] 13:22, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== G'Day ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the {{tl|welcome}}. If you don't want the text to change, use &amp;lt;nowiki&amp;gt;{{subst:welcome}}&amp;lt;/nowiki&amp;gt; instead of &amp;lt;nowiki&amp;gt;{{welcome}}&amp;lt;/nowiki&amp;gt;.[[User:GarrieIrons|GarrieIrons]] 04:07, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I... do. --[[User:Savok|Savok]] 20:03, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE:N9103's page ==&lt;br /&gt;
&lt;br /&gt;
Not really what I intended, since I took out all the interim stuff like descriptions. I intended for it to occupy minimal space on the page. On the other hand, I'm not sure if it'll work in that format or not, and was just going to test and see on my next install. Not worth undoing though. Thanks anyways, [[User:N9103|Edward]] 07:35, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Article requesting ==&lt;br /&gt;
&lt;br /&gt;
Any idea how to request an article?  I'm wondering why there's nothing about [insert small animal here] remains that I keep seeing in my refuse piles.  Wondering if there's any use for them.   --[[User:Geofferic|Geofferic]] 20:59, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd probably ask about it in a ''new section'', which you forgot to do here, at the [[DwarfFortressWiki talk:Community Portal|Community Portal talk page]]. --[[User:Savok|Savok]] 23:37, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== {{k|v}} → {{k|p}} → {{k|z}} → {{k|Enter}} ==&lt;br /&gt;
&lt;br /&gt;
{{Gametext|Vuntic has been happy lately. He has constructed a good image. He has mechanically processed new wiki dwarves recently. He has gotten a seven on the 2008 AIME. He has been unable to devote time to Dwarf Fortress.}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Gametext|&amp;lt;!--&lt;br /&gt;
--&amp;gt;Vuntic likes ice, clear glass, Dwarf Fortress, Taekwondo, computers, webcomics, and cats for their aloofness. When possible, he prefers to consume cold lemon-water, turkey stew, cabbage, and lemons.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;He absolutely detests all vermin, especially insects.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;He dislikes working outdoors but enjoys inclement weather.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;|#0f0}}&lt;br /&gt;
--[[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
&lt;br /&gt;
:Ooh, nice. That's easier to use. --[[User:Savok|Savok]] 00:14, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unsectioned comments ==&lt;br /&gt;
&lt;br /&gt;
Sorry Savok, I sent that to the wrong page! --[[User:AlexFili|AlexFili]] 09:04, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No problem, we all were newbies once. Though, that post does remind me to add something: &amp;quot;If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Don't put things in the wrong sections. If necessary, create a section.&amp;quot; --[[User:Savok|Savok]] 09:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happy to help! --[[User:AlexFili|AlexFili]] 09:18, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Question about population ==&lt;br /&gt;
&lt;br /&gt;
I couldn't find any other place to ask this so I'll ask here.&amp;lt;br&amp;gt;&lt;br /&gt;
What do you think is the best number of population to have as the maximum? At the moment I have it set at 150. Is that a good maximum to have? --[[User:AlexFili|AlexFili]] 05:00, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You only need a maximum if you don't want to receive more dwarves. The most common reason for that is FPS. More dwarves lowers the speed at which the game runs. --[[User:Savok|Savok]] 11:26, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can I ask what limit you normally use? For example, are there any disadvantages of having a fort of 9999 dwarves? besides FPS? --[[User:AlexFili|AlexFili]] 07:25, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Yes, you may ask.&lt;br /&gt;
:::...alright, I know what you mean. I currently use a limit of 50 dwarves. More, and my FPS is too slow. It averages around 70 without laggy events (like traders) and 30 with. I may increase it to increase the number of items I can get to the trade depot before they leave.&lt;br /&gt;
:::Also, in the old version, 200 dwarves was laggy on the best of computers. I doubt going above a few hundred is possible. However, I can't think of any disadvantages, except for the impossibility of managing them all. --[[User:Savok|Savok]] 09:13, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Oh well I'm glad I'm not the only one who changes the default value. Right at the moment I'm using; &lt;br /&gt;
::::&amp;lt;code&amp;gt;[FPS_CAP:75]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::&amp;lt;code&amp;gt;[G_FPS_CAP:40]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::&amp;lt;code&amp;gt;[POPULATION_CAP:150]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::To be honest though, i've never even gotten past 125 thanks to my temper prone dwarves. I'll try and survive the next few goblin raids and tell you about my experiences. I only have about 15-20 pets at once, keep a few stockpiles... and probably the most important part, I play using an embark area of 2x2. That is fine for my purposes, as you can get plenty of materials in the region, and also buy from trade caravans. There are many advantages; More FPS, keeping all the dwarves close together in case of a raid... I'd consider playing with 2x2, or 3x3. Just to see how much FPS you retain. --[[User:AlexFili|AlexFili]] 09:30, 9 June 2008 (EDT)&lt;br /&gt;
::::Also, I always start next to a river and a forest. Just in case I need either of those. --[[User:AlexFili|AlexFili]] 09:32, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Seriously. Work on getting your formatting right. You've got guidelines on your user talk page.&lt;br /&gt;
:::::I use &amp;lt;code&amp;gt;[FPS_CAP:9999]&amp;lt;/code&amp;gt;. While the game is running, I never get four digits, but while the game is at the right screens (for example, the {{k|z}} screen) I get around three thousand FPS, which looks neat.&lt;br /&gt;
:::::I haven't noticed any problems with &amp;lt;code&amp;gt;[G_FPS_CAP:20]&amp;lt;/code&amp;gt; and it might speed me up a little.&lt;br /&gt;
:::::Aargh! *winces* It's &amp;quot;try to survive&amp;quot; I tell you, &amp;quot;try to survive&amp;quot;!&lt;br /&gt;
:::::I have ~60-70 animals (one, the anti-vermin CAT unit, is a pet), but most of them are war dogs, who are all in one cage at the moment.&lt;br /&gt;
:::::I use a 4x4 area, though I could go 3x3. 2x2 would be too small.&lt;br /&gt;
:::::I, too, always am next to a river, but I import all my wood. I don't use much and currently have ~350 surplus. I have always started in a desert for the glass. --[[User:Savok|Savok]] 09:42, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Sorry about the formatting, I'm still a noob when it comes to wikis. I'd like to quote you for a minute; &amp;quot;I get around three thousand FPS&amp;quot;. Please note that most computer monitors only support 50-100 FPS, and the human eye can only comprehend 60-70 FPS anyway. I'd recommend a cap, just to make loading that much faster. Heck, even a cap at around 150 would be better then nothing!&lt;br /&gt;
::::::I agree that 2x2 is a bit small, but there are several benifits. 3x3 is definately worth trying sometime. Don't forget, there are tons of Z levels as well, so it's not like a deathtrap. I also tend to start importing wood around about year 4/5, since the trees don't grow very quickly for my liking.&lt;br /&gt;
::::::At the moment, i've put the entire population into a military force  of 88+, not for actual fighting, but to make sure they STAY UNDERGROUND, and not rush about on the surface collecting bodies like fools! Also, sorry for the grammar. We English can be so foolish sometimes when it comes to creating new and pointless phrases. --[[User:AlexFili|AlexFili]] 10:45, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We're talking about different frames here. FPS means &amp;quot;frames per second.&amp;quot; Frames, as used virtually all of the time at these DF websites, are not the frames your monitor shows. They refer to how fast DF goes through one step. Therefore, I'm perfectly correct in saying that it takes less than 1/3000 of a second for DF to show me the {{k|z}} screen.&lt;br /&gt;
:::::::GFPS, however, refers to how often DF tells the monitor to update its image. I've got ''that'' maxed at 20.&lt;br /&gt;
:::::::You've got a cap of 75FPS, meaning that, no matter how tiny your map is, you won't get above 75 steps per second. The game is meant to run at 100FPS. --[[User:Savok|Savok]] 13:22, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::The characters were moving a bit too fast for my eyes at 100FPS. I prefer to see exactly where each dwarf is going, and to try and avoid eye strain from all the flashing tiles etc. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::I managed to get to 165 population, then I got raided by tons of goblins, about 15 people died, and now 15 people are going insane and smashing everything to bits... It's pure chaos in here, with people tantruming and running across the castle. Hopefully they calm down soon. Now only have 105 people due to the rioting. Second goblin wave, most of them killed by traps. (UPDATE#1) The insanity levels are now at an all time high, only 50 living dwarves left in my settlement now...&lt;br /&gt;
(UPDATE#2) Settlement abandoned in year 8 with about 40 dwarves... basically all my best dwarves died and I lost the will to carry on. Oh well, not too bad I suppose. --[[User:AlexFili|AlexFili]] 09:30, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Castle Defense ==&lt;br /&gt;
Is there a way to make a one-way corridor? I want to make sure invaders can get in and activate the traps, but I don't want my dwarves to keep running outside. I also dont want to use a moat because that breaks the invader AI. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)&lt;br /&gt;
: I just happened to look at this page, and noticed your question and thought I'd answer it, although it's been over a month since you asked: Yes: Set up a system where your dwarves will have to walk through through a long hall with no roof on their way out of the fort, before they even reach the traps or get close to the entrance/exit. When invaders arrive, turn on the &amp;quot;STAY THE HELL INSIDE&amp;quot; setting and your outside-longing dwarves will dance in that hall, far from danger, while the enemies commit suicide on the traps at your entrance. --[[User:SL|SL]] 00:57, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You beat me by 3 minutes, SL. Your solution is different, though. [[User:VengefulDonut|VengefulDonut]] 01:32, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Promotion ==&lt;br /&gt;
&lt;br /&gt;
You are now a Sysop! You now have access to our secret underground rail network, the Harem and you also get 10% off at John Deere Inc. --[[User:Senso|Senso]] 21:22, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Congrats! --[[User:Corc|Corc]] 23:35, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XKCD ==&lt;br /&gt;
&lt;br /&gt;
Sign up on the xkcd DF thread. http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=680&lt;br /&gt;
&lt;br /&gt;
--[[User:Schmendreck|Schmendreck]] 09:05, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== KoL ==&lt;br /&gt;
&lt;br /&gt;
Just wondering... do you play Kingdom of Loathig by anychance? --[[User:Hoborobo]]&lt;br /&gt;
&lt;br /&gt;
:I used to, but found it boring and time-consuming. --[[User:Savok|Savok]] 22:49, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Is that why you mentioned a sabre toothed lime in the &amp;quot;New Creatures&amp;quot; page --[[User:Hoborobo|Hoborobo]] 14:55, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Indeed, that is why. --[[User:Savok|Savok]] 02:36, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What a legend Savok, THX m8 [[User:Hoborobo|Hoborobo]] 17:02, 24 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quotes ==&lt;br /&gt;
&lt;br /&gt;
Your judgment is good. [[User:VengefulDonut|VengefulDonut]] 21:09, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Indenting ==&lt;br /&gt;
&lt;br /&gt;
Not all comments should have one indent more than the comment immediately above it; see [http://en.wikipedia.org/wiki/Wikipedia:TP#Indentation this] for some thinking on that matter.--[[User:Maximus|Maximus]] 15:33, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I agree. In some cases, though, it really helps separate posts by different people. --[[User:Savok|Savok]] 22:27, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That's what the sigs are for.--[[User:Maximus|Maximus]] 23:49, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Style sheets ==&lt;br /&gt;
&lt;br /&gt;
What would you think of relocating the various stylesheets that have accumulated in inline style=&amp;quot;...&amp;quot; tags in templates to a stylesheet like [[Mediawiki:Common.css]]? I could help maintain this - if that's done then each template would have a class=&amp;quot;...&amp;quot; so people could change the styles for themselves in (not currently enabled, needs to be turned on in mediawiki configuration) User:[username]/monobook.css [[User:Random832|Random832]] 09:57, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It sounds like it could work well, but I'm not confident enough in my CSS skills to do it myself. Ask [[User talk:Senso|Senso]]. --[[User:Savok|Savok]] 10:14, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Equals signs break things==&lt;br /&gt;
I've taken so much good code from this site I figure it's time I give something back. So: Use {{=}} instead of = and you won't break templates. Compare:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;  cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
 ! Code !! Result &lt;br /&gt;
 |-&lt;br /&gt;
 || &amp;lt;pre&amp;gt;{{Colored Notice Box|#f00|2+2=5}}&amp;lt;/pre&amp;gt; || {{Colored Notice Box|#f00|2+2=5}}&lt;br /&gt;
 |-&lt;br /&gt;
 || &amp;lt;pre&amp;gt;{{Colored Notice Box|#f00|2+2{{=}}5}}&amp;lt;/pre&amp;gt; || {{Colored Notice Box|#f00|2+2{{=}}5}}&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
Credit goes to Badp. -- [[User:Juckto|Juckto]] 09:11, 13 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=17002</id>
		<title>User talk:Savok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=17002"/>
		<updated>2009-03-13T09:11:28Z</updated>

		<summary type="html">&lt;p&gt;Juckto: Equals signs break things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I'm new to this Wiki and on [[Talk:Rock Chute]] you mentioned that the article violates some rules referred to as just letters. Where are those rules? I'd like to make sure my articles are compliant. --[[User:Xazak|Xazak]] 15:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|The Lettered Rules]] can be found at the top of the [[DwarfFortressWiki:Community_Portal|Community Portal]].&lt;br /&gt;
:If you think of a rule you'd like to add, feel free. It isn't complete. --[[User:Savok|Savok]] 15:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
ok so I read the notes you sent me on the dscussion pages, I only made those several edits...&amp;lt;br&amp;gt;&lt;br /&gt;
...because I did several previews and then clicked save &amp;quot;oops that didn't work&amp;quot;, and re-saved the page (like this one :P ).  Sorry for any inconveniance --[[User:Frostedfire|Frostedfire]] 23:02, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's just a generic message that I paste onto the user talk pages of new users who don't seem to have learned the unsaid conventions of this wiki yet. --[[User:Savok|Savok]] 23:34, 6 November 2007 (EST)&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Welcome template ==&lt;br /&gt;
&lt;br /&gt;
I've tossed in a [[Template:Welcome|welcome template]] that I borrowed from elsewhere... you might find it useful for talk page welcomes  (especially if things move). --[[User:Shagie|Shagie]] 13:22, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== G'Day ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the {{tl|welcome}}. If you don't want the text to change, use &amp;lt;nowiki&amp;gt;{{subst:welcome}}&amp;lt;/nowiki&amp;gt; instead of &amp;lt;nowiki&amp;gt;{{welcome}}&amp;lt;/nowiki&amp;gt;.[[User:GarrieIrons|GarrieIrons]] 04:07, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I... do. --[[User:Savok|Savok]] 20:03, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE:N9103's page ==&lt;br /&gt;
&lt;br /&gt;
Not really what I intended, since I took out all the interim stuff like descriptions. I intended for it to occupy minimal space on the page. On the other hand, I'm not sure if it'll work in that format or not, and was just going to test and see on my next install. Not worth undoing though. Thanks anyways, [[User:N9103|Edward]] 07:35, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Article requesting ==&lt;br /&gt;
&lt;br /&gt;
Any idea how to request an article?  I'm wondering why there's nothing about [insert small animal here] remains that I keep seeing in my refuse piles.  Wondering if there's any use for them.   --[[User:Geofferic|Geofferic]] 20:59, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd probably ask about it in a ''new section'', which you forgot to do here, at the [[DwarfFortressWiki talk:Community Portal|Community Portal talk page]]. --[[User:Savok|Savok]] 23:37, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== {{k|v}} → {{k|p}} → {{k|z}} → {{k|Enter}} ==&lt;br /&gt;
&lt;br /&gt;
{{Gametext|Vuntic has been happy lately. He has constructed a good image. He has mechanically processed new wiki dwarves recently. He has gotten a seven on the 2008 AIME. He has been unable to devote time to Dwarf Fortress.}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Gametext|&amp;lt;!--&lt;br /&gt;
--&amp;gt;Vuntic likes ice, clear glass, Dwarf Fortress, Taekwondo, computers, webcomics, and cats for their aloofness. When possible, he prefers to consume cold lemon-water, turkey stew, cabbage, and lemons.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;He absolutely detests all vermin, especially insects.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;He dislikes working outdoors but enjoys inclement weather.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;|#0f0}}&lt;br /&gt;
--[[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
&lt;br /&gt;
:Ooh, nice. That's easier to use. --[[User:Savok|Savok]] 00:14, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unsectioned comments ==&lt;br /&gt;
&lt;br /&gt;
Sorry Savok, I sent that to the wrong page! --[[User:AlexFili|AlexFili]] 09:04, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No problem, we all were newbies once. Though, that post does remind me to add something: &amp;quot;If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Don't put things in the wrong sections. If necessary, create a section.&amp;quot; --[[User:Savok|Savok]] 09:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happy to help! --[[User:AlexFili|AlexFili]] 09:18, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Question about population ==&lt;br /&gt;
&lt;br /&gt;
I couldn't find any other place to ask this so I'll ask here.&amp;lt;br&amp;gt;&lt;br /&gt;
What do you think is the best number of population to have as the maximum? At the moment I have it set at 150. Is that a good maximum to have? --[[User:AlexFili|AlexFili]] 05:00, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You only need a maximum if you don't want to receive more dwarves. The most common reason for that is FPS. More dwarves lowers the speed at which the game runs. --[[User:Savok|Savok]] 11:26, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can I ask what limit you normally use? For example, are there any disadvantages of having a fort of 9999 dwarves? besides FPS? --[[User:AlexFili|AlexFili]] 07:25, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Yes, you may ask.&lt;br /&gt;
:::...alright, I know what you mean. I currently use a limit of 50 dwarves. More, and my FPS is too slow. It averages around 70 without laggy events (like traders) and 30 with. I may increase it to increase the number of items I can get to the trade depot before they leave.&lt;br /&gt;
:::Also, in the old version, 200 dwarves was laggy on the best of computers. I doubt going above a few hundred is possible. However, I can't think of any disadvantages, except for the impossibility of managing them all. --[[User:Savok|Savok]] 09:13, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Oh well I'm glad I'm not the only one who changes the default value. Right at the moment I'm using; &lt;br /&gt;
::::&amp;lt;code&amp;gt;[FPS_CAP:75]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::&amp;lt;code&amp;gt;[G_FPS_CAP:40]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::&amp;lt;code&amp;gt;[POPULATION_CAP:150]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::To be honest though, i've never even gotten past 125 thanks to my temper prone dwarves. I'll try and survive the next few goblin raids and tell you about my experiences. I only have about 15-20 pets at once, keep a few stockpiles... and probably the most important part, I play using an embark area of 2x2. That is fine for my purposes, as you can get plenty of materials in the region, and also buy from trade caravans. There are many advantages; More FPS, keeping all the dwarves close together in case of a raid... I'd consider playing with 2x2, or 3x3. Just to see how much FPS you retain. --[[User:AlexFili|AlexFili]] 09:30, 9 June 2008 (EDT)&lt;br /&gt;
::::Also, I always start next to a river and a forest. Just in case I need either of those. --[[User:AlexFili|AlexFili]] 09:32, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Seriously. Work on getting your formatting right. You've got guidelines on your user talk page.&lt;br /&gt;
:::::I use &amp;lt;code&amp;gt;[FPS_CAP:9999]&amp;lt;/code&amp;gt;. While the game is running, I never get four digits, but while the game is at the right screens (for example, the {{k|z}} screen) I get around three thousand FPS, which looks neat.&lt;br /&gt;
:::::I haven't noticed any problems with &amp;lt;code&amp;gt;[G_FPS_CAP:20]&amp;lt;/code&amp;gt; and it might speed me up a little.&lt;br /&gt;
:::::Aargh! *winces* It's &amp;quot;try to survive&amp;quot; I tell you, &amp;quot;try to survive&amp;quot;!&lt;br /&gt;
:::::I have ~60-70 animals (one, the anti-vermin CAT unit, is a pet), but most of them are war dogs, who are all in one cage at the moment.&lt;br /&gt;
:::::I use a 4x4 area, though I could go 3x3. 2x2 would be too small.&lt;br /&gt;
:::::I, too, always am next to a river, but I import all my wood. I don't use much and currently have ~350 surplus. I have always started in a desert for the glass. --[[User:Savok|Savok]] 09:42, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Sorry about the formatting, I'm still a noob when it comes to wikis. I'd like to quote you for a minute; &amp;quot;I get around three thousand FPS&amp;quot;. Please note that most computer monitors only support 50-100 FPS, and the human eye can only comprehend 60-70 FPS anyway. I'd recommend a cap, just to make loading that much faster. Heck, even a cap at around 150 would be better then nothing!&lt;br /&gt;
::::::I agree that 2x2 is a bit small, but there are several benifits. 3x3 is definately worth trying sometime. Don't forget, there are tons of Z levels as well, so it's not like a deathtrap. I also tend to start importing wood around about year 4/5, since the trees don't grow very quickly for my liking.&lt;br /&gt;
::::::At the moment, i've put the entire population into a military force  of 88+, not for actual fighting, but to make sure they STAY UNDERGROUND, and not rush about on the surface collecting bodies like fools! Also, sorry for the grammar. We English can be so foolish sometimes when it comes to creating new and pointless phrases. --[[User:AlexFili|AlexFili]] 10:45, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We're talking about different frames here. FPS means &amp;quot;frames per second.&amp;quot; Frames, as used virtually all of the time at these DF websites, are not the frames your monitor shows. They refer to how fast DF goes through one step. Therefore, I'm perfectly correct in saying that it takes less than 1/3000 of a second for DF to show me the {{k|z}} screen.&lt;br /&gt;
:::::::GFPS, however, refers to how often DF tells the monitor to update its image. I've got ''that'' maxed at 20.&lt;br /&gt;
:::::::You've got a cap of 75FPS, meaning that, no matter how tiny your map is, you won't get above 75 steps per second. The game is meant to run at 100FPS. --[[User:Savok|Savok]] 13:22, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::The characters were moving a bit too fast for my eyes at 100FPS. I prefer to see exactly where each dwarf is going, and to try and avoid eye strain from all the flashing tiles etc. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::I managed to get to 165 population, then I got raided by tons of goblins, about 15 people died, and now 15 people are going insane and smashing everything to bits... It's pure chaos in here, with people tantruming and running across the castle. Hopefully they calm down soon. Now only have 105 people due to the rioting. Second goblin wave, most of them killed by traps. (UPDATE#1) The insanity levels are now at an all time high, only 50 living dwarves left in my settlement now...&lt;br /&gt;
(UPDATE#2) Settlement abandoned in year 8 with about 40 dwarves... basically all my best dwarves died and I lost the will to carry on. Oh well, not too bad I suppose. --[[User:AlexFili|AlexFili]] 09:30, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Castle Defense ==&lt;br /&gt;
Is there a way to make a one-way corridor? I want to make sure invaders can get in and activate the traps, but I don't want my dwarves to keep running outside. I also dont want to use a moat because that breaks the invader AI. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)&lt;br /&gt;
: I just happened to look at this page, and noticed your question and thought I'd answer it, although it's been over a month since you asked: Yes: Set up a system where your dwarves will have to walk through through a long hall with no roof on their way out of the fort, before they even reach the traps or get close to the entrance/exit. When invaders arrive, turn on the &amp;quot;STAY THE HELL INSIDE&amp;quot; setting and your outside-longing dwarves will dance in that hall, far from danger, while the enemies commit suicide on the traps at your entrance. --[[User:SL|SL]] 00:57, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You beat me by 3 minutes, SL. Your solution is different, though. [[User:VengefulDonut|VengefulDonut]] 01:32, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Promotion ==&lt;br /&gt;
&lt;br /&gt;
You are now a Sysop! You now have access to our secret underground rail network, the Harem and you also get 10% off at John Deere Inc. --[[User:Senso|Senso]] 21:22, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Congrats! --[[User:Corc|Corc]] 23:35, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XKCD ==&lt;br /&gt;
&lt;br /&gt;
Sign up on the xkcd DF thread. http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=680&lt;br /&gt;
&lt;br /&gt;
--[[User:Schmendreck|Schmendreck]] 09:05, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== KoL ==&lt;br /&gt;
&lt;br /&gt;
Just wondering... do you play Kingdom of Loathig by anychance? --[[User:Hoborobo]]&lt;br /&gt;
&lt;br /&gt;
:I used to, but found it boring and time-consuming. --[[User:Savok|Savok]] 22:49, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Is that why you mentioned a sabre toothed lime in the &amp;quot;New Creatures&amp;quot; page --[[User:Hoborobo|Hoborobo]] 14:55, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Indeed, that is why. --[[User:Savok|Savok]] 02:36, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What a legend Savok, THX m8 [[User:Hoborobo|Hoborobo]] 17:02, 24 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quotes ==&lt;br /&gt;
&lt;br /&gt;
Your judgment is good. [[User:VengefulDonut|VengefulDonut]] 21:09, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Indenting ==&lt;br /&gt;
&lt;br /&gt;
Not all comments should have one indent more than the comment immediately above it; see [http://en.wikipedia.org/wiki/Wikipedia:TP#Indentation this] for some thinking on that matter.--[[User:Maximus|Maximus]] 15:33, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I agree. In some cases, though, it really helps separate posts by different people. --[[User:Savok|Savok]] 22:27, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That's what the sigs are for.--[[User:Maximus|Maximus]] 23:49, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Style sheets ==&lt;br /&gt;
&lt;br /&gt;
What would you think of relocating the various stylesheets that have accumulated in inline style=&amp;quot;...&amp;quot; tags in templates to a stylesheet like [[Mediawiki:Common.css]]? I could help maintain this - if that's done then each template would have a class=&amp;quot;...&amp;quot; so people could change the styles for themselves in (not currently enabled, needs to be turned on in mediawiki configuration) User:[username]/monobook.css [[User:Random832|Random832]] 09:57, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It sounds like it could work well, but I'm not confident enough in my CSS skills to do it myself. Ask [[User talk:Senso|Senso]]. --[[User:Savok|Savok]] 10:14, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Equals signs break things==&lt;br /&gt;
I've taken so much good code from this site I figure it's time I give something back. So: Use {{=}} instead of = and you won't break templates. Compare:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;  cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
 ! Code !! Result &lt;br /&gt;
 |-&lt;br /&gt;
 || &amp;lt;pre&amp;gt;{{Colored Notice Box|2+2=5}}&amp;lt;/pre&amp;gt; || {{Colored Notice Box|2+2=5}}&lt;br /&gt;
 |-&lt;br /&gt;
 || &amp;lt;pre&amp;gt;{{Colored Notice Box|2+2{{=}}5}}&amp;lt;/pre&amp;gt; || {{Colored Notice Box|2+2{{=}}5}}&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
Credit goes to Badp. -- [[User:Juckto|Juckto]] 09:11, 13 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:%3D&amp;diff=48005</id>
		<title>Template:=</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:%3D&amp;diff=48005"/>
		<updated>2009-03-13T09:09:29Z</updated>

		<summary type="html">&lt;p&gt;Juckto: bug fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&amp;lt;noinclude&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
For some reason all templates bork when an equals sign is included directly in them; with this template, now if you use {{=}} instead of = you'll be fine.&lt;br /&gt;
&lt;br /&gt;
Compare the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;  cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
 ! Code !! Result &lt;br /&gt;
 |-&lt;br /&gt;
 || &amp;lt;pre&amp;gt;{{Colored Notice Box|2+2=5}}&amp;lt;/pre&amp;gt; || {{Colored Notice Box|2+2=5}}&lt;br /&gt;
 |-&lt;br /&gt;
 || &amp;lt;pre&amp;gt;{{Colored Notice Box|2+2{{=}}5}}&amp;lt;/pre&amp;gt; || {{Colored Notice Box|2+2{{=}}5}}&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11357</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11357"/>
		<updated>2009-03-13T08:50:04Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* Dwarves */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is intended to be used in conjunction with a save file downloadable [http://dffd.wimbli.com/file.php?id=728 here] (5 meg download). By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed.&lt;br /&gt;
&lt;br /&gt;
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks.&lt;br /&gt;
&lt;br /&gt;
This guide and associated save file was created using version '''v0.28.181.40d'''.&lt;br /&gt;
&lt;br /&gt;
==What you will see when you load the game==&lt;br /&gt;
[[Image:Qs01.JPG]]&lt;br /&gt;
&lt;br /&gt;
The game will begin paused (don't unpause yet), centred on the [[meeting hall]] where all 7 of your starting [[dwarves]] are currently relaxing. The screen is divided into three sections. On the left is the active window, this is where you will see dwarves move around and where you issue orders. In the middle is the menu window. On the right is the fort view which gives you an overall view of the level (it's effectively a zoomed-out version of the active window.&lt;br /&gt;
&lt;br /&gt;
You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs02.JPG]]&lt;br /&gt;
&lt;br /&gt;
Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]].&lt;br /&gt;
&lt;br /&gt;
By using the numpad keys you can move the active screen around and explore. What you will discover is compiled below, with key points highlighted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs03.jpg]]&lt;br /&gt;
&lt;br /&gt;
The grey line that run roughly down the centre of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.&lt;br /&gt;
&lt;br /&gt;
On the top left you will notice a lot of small dots and a blue haze. This is empty space. For you see although Dwarf Fortress may appear to be a 2D game it is in fact 3D. You are currently looking at the birds eye perspective of one [[z-level]]. If you were to move the active window down one level the empty space would become ground and the ground would become unexplored underground space. You can move the screen up and down by pressing {{k|&amp;lt;}} and {{k|&amp;gt;}} respectively (don't forget to hold on {{k|Shift}}!).&lt;br /&gt;
&lt;br /&gt;
That's enough looking around, it's time to ...&lt;br /&gt;
&lt;br /&gt;
==Meet your dwarves==&lt;br /&gt;
====Dwarves====&lt;br /&gt;
You currently have 7 dwarves and I've set up their skills and even given them nicknames to help you keep them sorted.&lt;br /&gt;
*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.&lt;br /&gt;
*'''Matthew''' is a miner exactly the same as Sue.&lt;br /&gt;
*'''Jane''' is a [[woodworker]]. She carries a [[battleaxe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to [[draft]] her into the [[military]].&lt;br /&gt;
*'''Daniel''' is a stoneworker. She has several skill points in [[mason]]ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in [[mechanic]]s so she can build rock [[mechanism]]s, which are required to create [[trap]]s and some [[machine]]s.&lt;br /&gt;
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill.&lt;br /&gt;
*'''Juliet''' is a [[fisherdwarf]]. He will spend most of his time at ponds or creeks catching [[fish]]/[[turtle]] and leaving them on the shore to [[rot]].&lt;br /&gt;
*'''Olon''' is a [[farmer]]. He can plant [[seed]]s at the farm and [[brew]] the mature plants into [[alcohol]] or [[cook]] them into [[food]].&lt;br /&gt;
&lt;br /&gt;
====Creatures====&lt;br /&gt;
You also have:&lt;br /&gt;
*1 [[cat]], which will hunt [[vermin]] for you.&lt;br /&gt;
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance.&lt;br /&gt;
*A [[horse]] and a [[mule]]. If you get a male horse you can start breeding horses for [[meat]] and [[leather]], however mules never breed.&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
Most of your supplies are still in the [[wagon]]. You have:&lt;br /&gt;
*Plenty of food and alcohol.&lt;br /&gt;
*An [[anvil]].&lt;br /&gt;
*A few [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
==Unpause the game==&lt;br /&gt;
[[Image:Qs04.JPG|right]]&lt;br /&gt;
That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food [[stockpile]] in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Juliet is going to fish, and the miners will begin mining.&lt;br /&gt;
&lt;br /&gt;
There are, however, several things I left unfinished for you to practice on. So let's hit {{K|Tab}} to bring the menu window back. I'll be referring to it from now on, and generally it's easier to play with it there constantly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Set tasks in workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs05.JPG|Fig 5: Selecting the craftshop&lt;br /&gt;
Image:Qs06.JPG|Fig 6: Setting the tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
We've got a craftdwarf's workshop all setup and ready to go but currently there are no work tasks there and Rachel is just going to ignore it. We want to use the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected.&lt;br /&gt;
&lt;br /&gt;
Now the menu window displays the options for that building. Each different kind of building will have a different set of options. We want to {{k|a}}dd a new task. We are presented with a list of tasks (Figure 6A) to choose from. Our miners have left plenty of rock lying around, so let's select that, {{k|g}}.&lt;br /&gt;
&lt;br /&gt;
We get yet another list of tasks (Figure 6B). Select rock crafts by pressing {{k|Enter}} and it will return to the first menu which will now have one task listed (Figure 6C). We may as well add the other three kinds of rock goods, and then set them to repeat by pressing {{k|r}} (figure 6D). &lt;br /&gt;
&lt;br /&gt;
If a task is set to repeat then once it's completed it returns to the end of the task list, instead of being removed from the list. So now Rachel will sit in her shop constantly producing goods.&lt;br /&gt;
&lt;br /&gt;
There is one other step though: making sure she doesn't get distracted by other jobs.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
==Setting job preferences==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs07.JPG|Fig 7: Open the unit list&lt;br /&gt;
Image:Qs08.JPG|Fig 8: Zoom to Rachel&lt;br /&gt;
Image:Qs09.JPG|Fig 9: Go to her preferences sub-menu and disable all the hauling tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once.&lt;br /&gt;
&lt;br /&gt;
First you need to find the dwarf in question. Now you can either use the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; option and hunt around the map until you locate the dwarf, or you can do it the smart way. Open up the &amp;lt;tt&amp;gt;{{k|u}}nit list&amp;lt;/tt&amp;gt; and you'll get a screen like figure 7.&lt;br /&gt;
&lt;br /&gt;
Now scroll down to the dwarf you want and press &amp;lt;tt&amp;gt;Zoom {{k|c}}reature&amp;lt;/tt&amp;gt;. This will centre the screen on the unit and open the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; mode. So you'll see figure 8.&lt;br /&gt;
&lt;br /&gt;
From here we can get a lot of information on the dwarf. At the moment we're looking at {{k|g}}eneral, but there is also {{k|i}}nventory, {{k|p}}references, and {{k|w}}ounds. Go to {{k|p}}references and you will get a new menu with new options, as shown in figure 9A. If you press {{k|l}}abor then you will see a list of all possible tasks that a dwarf can perform. The first page of this list is shown in figure 9B. Scroll down until you find the &amp;quot;Hauling&amp;quot; tasks on the 4th page (figure 9C) and press {{k|Enter}} to turn each one off and it should end up looking like figure 9D.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using the job manager==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs10.JPG|Fig 10: Open the job list&lt;br /&gt;
Image:Qs11.JPG|Fig 11: Open the job manager and select &amp;lt;tt&amp;gt;New order&amp;lt;/tt&amp;gt;&lt;br /&gt;
Image:Qs12.JPG|Fig 12: The job orders list&lt;br /&gt;
Image:Qs13.JPG|Fig 13: The job manager with one job displayed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden [[bin]]s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually.&lt;br /&gt;
&lt;br /&gt;
Anyway, open the &amp;lt;tt&amp;gt;{{k|j}}ob list&amp;lt;/tt&amp;gt; and you will see figure 10.&lt;br /&gt;
&lt;br /&gt;
This details all the jobs currently underway and who is doing them. We're not too concerned with this information though, what we want is to get at the sub-menu &amp;lt;tt&amp;gt;job {{k|m}}anager&amp;lt;/tt&amp;gt;, which you can see at the bottom of the image. Open that up and you will see figure 11, a blank screen! &lt;br /&gt;
&lt;br /&gt;
Not surprising, as we haven't used it yet to allocated jobs. Press {{k|q}} to start a new job and you will get a list of &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; possible jobs that can happen in a fort (figure 12). There are a ''lot''.&lt;br /&gt;
&lt;br /&gt;
Luckily we can search for what we want, so type in &amp;lt;tt&amp;gt;wood bin&amp;lt;/tt&amp;gt; and select it. It will ask you how many, 5 sound like a good number to me. After that it will return to the original job manager, except now it will have one new job as shown in figure 13.&lt;br /&gt;
&lt;br /&gt;
The job manager automatically generates the job in the appropriate workshops. We have one carpenters workshop so it will generate 5 &amp;quot;produce wooden bin&amp;quot; orders. If we had 5 carpenters workshops it would produce one in each shop. Note that we don't currently have 5 logs available so soon Jane will start canceling tasks as quickly as the job manager creates them. You will need to designate more trees to be cut down (explained [[#Designation menu|below]]).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defining rooms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs14.JPG|Fig 14: Select a dining table and make it a room&lt;br /&gt;
Image:Qs15.JPG|Fig 15: Size the room&lt;br /&gt;
Image:Qs16.JPG|Fig 16: The dining table now forms the centre of a room, and the menu now displays the room options&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our [[dining room]] has plenty of tables and chairs for eating, but isn't actually a dining room yet.&lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, again and move the cursor to one of the tables in the dining room (figure 14). It doesn't matter which one.&lt;br /&gt;
&lt;br /&gt;
You will notice that this building has quite a different menu to the craft shop we looked at earlier. Press {{k|r}} to make this table into a room, then use the {{k|+}} {{k|-}} keys to get it to the maximum size (figure 15).&lt;br /&gt;
&lt;br /&gt;
Press {{k|Enter}} to accept and it will return to the building menu, which now has new options because it is a room instead of a table (figure 16). Since we want this to be a public dining hall we don't need to change any of these options, so you can press {{k|Space}} to finish.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using farms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs17.JPG|Fig 17: Two farms below the main fort&lt;br /&gt;
Image:Qs18.JPG|Fig 18: Select a farm and decide which crops to grow.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you used the {{k|&amp;gt;}} to explore the [[z-level]] below the main fort you may have discovered this little room just below the pantry (figure 17).&lt;br /&gt;
&lt;br /&gt;
This is two farms built in the arable sand layer, but no seeds have been planted yet. Once again use &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, to get to the farm options (figre 18). &lt;br /&gt;
&lt;br /&gt;
You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring] so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Designation menu==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs19.JPG|Fig 19: The designation menu&lt;br /&gt;
Image:Qs20.JPG|Fig 20: Select &amp;lt;tt&amp;gt;Mine&amp;lt;/tt&amp;gt; and set the first point on the exposed wall&lt;br /&gt;
Image:Qs21.JPG|Fig 21: Set the second point somewhere in the unmined space&lt;br /&gt;
Image:Qs22.JPG|Fig 22: Select &amp;lt;tt&amp;gt;Up staircase&amp;lt;/tt&amp;gt; and place it&lt;br /&gt;
Image:Qs23.JPG|Fig 23: Move up one z-level and place a &amp;lt;tt&amp;gt;Down staircase&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The designation menu is one of the most important in the game. It allows you to mine out new areas of your fort, chop down trees, gather plants, etc. We want to define a new shaft for our idle miner, so select {{k|d}}ig (figure 19).&lt;br /&gt;
&lt;br /&gt;
Now scroll the cursor to where you want to begin the shaft and press enter. Obviously we want to start it at a wall the miner can reach! (Figure 20)&lt;br /&gt;
&lt;br /&gt;
Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.&lt;br /&gt;
&lt;br /&gt;
Note that you can designate entire rectangles to be mined, not just a single line like I did. Now let's create a [[staircase]] to access the next level. First designate an up-stair on the current level (figure 22).&lt;br /&gt;
&lt;br /&gt;
And now the tricky bit - move up one level and designate a down staircase ''directly above it'' (figure 23).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs24.JPG|Fig 24: Rotting turtles surrond a pond&lt;br /&gt;
Image:Qs25.JPG|Fig 25: The &amp;lt;tt&amp;gt;Site building&amp;lt;/tt&amp;gt; menu and workshop sub-menu&lt;br /&gt;
Image:Qs26.JPG|Fig 26: Placing the fishery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Juliet has been busy catching turtle, unfortunately he's been too busy to clean and gut them, so they've been rotting on the pond side (figure 24). &lt;br /&gt;
&lt;br /&gt;
We want to build a [[fishery]] nearby to fix this problem. First open the &amp;lt;tt&amp;gt;Site a {{k|b}}uilding&amp;lt;/tt&amp;gt; menu and you will see a list of all possible buildings (figure 25A). Scroll down until you reach {{k|w}}orkshops, select that and you will get a sub-menu of all the workshops (figure 25B).&lt;br /&gt;
&lt;br /&gt;
Once you select fishery a 3x3 block will pop up on the active window, representing how big the workshop is and where you want to build it. At the moment there is a tree in the way (figure 26), so move around until you find some clear ground close to the pond.&lt;br /&gt;
&lt;br /&gt;
Once you have placed it you will be asked which materials you want to construct it out of. At this stage it doesn't really matter, but I suggest Andesite since it's closest (excluding the wood logs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But this isn't enough. For one of your dwarves to actually construct the workshop ''they need to have the labor enabled that relates to that building'' ... and at the moment no one has [[fish cleaner]] nor [[fish dissector]] enabled. You need to select another dwarf and change his labors to include [[fish cleaner|fish cleaning]], as explained [[#Setting job preferences|above]]. Preferably not Juliet (since the Fishing task takes precedence over almost all other tasks) nor any other dwarf that is busy with important tasks.&lt;br /&gt;
&lt;br /&gt;
Once the fishery is complete you will need to set the task &amp;lt;tt&amp;gt;{{k|p}}rocess raw fish&amp;lt;/tt&amp;gt; at the workshop, and set it to repeat. Pretty soon you'll be churning out a good supply of meat to feed your fort. Also, since Juliet is catching [[turtle]] you will also get a nice little supply of [[shell]]s that Rachel can then craft into goods.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Well, that's most of the basics covered. Next up I suggest you dig out an area near the pantry and build a [[still]] and a [[kitchen]] so you can begin brewing alcohol and cooking food (although plenty of food can be eaten raw). When the trade caravan arrives you will want to consult the [[trading]] page to learn how to trade with them. &lt;br /&gt;
&lt;br /&gt;
I hope you have fun exploring the area, building some proper defences to hold off [[invader]]s, and dealing with an expanding [[population]] and the greater problems that they bring.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4371</id>
		<title>40d:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4371"/>
		<updated>2009-03-11T22:16:30Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* Pumping up multiple levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Screw pump|key=s|job=[[Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* 1 of&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
A '''screw pump''' can lift liquids ([[water]] or [[magma]]) from below onto the same [[Z-level]] as the pump. It is two tiles by one tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by using [[gear assembly|gear assemblies]] connected to [[water wheel]]s and/or [[windmill]]s. The direction you want the water to travel must be chosen at the time of construction.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an [[enormous corkscrew]], a [[block]], and a [[pipe]] section. The light green X must be next to the liquid source and the dark green X is where the liquid exits the  pump. Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[z-axis]]) a liquid. The screw pump will draw the liquid up from below, and distribute it out of the other side of the pump. Screw pumps are [[building]]s that can be removed to recover the materials.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a filled pool of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pump water through a grate or floor bars.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example, one of its tiles must be able to connect to a nearby machine; either already existing or designated to be built.&lt;br /&gt;
* A hatch on the input tile makes a useful on/off switch.&lt;br /&gt;
* The front pump tile is on the output side.&lt;br /&gt;
* The rear pump tile does not block creature movement.  The front of the pump does block creature movement.&lt;br /&gt;
* The front pump tile blocks liquids flow.  The rear of the pump does not block flow.&lt;br /&gt;
* Dwarves must be able to access and stand on the rear tile of the pump in order to be able to operate the pump manually and even to buid it.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates, or put in a [[gear assembly]] linked to a [[lever]] to disconnect [[power|motion]].&lt;br /&gt;
* Pumps can also be used in conjunction with a [[water wheel]] or a [[windmill]] to become self-powered.&lt;br /&gt;
* Pumps can&amp;lt;!-- argh! It's &amp;quot;cannot,&amp;quot; not &amp;quot;can not&amp;quot;! They mean opposite things!--Savok --&amp;gt;not push liquids up additional Z-levels.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls.&lt;br /&gt;
* Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.&lt;br /&gt;
* In order to safely pump magma, you do not need to build a pump out of [[magma-safe]] materials, unless the open tile is going to be submerged in magma. Exception: Wooden parts [[wear]] out fairly quickly when used to pump magma, eventually causing the pump to break down into the non-wooden parts.&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single Pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pumping up multiple levels ===&lt;br /&gt;
[[Image:pumpsnc4.png|frame|right|Diagram 2. Another example of a pump]]&lt;br /&gt;
The easiest way to do this is to stack the pumps directly on top of each other in alternating directions. I.e. the first one pumps North to South, the one directly above it pumps South to North, the next one above that pumps North to South, ad finitum. Even without walls surrounding the pumps, water still gets up with only minor leakage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can transmit power to each pump by simply channeling out the floor at the front (aka output side).&lt;br /&gt;
&lt;br /&gt;
''See Diagram 2.'' This example is from a &lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001225&amp;amp;p=2 Bay12 forum thread.]&lt;br /&gt;
&lt;br /&gt;
#Side view of the basic pump unit. Water is moved from the lower floor to the upper; notice how the front of the pump does not need a floor.&lt;br /&gt;
#Side view of stacked screw pumps. Power is transmitted vertically through the '''missing floor''' tiles under the fronts of the pumps - no need for gearboxes in this design. The screw pump front prevents the water from flowing diagonally downwards.&lt;br /&gt;
#Top view of the basic pump unit.&lt;br /&gt;
#Top view with walls in place to prevent the receiving area from spilling out. If this is all it needed, these units could be stacked on top of each other, but it's missing one thing - dwarf access. There's no stairs/ramps, and no good place to put them either that wouldn't interfere with the adjacent levels' water containment.&lt;br /&gt;
#Solution for a freestanding tower - fire escape! Sure, you could consolidate the up and downstairs into a single up/down stair tile, but I like the zigzag and symmetrical arrangement this one presents. Just build these on top of each other, flipping horizontally each time, and bam. Minimal yet aesthetic multi-level water pumping.&lt;br /&gt;
&lt;br /&gt;
=== Running a pump with a windmill ===&lt;br /&gt;
&lt;br /&gt;
First, build a [[windmill]] anywhere aboveground (note that it won't do anything yet).&lt;br /&gt;
&lt;br /&gt;
Then, build the pump. The end you selected to 'pump from' will suck water up from the level below, then pump it out of the other end. Build with this in mind. If you want to pump from a river, the 'pump from' end should be on the river.&lt;br /&gt;
&lt;br /&gt;
Both the pipe and corkscrew can be built by a [[carpenter]], (the corkscrew is listed as something like 'enormous wooden cor' if you are using the single-width screen, but hitting {{k|Tab}} to expand the screen should reveal the full text).&lt;br /&gt;
&lt;br /&gt;
Connecting [[Windmill|windmills]] to pumps:&lt;br /&gt;
&lt;br /&gt;
Note that it's much easier if the centre of the [[windmill]] lines up with the pump.&lt;br /&gt;
&lt;br /&gt;
# Dig one level below the [[windmill]] and put a [[gear assembly]] directly beneath the [[axle]] (at centre of windmill). The windmill will start turning.&lt;br /&gt;
# You're probably going to want to bring your power up to the surface. To do this, dig away from the first gear until the surface is clear above. Place another gear here.&lt;br /&gt;
# Connect the gears together using a horizontal axle.&lt;br /&gt;
# Get a [[miner]] to [[channel]] on top of the second gear.&lt;br /&gt;
# Build a third gear in this channel. You should now have a turning gear on the surface.&lt;br /&gt;
# If you thought ahead, you should only need one axle to connect the surface gear to the pump. A pump can be powered from any side.&lt;br /&gt;
&lt;br /&gt;
I recommend that you connect a lever to one of your gears beforehand. The pump will start pumping as soon as it has power.&lt;br /&gt;
&lt;br /&gt;
You can change stuff around as the situation dictates, but that should get you started.&lt;br /&gt;
&lt;br /&gt;
[[Image:Above.png|frame|none|above]]&lt;br /&gt;
[[Image:Below.png|frame|none|below]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;The pictures aren't lined up - the far right gear in the second picture is the one below the surface gear.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alternative uses ==&lt;br /&gt;
&lt;br /&gt;
Pumps can also be built with no actual pumping in mind but as dwarven exercise machines.  This is an excellent method to train haulers for better strength and agility or for future soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Screwpump-desalination.png|thumb|An example of how to desalinate water. Single-tilde water is salty, double-tilde water is pure.]]&lt;br /&gt;
Screw pumps also act to desalinate any water which is pumped through them. This is very useful for providing a source of potable water in otherwise entirely salt-water regions. However, if desalinated water comes into contact with saltwater, or passes through a saltwater [[aquifier]] level (even if it has been walled off), the water will be ''re''salinated.&lt;br /&gt;
&lt;br /&gt;
Screw pumps can be used to &amp;quot;reset&amp;quot; [[water pressure]], preventing a surface water source from flooding a fortress through a [[well]] or fishing hole.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
*[[User:Markavian/DFMA|DFMA]] Ingame Videos featuring screw pumps: ([http://mkv25.net/dfma/movie-pump Movies with Pump in the title])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Mining_FAQ&amp;diff=29632</id>
		<title>Template:Mining FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Mining_FAQ&amp;diff=29632"/>
		<updated>2009-03-11T22:03:59Z</updated>

		<summary type="html">&lt;p&gt;Juckto: &amp;lt;/center&amp;gt; added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY the following two lines. ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question exactly as you want it to be read by others]]&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | '''Mining FAQ'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I get my dwarves to haul stones only from certain areas|How do I get my dwarves to haul stones only from certain areas?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Exploratory mining|How do I find ores to mine?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I get my dwarves to haul ores and ignore useless stones|How do I get my dwarves to haul ores and ignore useless stones?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone management|How do I get rid of all this stone?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I stop miners from falling in channels as they dig them|How do I stop miners from falling in channels as they dig them?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[cave-in|What causes a cave-in?]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Mining_FAQ|Add a question to the Mining FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category:FAQ - Mining]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Military_FAQ&amp;diff=29616</id>
		<title>Template:Military FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Military_FAQ&amp;diff=29616"/>
		<updated>2009-03-11T22:03:37Z</updated>

		<summary type="html">&lt;p&gt;Juckto: &amp;lt;/center&amp;gt; added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY the following two lines. ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question exactly as you want it to be read by others]]&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | '''Military FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Military#About_drafting|How do I get my dwarves to fight?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Military|Recruiting, equipping, and managing your military]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sparring|How do I train my dwarves' martial skills?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cross-training|How to train civilians into super-soldiers]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment and encumbrance|How do I keep armor from slowing my soldiers down?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Assign animal|How do I train and deploy animals when needed?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Help! My civilians keep running into combat!]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cage|How do I remove weapons from caged prisoners?]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I stop my dwarfs from dropping clothes all over the barracks]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Military_FAQ|Add a question to the Military FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Military]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Farming_FAQ&amp;diff=40204</id>
		<title>Template:Farming FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Farming_FAQ&amp;diff=40204"/>
		<updated>2009-03-11T22:03:02Z</updated>

		<summary type="html">&lt;p&gt;Juckto: &amp;lt;/center&amp;gt; added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY (not CUT - other people want to use this after you) the following two lines . ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
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| [[Your question exactly as you want it to be read BY OTHER USERS OF THIS WIKI]]&lt;br /&gt;
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&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | '''Farming FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Farm plot|How do I build a Farm?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[List of crops|What is the best crop?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I manage my seeds and crops|How do I manage my seeds and crops?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Using bins and barrels|What does &amp;quot;Reserved Barrels&amp;quot; and &amp;quot;Reserved Bins&amp;quot; mean?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Why are crops sometimes displayed with red writing|Why are crops sometimes displayed with red writing?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The clothing industry|What do I do with these inedible crops?]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
&amp;lt;!--- ########### Insert any new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Farming_FAQ|Add a question to the Farming FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Farming]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Workshops_FAQ&amp;diff=40212</id>
		<title>Template:Workshops FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Workshops_FAQ&amp;diff=40212"/>
		<updated>2009-03-11T22:02:35Z</updated>

		<summary type="html">&lt;p&gt;Juckto: &amp;lt;/center&amp;gt; added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY the following two lines. ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
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| [[Your question exactly as you want it to be read by others]]&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | '''Workshops FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Workshops FAQ#How do I make steel?|How do I make steel?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Workshops FAQ#How do I make glass?|How do I make glass?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The clothing industry|How do I make cloth?]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ########### Insert any new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Workshops_FAQ|Add a question to the Workshop FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Workshops]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Moods_FAQ&amp;diff=41072</id>
		<title>Template:Moods FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Moods_FAQ&amp;diff=41072"/>
		<updated>2009-03-11T22:02:26Z</updated>

		<summary type="html">&lt;p&gt;Juckto: &amp;lt;/center&amp;gt; added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY the following two lines. ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question exactly as you want it to be read by others]]&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | '''Moods FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[What's the easiest way to check dwarves happiness|What's the easiest way to check dwarves happiness?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Noise|How do I get my dwarves to sleep peacefully?]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Moods_FAQ|Add a question to the Moods FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Moods]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Buildings_FAQ&amp;diff=29575</id>
		<title>Template:Buildings FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Buildings_FAQ&amp;diff=29575"/>
		<updated>2009-03-11T22:02:16Z</updated>

		<summary type="html">&lt;p&gt;Juckto: &amp;lt;/center&amp;gt; added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY the following two lines. ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And I said copy, NOT *CUT*. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question exactly as you want it to be read by others]]&lt;br /&gt;
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LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | ''' Buildings, Constructions and Rooms  FAQ'''&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Furniture|Why when I try to build a bed/door/chair does it say needs bed/door/chair?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I construct a wall from a particular direction|How do I construct a wall from a particular direction?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Room|How do I designate rooms or areas?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Door|Help! My doors are stuck open!]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--- ########### Insert new questions above this line ########### ---&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |height=&amp;quot;10&amp;quot;| &lt;br /&gt;
 |-&lt;br /&gt;
 | {{Edit|Template:Buildings_FAQ|Add a question to the Building FAQ}}&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
 |}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Buildings]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Swimmer&amp;diff=7180</id>
		<title>40d:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Swimmer&amp;diff=7180"/>
		<updated>2009-03-11T22:01:37Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* Drowning */ added how long it takes to drown&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0,192,192)&lt;br /&gt;
| skill      = Swimmer&lt;br /&gt;
| speciality = Swimming&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Getting in and out of water&lt;br /&gt;
* Staying calm underwater&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Swimmers''' can swim in [[water]] without drowning.&lt;br /&gt;
&lt;br /&gt;
By moving carefully ({{k|alt}}+direction) into open space above water and selecting the option to move below (such as West/Below), then you can swim about without drowning. To get out, move carefully against a shoreline and select the option to move above.&lt;br /&gt;
Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|&amp;gt;}} and {{k|&amp;lt;}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them.&lt;br /&gt;
&lt;br /&gt;
It is trained by:&lt;br /&gt;
*Swimming.&lt;br /&gt;
*Drowning.&lt;br /&gt;
*Walking on an [[ocean]] wave.&lt;br /&gt;
&lt;br /&gt;
Notable ways that it is not gained include:&lt;br /&gt;
*Crossing a [[brook]].&lt;br /&gt;
&lt;br /&gt;
To train swimming skill, find a pool of shallow water (preferably depth 4, which is safe) or a body of water with slopes (such as a [[lake]]). The speed of training seems to vary depending on the strength of the current; higher levels of water usually mean more current, and more pushing of your character around. Brooks count as ground tiles, you can't swim in them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an untrained or dabbling swimmer jumps into water, four things happen; they start drowning, they are stunned from the impact, they are forced into a prone position, and their movement speed is greatly reduced. The only way to get out of water is to use a [[ramp]] or [[stairway]], and if neither are accessible, they're done for.&lt;br /&gt;
&lt;br /&gt;
A novice swimmer is able to safely get out of water without needing a ramp or stairway, but they will panic in [[#Drowning|certain situations]]&lt;br /&gt;
&lt;br /&gt;
Normal swimmers do not panic like novices do, so training to this level is highly recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In adventure mode, water preference can be switched between &amp;quot;when possible&amp;quot; and &amp;quot;necessary&amp;quot;  by pressing {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
If knocked into a pond or stream in adventure mode, it is possible to escape using (alt) and a direction key to move carefully onto the shore.&lt;br /&gt;
&lt;br /&gt;
== Drowning ==&lt;br /&gt;
&lt;br /&gt;
If a creature is surrounded by a blue [[status icon]], they are drowning. If they cannot reach air soon, they will die in about a minute. &lt;br /&gt;
Swimmers with a normal or above rank will simply be able to swim toward the nearest air supply. Swimmers of novice or below, however, will panic when they begin to drown, and will have to get out via ramp or stairway.&lt;br /&gt;
&lt;br /&gt;
The following situations will make a novice swimmer panic:&lt;br /&gt;
*Falling into water from a height.&lt;br /&gt;
*Not having air in the tile above them.&lt;br /&gt;
&lt;br /&gt;
The amount of weight a creature is carrying does not make them drown faster.&lt;br /&gt;
&lt;br /&gt;
== Swimming in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
The specifics are unknown at this point. It is assumed that dwarves with a normal rank or better will be able to swim up and to the surface.&lt;br /&gt;
&lt;br /&gt;
A movie of fortress mode dwarves swimming up and out of a water chamber: [http://mkv25.net/dfma/movie-280-dwarfswimming Movie]&lt;br /&gt;
&lt;br /&gt;
==Teaching your Dwarves to Swim==&lt;br /&gt;
&lt;br /&gt;
[[Image:dwarfswim.png|border|right]]&lt;br /&gt;
For this, you'll need a [[waterfall]] - if you don't already have one, you can build one with a [[pump]].&lt;br /&gt;
&lt;br /&gt;
The first level is a room with a [[channel]] leading to a [[river]]. The [[pressure plate]] is set to trigger when the water level reaches 7, and is connected to the floor [[hatch]]es. These then open, draining the water into...&lt;br /&gt;
&lt;br /&gt;
The second level. This room should be set up as a [[meeting hall]] or [[booze]] [[stockpile]], to ensure it always contains dwarves. Alternatively, you could draft your trainees into the military and station them here. Up to you. I went for the lazy option. The [[grates]] in the floor let the water drain before your dwarves drown.&lt;br /&gt;
&lt;br /&gt;
The third level lets the water back into the river, post-waterfall.&lt;br /&gt;
&lt;br /&gt;
The real beauty of this setup is that it not only teaches your dwarves to swim,{{verify}} not only gives them a much needed wash,{{verify}} but will give them happy waterfall [[thoughts]], too!{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Alternative Swimming Program ==&lt;br /&gt;
&lt;br /&gt;
Build a large platform with drainage grates above a murky pool.  Install pumps and pump water all over it.  Then make it a barracks and get your dwarves to spar there.  Your dwarves will gain swimming skill and be insulated against cave adaptation as they spar.  And you will have to pump one fewer level, in case you don't like using the powered-pump exploit.  It's also a way to use up some relatively useless real estate (if you simply sparred in the outside, your dwarves would trample the grass.)  I haven't actually tried this yet but it should work.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Skills]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Water_FAQ&amp;diff=31067</id>
		<title>Template:Water FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Water_FAQ&amp;diff=31067"/>
		<updated>2009-03-11T22:00:52Z</updated>

		<summary type="html">&lt;p&gt;Juckto: &amp;lt;/center&amp;gt; added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY the following two lines. ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question exactly as you want it to be read by others]]&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | ''' Water  FAQ'''&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Screw pump|How do I move water up levels?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Water pressure|How do I stop water moving up levels?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Swimmer|Can dwarves swim to the surface for air?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Swimmer|How long does it take for a dwarf/goblin/creature to drown]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Water#Water depth|How deep is the water?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Ice#Melting Ice|Is it possible to melt ice in order to get water during winter?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Well|How do I build a well?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Channel|How do I channel a path for water?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Flow|Will water push items around?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Dam|Can I build a dam to stop the water?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Digging designation canceled|Digging designation canceled: Damp stone located]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions above this line ########### ---&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |height=&amp;quot;10&amp;quot;| &lt;br /&gt;
 |-&lt;br /&gt;
 | {{Edit|Template:Water_FAQ|Add a question to the Water FAQ}}&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
 |}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Water]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=How_long_do_tower-caps_take_to_grow&amp;diff=47980</id>
		<title>How long do tower-caps take to grow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=How_long_do_tower-caps_take_to_grow&amp;diff=47980"/>
		<updated>2009-03-11T21:59:47Z</updated>

		<summary type="html">&lt;p&gt;Juckto: Redirected page to Tower-cap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Tower-cap]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tower-cap&amp;diff=8217</id>
		<title>40d:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tower-cap&amp;diff=8217"/>
		<updated>2009-03-11T21:59:36Z</updated>

		<summary type="html">&lt;p&gt;Juckto: added growing time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tower caps''' are a type of mushroom-like, subterranean [[tree]]. Once fully grown, they can be designated for [[wood cutting]] and produce Tower Cap [[log]]s. As with normal trees, they take about 1 and a half years to fully grow.&lt;br /&gt;
&lt;br /&gt;
== Tree Farms ==&lt;br /&gt;
&lt;br /&gt;
It is possible for tower caps to spontaneously grow in muddied subterranean areas (rock or soil) or not muddied subterranean soil with a solid soil layer underneath &amp;lt;b&amp;gt;only if&amp;lt;/b&amp;gt; you have discovered an [[underground]] [[river]] or underground pond. Such features can be located using the [[site finder]] and on the local view during embarkation, if the relevant [[init]] and [[world generation]] parameters are set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the subject of spawning Tower Caps, [[Toady]] said:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''Right now, you can't plant tower-caps or bring spawn along, so you need to find a cave river or cave pool, in which case they will start growing underground if it's all working. It's trickier to find such things, so it's mostly impossible to do. Later, you should be able to plant them. There are no arbitrary vegetation caps now.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;arbitrary vegetation caps&amp;quot; comment is referring to the old limit of 200 tower caps growing by the [[cave river]] in the [[mud]].&lt;br /&gt;
&lt;br /&gt;
To design a tower-cap [[farm]], refer to [[Irrigation#Reservoir_irrigation|reservoir irrigation]], which can be used for a variety of purposes.&lt;br /&gt;
&lt;br /&gt;
Beware that young tower caps will be killed if repeatedly walked upon.&lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Wood_FAQ&amp;diff=29646</id>
		<title>Template:Wood FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Wood_FAQ&amp;diff=29646"/>
		<updated>2009-03-11T21:58:27Z</updated>

		<summary type="html">&lt;p&gt;Juckto: &amp;lt;/center&amp;gt; added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY the following two lines. ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[How long do tower-caps take to grow]]&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | '''Wood FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Do I really need wood|Do I really need wood?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood|Where can I get wood?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower-cap|Is it possible to grow trees underground?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How long do tower-caps take to grow]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
&amp;lt;!--- ########### Insert any new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Wood_FAQ|Add a question to the Wood FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Wood]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Starting_FAQ&amp;diff=29692</id>
		<title>Template:Starting FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Starting_FAQ&amp;diff=29692"/>
		<updated>2009-03-11T21:57:48Z</updated>

		<summary type="html">&lt;p&gt;Juckto: &amp;lt;/center&amp;gt; added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY the following two lines. BOTH OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
Don't *REMOVE* or *CHANGE* these these next two lines - *COPY* them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question written in a way that it can be easily understood by other new players]]&lt;br /&gt;
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LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating pages with ? in the title.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | '''Beginner's guide FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Quickstart guide]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Download a saved game which has a basic fort started, and guides you through a few simple tasks.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Your first fortress]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;The bare minimum you need to know to get you from installation, to playing.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I get my dwarves to do stuff|How do I get my dwarves to do stuff?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Location|Where in the world should I settle?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where in my area should I build my fort|Where in my area should I build my fort?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[What should I build first|What should I build first?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starting_builds|What skills and items should I equip my dwarves with?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I assign tasks to specific dwarves|How do I assign tasks to specific dwarves?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Immigration|How do I get more dwarves?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How to correctly start fortress mode|Various advice from various players]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Laptop_keyboard|HELP! My +/- keys aren't working!]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Starting_FAQ|Add a question to the Starting FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Starting]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Magma_FAQ&amp;diff=29659</id>
		<title>Template:Magma FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Magma_FAQ&amp;diff=29659"/>
		<updated>2009-03-11T21:56:43Z</updated>

		<summary type="html">&lt;p&gt;Juckto: Not sure where that &amp;lt;center&amp;gt; cropped up from, but it's buggering some page layouts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY the following two lines. ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question exactly as you want it to be read by others]]&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot;| '''Magma FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Magma|Practically everything Magma related]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magma-safe materials|What can I use to make magma-proof items?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I channel water/magma|How do I channel magma?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Digging designation canceled|Digging designation canceled: Warm stone located]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magma#Finding_magma|Where can I find magma?]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
&amp;lt;!--- ########### Insert any new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Magma_FAQ|Add a question to the Magma FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Magma]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=46378</id>
		<title>40d Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=46378"/>
		<updated>2009-03-11T21:50:05Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* 2 &amp;quot;Daniel&amp;quot;s? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, this page is kinda pointless as it stands. It doesn't really provide anything that isn't on the far superior [[Your first fortress]] guide, yet we still link to it from the front page.&amp;lt;br&amp;gt;&lt;br /&gt;
I'm thinking of taking it in a different direction entirely and providing a ready-made save, maybe one month in, to use as a tutorial. This gets new players past the fiddly min-maxing of the embark screen and provides the essentials, so they can get right to work learning the interface. --[[User:Walliard|Walliard]] 21:14, 10 December 2008 (EST)&lt;br /&gt;
:That's a good idea, but ... are you thinking of doing it, or doing it? Cause if you don't I will. On that note, does anyone have any suggestions for what to put in the saved game? My thoughts:&lt;br /&gt;
:*Bedrooms complete&lt;br /&gt;
:*Dining hall setup&lt;br /&gt;
:*All dwarves idle in meeting hall&lt;br /&gt;
:**Miners just about to dig out a new passage&lt;br /&gt;
:**Other dwarves about to bring food to a new stockpile&lt;br /&gt;
:*???&lt;br /&gt;
:*Profit&lt;br /&gt;
:--[[User:Juckto|Juckto]] 20:41, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Catsplosion advisable? ==&lt;br /&gt;
&lt;br /&gt;
Why are we giving the absolute and utter newbies the seeds of a catsplosion with no cages etc to let them solve the problem?  By the time they learn what to do about it, they might already be too late to stop it, and flaming out of the -quickstart tutorial- of a game is possibly one of the most depressing things a newbie can do.  I strongly suggest upping a save without two cats. --[[User:LucienSadi|LucienSadi]] 02:56, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I could do that, but sticking it in a cage instead would be a lot simpler for me. Would that be sufficient? --[[User:Juckto|Juckto]] 03:52, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sure, just tag on a warning as well (if you haven't done so already) --[[User:LucienSadi|LucienSadi]] 07:07, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
They aren't ''worse'' than ugly, but they ''are'' ugly (and large). If there's ever any chance to redo the images, we've got to make sure they follow {{rule|I}}, which means that they should be the unstretched, unblurred default tileset, and that they should be .pngs.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::...I'm pretty sure that's the standard 800x600 tileset.  It looks neither stretched nor blurred to me.  They should be made .pngs, but that didn't sound like your only problem.  --[[User:Squirrelloid|Squirrelloid]] 14:39, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I think &amp;quot;standard tileset&amp;quot; may need clarifying. See [[DwarfFortressWiki_talk:Community_Portal#I]].&lt;br /&gt;
:::Examples of images:&lt;br /&gt;
:::*[[:Image:Tunnel_in_local_view.png]]&lt;br /&gt;
:::**is blurred&lt;br /&gt;
:::**uses the default/standard tileset&lt;br /&gt;
:::**is not stretched&lt;br /&gt;
:::**is a .png&lt;br /&gt;
:::*[[:Image:Qs02.JPG]]&lt;br /&gt;
:::**is not blurred&lt;br /&gt;
:::**uses the default/standard tileset&lt;br /&gt;
:::**is stretched&lt;br /&gt;
:::**is not a .png&lt;br /&gt;
:::*[[:Image:Human_roads.png]]&lt;br /&gt;
:::**is blurred&lt;br /&gt;
:::**does not use the default/standard tileset&lt;br /&gt;
:::**is stretched&lt;br /&gt;
:::**is a .png&lt;br /&gt;
:::Note that the default &amp;quot;800x600&amp;quot; tileset under the default settings is stretched by 2x vertically if you don't alter grid size/use blackspace.&lt;br /&gt;
:::Sorry for the long list. --[[User:Savok|Savok]] 17:11, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Since blackspace is set to NO by default, I think that makes 'stretched' the default for the 800x600 tileset, or rather, I would consider it 'stretched' to have something other than a 2:1 h:w ratio with the 800x600 tileset because that's different than what the game does by default and so is stretched relative to the default settings.  I will agree that non-default tilesets are bad, and that blurriness is bad, but we should show people what they would expect to see in the game if they don't touch the .ini file.  --[[User:Squirrelloid|Squirrelloid]] 17:34, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Squirreloid is correct, I took the screenshots in full-screen &amp;quot;stretched&amp;quot; mode because I thought that that is what a new player would be seeing. -- [[User:Juckto|juckto]] 18:20, 16 December 2008 (EST)~&lt;br /&gt;
&lt;br /&gt;
My general stance on images in general is that they be:&lt;br /&gt;
* Understandable to whomever views them -- this means standard tileset in most cases, though a custom symbol here and there is okay as long as it isn't important to the actual thing being illustrated.  It also means standard color set, generally.  I have my doubts about stretched/resized fonts being hard to understand unless they are outright distorted.&lt;br /&gt;
* As small, byte-wise, as possible.  Ideally, this means well-compressed 256-color pngs, and not double-sized (something I have been guilty of) or the like.  However, as long as you upload in some lossless format (png or gif), others can optimize the actual file.&lt;br /&gt;
--[[User:Maximus|Maximus]] 16:09, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==and init.txt==&lt;br /&gt;
Also, it may help to include the init folder as well. --[[User:Savok|Savok]] 10:36, 16 December 2008 (EST)&lt;br /&gt;
:What does adding the init folder achieve? --[[User:Juckto|juckto]] 14:42, 16 December 2008 (EST)&lt;br /&gt;
::Adding the init folder would help if you've changed init settings. You don't talk about that in the article, and boy can init settings be important. --[[User:Savok|Savok]] 17:11, 16 December 2008 (EST)&lt;br /&gt;
:::Yes I have changed my init settings, but I don't see how any of the changes I've made would make any real difference to a new player playing this quickstart game. -- [[User:Juckto|juckto]] 18:20, 16 December 2008 (EST)~&lt;br /&gt;
&lt;br /&gt;
== savegame seems to be bugged ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Missing Creature Body Definition: CAT_MOUTH&lt;br /&gt;
&lt;br /&gt;
get spouted on me every time I try to load the savegame.&lt;br /&gt;
&lt;br /&gt;
on 28.181.40d and a recently installed DF&amp;lt;/blockquote&amp;gt; &amp;lt;small&amp;gt;The above unsigned comment was added by [[User:Loatroll|Loatroll]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is because the dumbass who made the savegame didn't use the default raws like they were supposed to. I've removed the link. --[[User:GreyMario|GreyMaria]] 13:37, 19 January 2009 (EST)&lt;br /&gt;
:rather, the guy used what looks like a bugfixed raw (based off the fact that it's a modified cat mouth - which was probably added for the sake of avoiding the &amp;quot;cat cancels show item to owner - too injured&amp;quot; messages. Toady One probably has this fixed on his end.) the person is probably NOT a dumbass, it's just that the default raws are buggy with respect to cats, and just about everyone that reports that bug gets redirected to the sticky on the forums. --[[User:Zeta|Zeta]] 19:06, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::But using savegames that use modified raws is against common sense, especially in a newbie guide. --[[User:GreyMario|GreyMaria]] 21:35, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== 2 &amp;quot;Daniel&amp;quot;s? ==&lt;br /&gt;
&lt;br /&gt;
Just read over the page, and noticed that there are two dwarves named &amp;quot;Daniel.&amp;quot; Is this a good idea? Since you gave them english-sounding names, why didn't you make them unique?&lt;br /&gt;
:bah humbug. They're meant to be unique. I'll check the save file tonight and see if the error is repeated there, and fix as necessary. -- [[User:Juckto|Juckto]] 21:50, 11 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Del&amp;diff=12573</id>
		<title>Template:Del</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Del&amp;diff=12573"/>
		<updated>2009-02-24T05:49:36Z</updated>

		<summary type="html">&lt;p&gt;Juckto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{[[Template:Del|del]]}} is a shortcut for {{[[Template:deletion|deletion]]}}. Either one will do the job.&lt;br /&gt;
:I wasn't able to make it so that changes to {{[[Template:deletion|deletion]]}} affect this page, but this page is updated now. --[[User:Savok|Savok]] 11:10, 22 November 2008 (EST)&lt;br /&gt;
::Replacing the whole page with &amp;lt;nowiki&amp;gt;{{:Template:Deletion}}&amp;lt;/nowiki&amp;gt; should do the trick. -- [[User:Juckto|Juckto]] 00:49, 24 February 2009 (EST)&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#ccaaaa; border:1px solid #993333&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
''This page is marked for [[:Category:Deletion|deletion]]. {{#if: {{{1|}}}|The reason given is '''{{{1}}}'''.|Reasons could include a nonsense title, superfluous information, irrelevant/lack of material or the article could be outdated/duplicated.}}''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Deletion]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4368</id>
		<title>40d:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4368"/>
		<updated>2009-02-20T01:21:20Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* Multiple Levels */ removing L-shape tunnel section as discussed on talk page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Screw pump|key=s|job=[[Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* 1 of&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
A '''screw pump''' can lift liquids ([[water]] or [[magma]]) from below onto the same [[Z-level]] as the pump. It is two tiles by one tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by using [[gear assembly|gear assemblies]] connected to [[water wheel]]s and/or [[windmill]]s. The direction you want the water to travel must be chosen at the time of construction.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an [[enormous corkscrew]], a [[block]], and a [[pipe]] section. The light green X must be next to the liquid source and the dark green X is where the liquid exits the  pump. Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[z-axis]]) a liquid. The screw pump will draw the liquid up from below, and distribute it out of the other side of the pump. Screw pumps are [[building]]s that can be removed to recover the materials.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a filled pool of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pump water through a grate or floor bars.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example, one of its tiles must be able to connect to a nearby machine; either already existing or designated to be built.&lt;br /&gt;
* A hatch on the input tile makes a useful on/off switch.&lt;br /&gt;
* The front pump tile is on the output side.&lt;br /&gt;
* The rear pump tile does not block creature movement.  The front of the pump does block creature movement.&lt;br /&gt;
* The front pump tile blocks liquids flow.  The rear of the pump does not block flow.&lt;br /&gt;
* Dwarves must be able to access and stand on the rear tile of the pump in order to be able to operate the pump manually and even to buid it.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates, or put in a [[gear assembly]] linked to a [[lever]] to disconnect [[power|motion]].&lt;br /&gt;
* Pumps can also be used in conjunction with a [[water wheel]] or a [[windmill]] to become self-powered.&lt;br /&gt;
* Pumps can&amp;lt;!-- argh! It's &amp;quot;cannot,&amp;quot; not &amp;quot;can not&amp;quot;! They mean opposite things!--Savok --&amp;gt;not push liquids up additional Z-levels.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls.&lt;br /&gt;
* Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.&lt;br /&gt;
* In order to safely pump magma, you do not need to build a pump out of [[magma-safe]] materials, unless the open tile is going to be submerged in magma. Exception: Wooden parts [[wear]] out fairly quickly when used to pump magma, eventually causing the pump to break down into the non-wooden parts.&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single Pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pumping up multiple levels ===&lt;br /&gt;
[[Image:pumpsnc4.png|frame|right|Diagram 2. Another example of a pump]]&lt;br /&gt;
The easiest way to do this is to stack the pumps directly on top of each other in alternating directions. I.e. the first one pumps North to South, the one directly above it pumps South to North, the next one above that pumps North to South, ad finitum.&lt;br /&gt;
&lt;br /&gt;
You can transmit power to each pump by simply channeling out the floor at the front.&lt;br /&gt;
&lt;br /&gt;
''See Diagram 2.'' This example is from a &lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001225&amp;amp;p=2 Bay12 forum thread.]&lt;br /&gt;
&lt;br /&gt;
#Side view of the basic pump unit. Water is moved from the lower floor to the upper; notice how the front of the pump does not need a floor.&lt;br /&gt;
#Side view of stacked screw pumps. Power is transmitted vertically through the '''missing floor''' tiles under the fronts of the pumps - no need for gearboxes in this design. The screw pump front prevents the water from flowing diagonally downwards.&lt;br /&gt;
#Top view of the basic pump unit.&lt;br /&gt;
#Top view with walls in place to prevent the receiving area from spilling out. If this is all it needed, these units could be stacked on top of each other, but it's missing one thing - dwarf access. There's no stairs/ramps, and no good place to put them either that wouldn't interfere with the adjacent levels' water containment.&lt;br /&gt;
#Solution for a freestanding tower - fire escape! Sure, you could consolidate the up and downstairs into a single up/down stair tile, but I like the zigzag and symmetrical arrangement this one presents. Just build these on top of each other, flipping horizontally each time, and bam. Minimal yet aesthetic multi-level water pumping.&lt;br /&gt;
&lt;br /&gt;
=== Running a pump with a windmill ===&lt;br /&gt;
&lt;br /&gt;
First, build a [[windmill]] anywhere aboveground (note that it won't do anything yet).&lt;br /&gt;
&lt;br /&gt;
Then, build the pump. The end you selected to 'pump from' will suck water up from the level below, then pump it out of the other end. Build with this in mind. If you want to pump from a river, the 'pump from' end should be on the river.&lt;br /&gt;
&lt;br /&gt;
Both the pipe and corkscrew can be built by a [[carpenter]], (the corkscrew is listed as something like 'enormous wooden cor' if you are using the single-width screen, but hitting {{k|Tab}} to expand the screen should reveal the full text).&lt;br /&gt;
&lt;br /&gt;
Connecting [[Windmill|windmills]] to pumps:&lt;br /&gt;
&lt;br /&gt;
Note that it's much easier if the centre of the [[windmill]] lines up with the pump.&lt;br /&gt;
&lt;br /&gt;
# Dig one level below the [[windmill]] and put a [[gear assembly]] directly beneath the [[axle]] (at centre of windmill). The windmill will start turning.&lt;br /&gt;
# You're probably going to want to bring your power up to the surface. To do this, dig away from the first gear until the surface is clear above. Place another gear here.&lt;br /&gt;
# Connect the gears together using a horizontal axle.&lt;br /&gt;
# Get a [[miner]] to [[channel]] on top of the second gear.&lt;br /&gt;
# Build a third gear in this channel. You should now have a turning gear on the surface.&lt;br /&gt;
# If you thought ahead, you should only need one axle to connect the surface gear to the pump. A pump can be powered from any side.&lt;br /&gt;
&lt;br /&gt;
I recommend that you connect a lever to one of your gears beforehand. The pump will start pumping as soon as it has power.&lt;br /&gt;
&lt;br /&gt;
You can change stuff around as the situation dictates, but that should get you started.&lt;br /&gt;
&lt;br /&gt;
[[Image:Above.png|frame|none|above]]&lt;br /&gt;
[[Image:Below.png|frame|none|below]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;The pictures aren't lined up - the far right gear in the second picture is the one below the surface gear.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alternative uses ==&lt;br /&gt;
&lt;br /&gt;
Pumps can also be built with no actual pumping in mind but as dwarven exercise machines.  This is an excellent method to train haulers for better strength and agility or for future soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Screwpump-desalination.png|thumb|An example of how to desalinate water. Single-tilde water is salty, double-tilde water is pure.]]&lt;br /&gt;
Screw pumps also act to desalinate any water which is pumped through them. This is very useful for providing a source of potable water in otherwise entirely salt-water regions. However, if desalinated water comes into contact with saltwater, or passes through a saltwater [[aquifier]] level (even if it has been walled off), the water will be ''re''salinated.&lt;br /&gt;
&lt;br /&gt;
Screw pumps can be used to &amp;quot;reset&amp;quot; [[water pressure]], preventing a surface water source from flooding a fortress through a [[well]] or fishing hole.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
*[[User:Markavian/DFMA|DFMA]] Ingame Videos featuring screw pumps: ([http://mkv25.net/dfma/movie-pump Movies with Pump in the title])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Solarshado&amp;diff=47173</id>
		<title>User talk:Solarshado</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Solarshado&amp;diff=47173"/>
		<updated>2009-01-31T09:54:38Z</updated>

		<summary type="html">&lt;p&gt;Juckto: New page: I see nothing on the key bindings page which explains why my +/- keys may not be working. You need to add something to answer the question. -- ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I see nothing on the [[key bindings]] page which explains why my +/- keys may not be working. You need to add something to answer the question. -- [[User:Juckto|Juckto]] 04:54, 31 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36095</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36095"/>
		<updated>2009-01-24T03:08:30Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* Trading flowchart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# The [[Talk:Trading/Talk Caravan|talk page]] from Caravan, which wasn't merged properly at the time.&lt;br /&gt;
# The [[Talk:Trading/archive1|first archive]] of Talk:Trading.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
::I am quite sure that &amp;quot;culling on mandates: on&amp;quot; hides all bins containing items which have active Noble Export Bans. [[User:Samyotix|Samyotix]] 09:16, 13 November 2008 (EST)&lt;br /&gt;
:::I made a &amp;quot;trading color cues&amp;quot; subsection.  This should cover relevant info about mandates and other things.  --[[User:Shurikane|Shurikane]] 22:07, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; width=400|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
:Ask and ye shall receive (see right, editable at [[Trading/Flowchart]]). --[[User:Juckto|juckto]] 08:46, 6 May 2008 (EDT) &lt;br /&gt;
'''Re: Adeptable's changes'''&amp;lt;br&amp;gt;I don't think the third branch is neccesary. For one, it makes it seem too wide, and secondary it implies that turning off the trader's labours ''all the time'' means that trading will happen faster - almost as if it will make merchants arrive more often. --[[User:Juckto|juckto]] 23:36, 2 August 2008 (EDT)&lt;br /&gt;
:I'd add retrieving empty bins to the bottom so that you don't end up with empty bins sitting at the depot.  When stockpiles are crowded you'll need them to deal with the sudden influx of goods.  (Never give away bins!)  I bow to your wiki-fu, I simply could not edit your flowchart...  --[[User:Corona688|Corona688]] 14:15, 3 December 2008 (EST)&lt;br /&gt;
::Yeah, it's a bit tricky I guess. It's all in the colspan :p. But, ahhh, how do you retreive them? I thought dwarves would automatically fetch empty bins from the depot if they needed them, just like fetching them from any other location. --[[User:Juckto|juckto]] 18:31, 3 December 2008 (EST)&lt;br /&gt;
:::Ack, somehow didn't see this.  Empty bins will still show up as Trading in the bring goods to depot menu, unmark them and your dwarves will haul them back to where they're needed.  --[[User:Corona688|Corona688]] 02:13, 7 January 2009 (EST)&lt;br /&gt;
::::Surely the bins' &amp;quot;Trading&amp;quot; status disappears after the Trader leaves? I mean, I've never noticed them as still being marked for &amp;quot;Trading&amp;quot; when the next caravan arrives next season. --[[User:Juckto|juckto]] 22:08, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How many wagons? ==&lt;br /&gt;
&lt;br /&gt;
I don't think I've ever seen more than 8 wagons in a given caravan. Is that the limit? Has anyone ever seen more than 8?--[[User:Maximus|Maximus]] 03:01, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mass selection of goods to be moved ==&lt;br /&gt;
&lt;br /&gt;
Question: Is there a way to designate multiple goods in one selection to be brought to the depot? &lt;br /&gt;
&lt;br /&gt;
I'm getting really tired of indivually selecting goods to be moved to the depot when I have massive amounts of crafts, food, etc. So is anyone familiar with ways to select multiple goods at once? Maybe a &amp;quot;start&amp;quot; and &amp;quot;end&amp;quot; tags (for lack of a better name) and every good caught inbetween is designated to be moved to the depot? -- [[User:Dakira|Dakira]] 14:47 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:Nope. About the best you can do is use the select (search) menu to get all the ones of the type you want, then enter-down-enter-down. You can flag about 200 a minute this way, though.--[[User:Maximus|Maximus]] 19:17, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That's what I was doing previously. Are there any plans for a &amp;quot;mass selector&amp;quot; to be introduced? -- [[User:Dakira|Dakira]] 16:50 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:::Not that I know of. Make a feature request on the [http://www.bay12games.com/forum/index.php forums].--[[User:Maximus|Maximus]] 20:05, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::AFAIK, there is no good way to do this from the trade screen, which is why it's important to set up custom stockpiles and have plenty of bins. Man, I really wish you could make bins out of stone.&lt;br /&gt;
&lt;br /&gt;
== Merchant moods ==&lt;br /&gt;
&lt;br /&gt;
My fortress hadn't been doing too well, but I didn't know it was so bad it could affect merchants... and their pack animals. As the last merchant was about to leave the map, he suddenly went berserk and was cut down by his bodyguard, who then fled the scene. Shortly thereafter, I recieved a message that the donkey had been stricken by melacholy. Has anyone else had this happen?&lt;br /&gt;
&lt;br /&gt;
:They usually eventually go nuts if they can't leave for some reason. Never heard of something like what you're describing.--[[User:Maximus|Maximus]] 03:24, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No more dwarven caravan ==&lt;br /&gt;
&lt;br /&gt;
So. The Dwarven caravan has not come in the past two years. I think, though I am not sure, that this corresponds with when I met the requirements for the Incoming King, though he has not yet seen fit to arrive. I believe I also capped the population sometime in there, but I think it was after the first year of no caravan. I don't recall in any way molesting previous caravans. I needs me some dolomite and steel bars, anyone know what's going on here? --[[User:Zombiejustice|Zombiejustice]] 02:10, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:So. I upper the population cap to encourage some immigration, and after a few seasons, the King showed up with his retinue and the Hammerer, who had apparently died at some point. I re-capped the population, and the caravan came next autumn. Was it the incoming king or the dead hammerer? Did the population cap interfere with the king's arrival? The mystery remains. --[[User:Zombiejustice|Zombiejustice]] 14:59, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm on year 13 of my most recent fortress and the Dwarven caravan declined to show up this year, after 12 years of no problem.  I still don't meet the requirements for the Incoming King.  In a previous game I did meet those requirements, and that did not interfere with the caravan (though the liason stopped letting me place orders once the king arrived).  Anyway, I don't think my current fort has anything in common with what you've described, other than a mysteriously missing caravan after not damaging previous ones. --[[User:Sev|Sev]] 00:52, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== A query from the deleted page Talk:Stealing ==&lt;br /&gt;
&lt;br /&gt;
I've read many times that the traders count their total losses/profits when they leave the edge of the map, so as to make stealing of any sort impossible (to get away with, anyhow). Does this include what the guards are carrying (if they get killed or even just shoot off some bolts)? Or is the &amp;quot;total profit&amp;quot; concept true at all? --[[User:Maximus|Maximus]] 17:07, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm pretty sure that the total profit concept is how it works. The value of everything the traders enter with is subtracted from the value of everything the traders leave with to calculate profit. There's probably something in there to account for the death of (a) trader(s). --[[User:Savok|Savok]] 21:42, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wagon movement ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure that wagons cannot move diagonally. --[[User:Savok|Savok]] 20:08, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Arrival dates ==&lt;br /&gt;
&lt;br /&gt;
Out of curiosity, has anybody given a closer look at the exact arrival dates of trade caravans?  Do they always arrive at a fixed time, or does it hover inside a certain period during the month or season?  --[[User:Shurikane|Shurikane]] 22:11, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Wagons and magma==&lt;br /&gt;
A dwarven trade caravan passing over a magma channel on its way to my trade depot recently caught fire. Naturally, this caused lots of [[fun]], but I'm a bit perplexed by it. There was nothing flammable on the bridge - in fact, the magma beneath was 1/7 deep at best - but it looks like the wagons just spontaneously combusted as they passed over the stream. Can anyone confirm that it was the magma that caused this, or were the children just playing with matches again? [[User:Aosher|Aosher]] 08:07, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elven Caravan Wood Logs ==&lt;br /&gt;
I noticed there was a &amp;quot;verify&amp;quot; next to &amp;quot;carries more wood the less trees you cut down&amp;quot; under the Elven Caravans and am not sure if it is right or not.  Can anyone confirm this?  I have observed the stock of wood brought by the elves in two games as increasing significantly with time.  In one of the games wood was scarce, in the other wood was plentiful but to dangerous to cut down and in both I would consistently buy out all of the wood logs from every caravan.  So I had theorized the increase in the number of logs brought was related to demand conveyed by buying out the stock repeatedly for years.  However, not cutting down trees and buying out all the wood logs would tend to go hand in hand.  Also, to really see a significant increase in a specific item I would need to buy out all the wood stock from a caravan for close several years.  It is possible that both the demand and level of &amp;quot;production&amp;quot; of wood determine how much is brought.  If either is true for wood, then it might be true for other items that Elves bring.  Also, did I format this thing right? --[[User:Pencilinhand|PencilinHand]] 8:47, 23 January 2009 (EST)&lt;br /&gt;
:In my experience it's something more like - the more you have in stock, the less they bring. I was buying out all logs from them, and they brought ~120 logsevery year, and I chopped a lot of trees, but used them fast. Then I built some wooden machinery (axles, windmills), my stocks always showed about 100 logs in them after that, and elves began to bring only about 5 logs...--[[User:Dorten|Dorten]] 04:48, 23 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11356</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11356"/>
		<updated>2009-01-20T22:54:16Z</updated>

		<summary type="html">&lt;p&gt;Juckto: Fixed save file&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is intended to be used in conjunction with a save file downloadable [http://dffd.wimbli.com/file.php?id=728 here] (5 meg download). By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed.&lt;br /&gt;
&lt;br /&gt;
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks.&lt;br /&gt;
&lt;br /&gt;
This guide and associated save file was created using version '''v0.28.181.40d'''.&lt;br /&gt;
&lt;br /&gt;
==What you will see when you load the game==&lt;br /&gt;
[[Image:Qs01.JPG]]&lt;br /&gt;
&lt;br /&gt;
The game will begin paused (don't unpause yet), centred on the [[meeting hall]] where all 7 of your starting [[dwarves]] are currently relaxing. The screen is divided into three sections. On the left is the active window, this is where you will see dwarves move around and where you issue orders. In the middle is the menu window. On the right is the fort view which gives you an overall view of the level (it's effectively a zoomed-out version of the active window.&lt;br /&gt;
&lt;br /&gt;
You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs02.JPG]]&lt;br /&gt;
&lt;br /&gt;
Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]].&lt;br /&gt;
&lt;br /&gt;
By using the numpad keys you can move the active screen around and explore. What you will discover is compiled below, with key points highlighted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs03.jpg]]&lt;br /&gt;
&lt;br /&gt;
The grey line that run roughly down the centre of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.&lt;br /&gt;
&lt;br /&gt;
On the top left you will notice a lot of small dots and a blue haze. This is empty space. For you see although Dwarf Fortress may appear to be a 2D game it is in fact 3D. You are currently looking at the birds eye perspective of one [[z-level]]. If you were to move the active window down one level the empty space would become ground and the ground would become unexplored underground space. You can move the screen up and down by pressing {{k|&amp;lt;}} and {{k|&amp;gt;}} respectively (don't forget to hold on {{k|Shift}}!).&lt;br /&gt;
&lt;br /&gt;
That's enough looking around, it's time to ...&lt;br /&gt;
&lt;br /&gt;
==Meet your dwarves==&lt;br /&gt;
====Dwarves====&lt;br /&gt;
You currently have 7 dwarves and I've set up their skills and even given them nicknames to help you keep them sorted.&lt;br /&gt;
*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.&lt;br /&gt;
*'''Matthew''' is a miner exactly the same as Sue.&lt;br /&gt;
*'''Jane''' is a [[woodworker]]. She carries a [[battleaxe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to [[draft]] her into the [[military]].&lt;br /&gt;
*'''Daniel''' is a stoneworker. She has several skill points in [[mason]]ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in [[mechanic]]s so she can build rock [[mechanism]]s, which are required to create [[trap]]s and some [[machine]]s.&lt;br /&gt;
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill.&lt;br /&gt;
*'''Daniel''' is a [[fisherdwarf]]. He will spend most of his time at ponds or creeks catching [[fish]]/[[turtle]] and leaving them on the shore to [[rot]].&lt;br /&gt;
*'''Robert''' is a [[farmer]]. He can plant [[seed]]s at the farm and [[brew]] the mature plants into [[alcohol]] or [[cook]] them into [[food]].&lt;br /&gt;
====Creatures====&lt;br /&gt;
You also have:&lt;br /&gt;
*1 [[cat]], which will hunt [[vermin]] for you.&lt;br /&gt;
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance.&lt;br /&gt;
*A [[horse]] and a [[mule]]. If you get a male horse you can start breeding horses for [[meat]] and [[leather]], however mules never breed.&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
Most of your supplies are still in the [[wagon]]. You have:&lt;br /&gt;
*Plenty of food and alcohol.&lt;br /&gt;
*An [[anvil]].&lt;br /&gt;
*A few [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
==Unpause the game==&lt;br /&gt;
[[Image:Qs04.JPG|right]]&lt;br /&gt;
That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food [[stockpile]] in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Juliet is going to fish, and the miners will begin mining.&lt;br /&gt;
&lt;br /&gt;
There are, however, several things I left unfinished for you to practice on. So let's hit {{K|Tab}} to bring the menu window back. I'll be referring to it from now on, and generally it's easier to play with it there constantly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Set tasks in workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs05.JPG|Fig 5: Selecting the craftshop&lt;br /&gt;
Image:Qs06.JPG|Fig 6: Setting the tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
We've got a craftdwarf's workshop all setup and ready to go but currently there are no work tasks there and Rachel is just going to ignore it. We want to use the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected.&lt;br /&gt;
&lt;br /&gt;
Now the menu window displays the options for that building. Each different kind of building will have a different set of options. We want to {{k|a}}dd a new task. We are presented with a list of tasks (Figure 6A) to choose from. Our miners have left plenty of rock lying around, so let's select that, {{k|g}}.&lt;br /&gt;
&lt;br /&gt;
We get yet another list of tasks (Figure 6B). Select rock crafts by pressing {{k|Enter}} and it will return to the first menu which will now have one task listed (Figure 6C). We may as well add the other three kinds of rock goods, and then set them to repeat by pressing {{k|r}} (figure 6D). &lt;br /&gt;
&lt;br /&gt;
If a task is set to repeat then once it's completed it returns to the end of the task list, instead of being removed from the list. So now Rachel will sit in her shop constantly producing goods.&lt;br /&gt;
&lt;br /&gt;
There is one other step though: making sure she doesn't get distracted by other jobs.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
==Setting job preferences==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs07.JPG|Fig 7: Open the unit list&lt;br /&gt;
Image:Qs08.JPG|Fig 8: Zoom to Rachel&lt;br /&gt;
Image:Qs09.JPG|Fig 9: Go to her preferences sub-menu and disable all the hauling tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once.&lt;br /&gt;
&lt;br /&gt;
First you need to find the dwarf in question. Now you can either use the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; option and hunt around the map until you locate the dwarf, or you can do it the smart way. Open up the &amp;lt;tt&amp;gt;{{k|u}}nit list&amp;lt;/tt&amp;gt; and you'll get a screen like figure 7.&lt;br /&gt;
&lt;br /&gt;
Now scroll down to the dwarf you want and press &amp;lt;tt&amp;gt;Zoom {{k|c}}reature&amp;lt;/tt&amp;gt;. This will centre the screen on the unit and open the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; mode. So you'll see figure 8.&lt;br /&gt;
&lt;br /&gt;
From here we can get a lot of information on the dwarf. At the moment we're looking at {{k|g}}eneral, but there is also {{k|i}}nventory, {{k|p}}references, and {{k|w}}ounds. Go to {{k|p}}references and you will get a new menu with new options, as shown in figure 9A. If you press {{k|l}}abor then you will see a list of all possible tasks that a dwarf can perform. The first page of this list is shown in figure 9B. Scroll down until you find the &amp;quot;Hauling&amp;quot; tasks on the 4th page (figure 9C) and press {{k|Enter}} to turn each one off and it should end up looking like figure 9D.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using the job manager==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs10.JPG|Fig 10: Open the job list&lt;br /&gt;
Image:Qs11.JPG|Fig 11: Open the job manager and select &amp;lt;tt&amp;gt;New order&amp;lt;/tt&amp;gt;&lt;br /&gt;
Image:Qs12.JPG|Fig 12: The job orders list&lt;br /&gt;
Image:Qs13.JPG|Fig 13: The job manager with one job displayed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden [[bin]]s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually.&lt;br /&gt;
&lt;br /&gt;
Anyway, open the &amp;lt;tt&amp;gt;{{k|j}}ob list&amp;lt;/tt&amp;gt; and you will see figure 10.&lt;br /&gt;
&lt;br /&gt;
This details all the jobs currently underway and who is doing them. We're not too concerned with this information though, what we want is to get at the sub-menu &amp;lt;tt&amp;gt;job {{k|m}}anager&amp;lt;/tt&amp;gt;, which you can see at the bottom of the image. Open that up and you will see figure 11, a blank screen! &lt;br /&gt;
&lt;br /&gt;
Not surprising, as we haven't used it yet to allocated jobs. Press {{k|q}} to start a new job and you will get a list of &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; possible jobs that can happen in a fort (figure 12). There are a ''lot''.&lt;br /&gt;
&lt;br /&gt;
Luckily we can search for what we want, so type in &amp;lt;tt&amp;gt;wood bin&amp;lt;/tt&amp;gt; and select it. It will ask you how many, 5 sound like a good number to me. After that it will return to the original job manager, except now it will have one new job as shown in figure 13.&lt;br /&gt;
&lt;br /&gt;
The job manager automatically generates the job in the appropriate workshops. We have one carpenters workshop so it will generate 5 &amp;quot;produce wooden bin&amp;quot; orders. If we had 5 carpenters workshops it would produce one in each shop. Note that we don't currently have 5 logs available so soon Jane will start canceling tasks as quickly as the job manager creates them. You will need to designate more trees to be cut down (explained [[#Designation menu|below]]).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defining rooms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs14.JPG|Fig 14: Select a dining table and make it a room&lt;br /&gt;
Image:Qs15.JPG|Fig 15: Size the room&lt;br /&gt;
Image:Qs16.JPG|Fig 16: The dining table now forms the centre of a room, and the menu now displays the room options&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our [[dining room]] has plenty of tables and chairs for eating, but isn't actually a dining room yet.&lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, again and move the cursor to one of the tables in the dining room (figure 14). It doesn't matter which one.&lt;br /&gt;
&lt;br /&gt;
You will notice that this building has quite a different menu to the craft shop we looked at earlier. Press {{k|r}} to make this table into a room, then use the {{k|+}} {{k|-}} keys to get it to the maximum size (figure 15).&lt;br /&gt;
&lt;br /&gt;
Press {{k|Enter}} to accept and it will return to the building menu, which now has new options because it is a room instead of a table (figure 16). Since we want this to be a public dining hall we don't need to change any of these options, so you can press {{k|Space}} to finish.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using farms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs17.JPG|Fig 17: Two farms below the main fort&lt;br /&gt;
Image:Qs18.JPG|Fig 18: Select a farm and decide which crops to grow.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you used the {{k|&amp;gt;}} to explore the [[z-level]] below the main fort you may have discovered this little room just below the pantry (figure 17).&lt;br /&gt;
&lt;br /&gt;
This is two farms built in the arable sand layer, but no seeds have been planted yet. Once again use &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, to get to the farm options (figre 18). &lt;br /&gt;
&lt;br /&gt;
You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring] so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Designation menu==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs19.JPG|Fig 19: The designation menu&lt;br /&gt;
Image:Qs20.JPG|Fig 20: Select &amp;lt;tt&amp;gt;Mine&amp;lt;/tt&amp;gt; and set the first point on the exposed wall&lt;br /&gt;
Image:Qs21.JPG|Fig 21: Set the second point somewhere in the unmined space&lt;br /&gt;
Image:Qs22.JPG|Fig 22: Select &amp;lt;tt&amp;gt;Up staircase&amp;lt;/tt&amp;gt; and place it&lt;br /&gt;
Image:Qs23.JPG|Fig 23: Move up one z-level and place a &amp;lt;tt&amp;gt;Down staircase&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The designation menu is one of the most important in the game. It allows you to mine out new areas of your fort, chop down trees, gather plants, etc. We want to define a new shaft for our idle miner, so select {{k|d}}ig (figure 19).&lt;br /&gt;
&lt;br /&gt;
Now scroll the cursor to where you want to begin the shaft and press enter. Obviously we want to start it at a wall the miner can reach! (Figure 20)&lt;br /&gt;
&lt;br /&gt;
Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.&lt;br /&gt;
&lt;br /&gt;
Note that you can designate entire rectangles to be mined, not just a single line like I did. Now let's create a [[staircase]] to access the next level. First designate an up-stair on the current level (figure 22).&lt;br /&gt;
&lt;br /&gt;
And now the tricky bit - move up one level and designate a down staircase ''directly above it'' (figure 23).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs24.JPG|Fig 24: Rotting turtles surrond a pond&lt;br /&gt;
Image:Qs25.JPG|Fig 25: The &amp;lt;tt&amp;gt;Site building&amp;lt;/tt&amp;gt; menu and workshop sub-menu&lt;br /&gt;
Image:Qs26.JPG|Fig 26: Placing the fishery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Juliet has been busy catching turtle, unfortunately he's been too busy to clean and gut them, so they've been rotting on the pond side (figure 24). &lt;br /&gt;
&lt;br /&gt;
We want to build a [[fishery]] nearby to fix this problem. First open the &amp;lt;tt&amp;gt;Site a {{k|b}}uilding&amp;lt;/tt&amp;gt; menu and you will see a list of all possible buildings (figure 25A). Scroll down until you reach {{k|w}}orkshops, select that and you will get a sub-menu of all the workshops (figure 25B).&lt;br /&gt;
&lt;br /&gt;
Once you select fishery a 3x3 block will pop up on the active window, representing how big the workshop is and where you want to build it. At the moment there is a tree in the way (figure 26), so move around until you find some clear ground close to the pond.&lt;br /&gt;
&lt;br /&gt;
Once you have placed it you will be asked which materials you want to construct it out of. At this stage it doesn't really matter, but I suggest Andesite since it's closest (excluding the wood logs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But this isn't enough. For one of your dwarves to actually construct the workshop ''they need to have the labor enabled that relates to that building'' ... and at the moment no one has [[fish cleaner]] nor [[fish dissector]] enabled. You need to select another dwarf and change his labors to include [[fish cleaner|fish cleaning]], as explained [[#Setting job preferences|above]]. Preferably not Juliet (since the Fishing task takes precedence over almost all other tasks) nor any other dwarf that is busy with important tasks.&lt;br /&gt;
&lt;br /&gt;
Once the fishery is complete you will need to set the task &amp;lt;tt&amp;gt;{{k|p}}rocess raw fish&amp;lt;/tt&amp;gt; at the workshop, and set it to repeat. Pretty soon you'll be churning out a good supply of meat to feed your fort. Also, since Juliet is catching [[turtle]] you will also get a nice little supply of [[shell]]s that Rachel can then craft into goods.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Well, that's most of the basics covered. Next up I suggest you dig out an area near the pantry and build a [[still]] and a [[kitchen]] so you can begin brewing alcohol and cooking food (although plenty of food can be eaten raw). When the trade caravan arrives you will want to consult the [[trading]] page to learn how to trade with them. &lt;br /&gt;
&lt;br /&gt;
I hope you have fun exploring the area, building some proper defences to hold off [[invader]]s, and dealing with an expanding [[population]] and the greater problems that they bring.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11354</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11354"/>
		<updated>2008-12-30T20:34:03Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* Creating workshops */ wording changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is intended to be used in conjunction with a save file downloadable [http://dffd.wimbli.com/file.php?id=728 here] (5 meg download). By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed.&lt;br /&gt;
&lt;br /&gt;
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks.&lt;br /&gt;
&lt;br /&gt;
This guide and associated save file was created using version '''v0.28.181.40d'''.&lt;br /&gt;
&lt;br /&gt;
==What you will see when you load the game==&lt;br /&gt;
[[Image:Qs01.JPG]]&lt;br /&gt;
&lt;br /&gt;
The game will begin paused (don't unpause yet), centred on the [[meeting hall]] where all 7 of your starting [[dwarves]] are currently relaxing. The screen is divided into three sections. On the left is the active window, this is where you will see dwarves move around and where you issue orders. In the middle is the menu window. On the right is the fort view which gives you an overall view of the level (it's effectively a zoomed-out version of the active window.&lt;br /&gt;
&lt;br /&gt;
You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs02.JPG]]&lt;br /&gt;
&lt;br /&gt;
Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]].&lt;br /&gt;
&lt;br /&gt;
By using the numpad keys you can move the active screen around and explore. What you will discover is compiled below, with key points highlighted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs03.jpg]]&lt;br /&gt;
&lt;br /&gt;
The grey line that run roughly down the centre of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.&lt;br /&gt;
&lt;br /&gt;
On the top left you will notice a lot of small dots and a blue haze. This is empty space. For you see although Dwarf Fortress may appear to be a 2D game it is in fact 3D. You are currently looking at the birds eye perspective of one [[z-level]]. If you were to move the active window down one level the empty space would become ground and the ground would become unexplored underground space. You can move the screen up and down by pressing {{k|&amp;lt;}} and {{k|&amp;gt;}} respectively (don't forget to hold on {{k|Shift}}!).&lt;br /&gt;
&lt;br /&gt;
That's enough looking around, it's time to ...&lt;br /&gt;
&lt;br /&gt;
==Meet your dwarves==&lt;br /&gt;
====Dwarves====&lt;br /&gt;
You currently have 7 dwarves and I've set up their skills and even given them nicknames to help you keep them sorted.&lt;br /&gt;
*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.&lt;br /&gt;
*'''Mary''' is a miner exactly the same as Sue.&lt;br /&gt;
*'''Jane''' is a [[woodworker]]. She carries a [[battleaxe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to [[draft]] her into the [[military]].&lt;br /&gt;
*'''Juliet''' is a stoneworker. She has several skill points in [[mason]]ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in [[mechanic]]s so she can build rock [[mechanism]]s, which are required to create [[trap]]s and some [[machine]]s.&lt;br /&gt;
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill.&lt;br /&gt;
*'''Jack''' (yay a male at last!) is a [[fisherdwarf]]. He will spend most of his time at ponds or creeks catching [[fish]]/[[turtle]] and leaving them on the shore to [[rot]].&lt;br /&gt;
*'''Robert''' is a [[farmer]]. He can plant [[seed]]s at the farm and [[brew]] the mature plants into [[alcohol]] or [[cook]] them into [[food]].&lt;br /&gt;
====Creatures====&lt;br /&gt;
You also have:&lt;br /&gt;
*2 [[cat]]s, which will hunt [[vermin]] for you. The female cat has been caged (for now) to prevent a [[catsplosion]].&lt;br /&gt;
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance.&lt;br /&gt;
*A [[horse]] and a [[mule]]. If you get a male horse you can start breeding horses for [[meat]] and [[leather]], however mules never breed.&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
Most of your supplies are still in the [[wagon]]. You have:&lt;br /&gt;
*Plenty of food and alcohol.&lt;br /&gt;
*An [[anvil]].&lt;br /&gt;
*A few [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
==Unpause the game==&lt;br /&gt;
[[Image:Qs04.JPG|right]]&lt;br /&gt;
That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food [[stockpile]] in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Jack is going to fish, and the miners will begin mining.&lt;br /&gt;
&lt;br /&gt;
There are, however, several things I left unfinished for you to practice on. So let's hit {{K|Tab}} to bring the menu window back. I'll be referring to it from now on, and generally it's easier to play with it there constantly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Set tasks in workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs05.JPG|Fig 5: Selecting the craftshop&lt;br /&gt;
Image:Qs06.JPG|Fig 6: Setting the tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
We've got a craftdwarf's workshop all setup and ready to go but currently there are no work tasks there and Rachel is just going to ignore it. We want to use the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected.&lt;br /&gt;
&lt;br /&gt;
Now the menu window displays the options for that building. Each different kind of building will have a different set of options. We want to {{k|a}}dd a new task. We are presented with a list of tasks (Figure 6A) to choose from. Our miners have left plenty of rock lying around, so let's select that, {{k|g}}.&lt;br /&gt;
&lt;br /&gt;
We get yet another list of tasks (Figure 6B). Select rock crafts by pressing {{k|Enter}} and it will return to the first menu which will now have one task listed (Figure 6C). We may as well add the other three kinds of rock goods, and then set them to repeat by pressing {{k|r}} (figure 6D). &lt;br /&gt;
&lt;br /&gt;
If a task is set to repeat then once it's completed it returns to the end of the task list, instead of being removed from the list. So now Rachel will sit in her shop constantly producing goods.&lt;br /&gt;
&lt;br /&gt;
There is one other step though: making sure she doesn't get distracted by other jobs.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
==Setting job preferences==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs07.JPG|Fig 7: Open the unit list&lt;br /&gt;
Image:Qs08.JPG|Fig 8: Zoom to Rachel&lt;br /&gt;
Image:Qs09.JPG|Fig 9: Go to her preferences sub-menu and disable all the hauling tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once.&lt;br /&gt;
&lt;br /&gt;
First you need to find the dwarf in question. Now you can either use the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; option and hunt around the map until you locate the dwarf, or you can do it the smart way. Open up the &amp;lt;tt&amp;gt;{{k|u}}nit list&amp;lt;/tt&amp;gt; and you'll get a screen like figure 7.&lt;br /&gt;
&lt;br /&gt;
Now scroll down to the dwarf you want and press &amp;lt;tt&amp;gt;Zoom {{k|c}}reature&amp;lt;/tt&amp;gt;. This will centre the screen on the unit and open the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; mode. So you'll see figure 8.&lt;br /&gt;
&lt;br /&gt;
From here we can get a lot of information on the dwarf. At the moment we're looking at {{k|g}}eneral, but there is also {{k|i}}nventory, {{k|p}}references, and {{k|w}}ounds. Go to {{k|p}}references and you will get a new menu with new options, as shown in figure 9A. If you press {{k|l}}abor then you will see a list of all possible tasks that a dwarf can perform. The first page of this list is shown in figure 9B. Scroll down until you find the &amp;quot;Hauling&amp;quot; tasks on the 4th page (figure 9C) and press {{k|Enter}} to turn each one off and it should end up looking like figure 9D.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using the job manager==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs10.JPG|Fig 10: Open the job list&lt;br /&gt;
Image:Qs11.JPG|Fig 11: Open the job manager and select &amp;lt;tt&amp;gt;New order&amp;lt;/tt&amp;gt;&lt;br /&gt;
Image:Qs12.JPG|Fig 12: The job orders list&lt;br /&gt;
Image:Qs13.JPG|Fig 13: The job manager with one job displayed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden [[bin]]s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually.&lt;br /&gt;
&lt;br /&gt;
Anyway, open the &amp;lt;tt&amp;gt;{{k|j}}ob list&amp;lt;/tt&amp;gt; and you will see figure 10.&lt;br /&gt;
&lt;br /&gt;
This details all the jobs currently underway and who is doing them. We're not too concerned with this information though, what we want is to get at the sub-menu &amp;lt;tt&amp;gt;job {{k|m}}anager&amp;lt;/tt&amp;gt;, which you can see at the bottom of the image. Open that up and you will see figure 11, a blank screen! &lt;br /&gt;
&lt;br /&gt;
Not surprising, as we haven't used it yet to allocated jobs. Press {{k|q}} to start a new job and you will get a list of &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; possible jobs that can happen in a fort (figure 12). There are a ''lot''.&lt;br /&gt;
&lt;br /&gt;
Luckily we can search for what we want, so type in &amp;lt;tt&amp;gt;wood bin&amp;lt;/tt&amp;gt; and select it. It will ask you how many, 5 sound like a good number to me. After that it will return to the original job manager, except now it will have one new job as shown in figure 13.&lt;br /&gt;
&lt;br /&gt;
The job manager automatically generates the job in the appropriate workshops. We have one carpenters workshop so it will generate 5 &amp;quot;produce wooden bin&amp;quot; orders. If we had 5 carpenters workshops it would produce one in each shop. Note that we don't currently have 5 logs available so soon Jane will start canceling tasks as quickly as the job manager creates them. You will need to designate more trees to be cut down (explained [[#Designation menu|below]]).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defining rooms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs14.JPG|Fig 14: Select a dining table and make it a room&lt;br /&gt;
Image:Qs15.JPG|Fig 15: Size the room&lt;br /&gt;
Image:Qs16.JPG|Fig 16: The dining table now forms the centre of a room, and the menu now displays the room options&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our [[dining room]] has plenty of tables and chairs for eating, but isn't actually a dining room yet.&lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, again and move the cursor to one of the tables in the dining room (figure 14). It doesn't matter which one.&lt;br /&gt;
&lt;br /&gt;
You will notice that this building has quite a different menu to the craft shop we looked at earlier. Press {{k|r}} to make this table into a room, then use the {{k|+}} {{k|-}} keys to get it to the maximum size (figure 15).&lt;br /&gt;
&lt;br /&gt;
Press {{k|Enter}} to accept and it will return to the building menu, which now has new options because it is a room instead of a table (figure 16). Since we want this to be a public dining hall we don't need to change any of these options, so you can press {{k|Space}} to finish.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using farms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs17.JPG|Fig 17: Two farms below the main fort&lt;br /&gt;
Image:Qs18.JPG|Fig 18: Select a farm and decide which crops to grow.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you used the {{k|&amp;gt;}} to explore the [[z-level]] below the main fort you may have discovered this little room just below the pantry (figure 17).&lt;br /&gt;
&lt;br /&gt;
This is two farms built in the arable sand layer, but no seeds have been planted yet. Once again use &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, to get to the farm options (figre 18). &lt;br /&gt;
&lt;br /&gt;
You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring] so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Designation menu==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs19.JPG|Fig 19: The designation menu&lt;br /&gt;
Image:Qs20.JPG|Fig 20: Select &amp;lt;tt&amp;gt;Mine&amp;lt;/tt&amp;gt; and set the first point on the exposed wall&lt;br /&gt;
Image:Qs21.JPG|Fig 21: Set the second point somewhere in the unmined space&lt;br /&gt;
Image:Qs22.JPG|Fig 22: Select &amp;lt;tt&amp;gt;Up staircase&amp;lt;/tt&amp;gt; and place it&lt;br /&gt;
Image:Qs23.JPG|Fig 23: Move up one z-level and place a &amp;lt;tt&amp;gt;Down staircase&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The designation menu is one of the most important in the game. It allows you to mine out new areas of your fort, chop down trees, gather plants, etc. We want to define a new shaft for our idle miner, so select {{k|d}}ig (figure 19).&lt;br /&gt;
&lt;br /&gt;
Now scroll the cursor to where you want to begin the shaft and press enter. Obviously we want to start it at a wall the miner can reach! (Figure 20)&lt;br /&gt;
&lt;br /&gt;
Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.&lt;br /&gt;
&lt;br /&gt;
Note that you can designate entire rectangles to be mined, not just a single line like I did. Now let's create a [[staircase]] to access the next level. First designate an up-stair on the current level (figure 22).&lt;br /&gt;
&lt;br /&gt;
And now the tricky bit - move up one level and designate a down staircase ''directly above it'' (figure 23).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs24.JPG|Fig 24: Rotting turtles surrond a pond&lt;br /&gt;
Image:Qs25.JPG|Fig 25: The &amp;lt;tt&amp;gt;Site building&amp;lt;/tt&amp;gt; menu and workshop sub-menu&lt;br /&gt;
Image:Qs26.JPG|Fig 26: Placing the fishery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Jack has been busy catching turtle, unfortunately he's been too busy to clean and gut them, so they've been rotting on the pond side (figure 24). &lt;br /&gt;
&lt;br /&gt;
We want to build a [[fishery]] nearby to fix this problem. First open the &amp;lt;tt&amp;gt;Site a {{k|b}}uilding&amp;lt;/tt&amp;gt; menu and you will see a list of all possible buildings (figure 25A). Scroll down until you reach {{k|w}}orkshops, select that and you will get a sub-menu of all the workshops (figure 25B).&lt;br /&gt;
&lt;br /&gt;
Once you select fishery a 3x3 block will pop up on the active window, representing how big the workshop is and where you want to build it. At the moment there is a tree in the way (figure 26), so move around until you find some clear ground close to the pond.&lt;br /&gt;
&lt;br /&gt;
Once you have placed it you will be asked which materials you want to construct it out of. At this stage it doesn't really matter, but I suggest Andesite since it's closest (excluding the wood logs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But this isn't enough. For one of your dwarves to actually construct the workshop ''they need to have the labor enabled that relates to that building'' ... and at the moment no one has [[fish cleaner]] nor [[fish dissector]] enabled. You need to select another dwarf and change his labors to include [[fish cleaner|fish cleaning]], as explained [[#Setting job preferences|above]]. Preferably not Jack (since the Fishing task takes precedence over almost all other tasks) nor any other dwarf that is busy with important tasks.&lt;br /&gt;
&lt;br /&gt;
Once the fishery is complete you will need to set the task &amp;lt;tt&amp;gt;{{k|p}}rocess raw fish&amp;lt;/tt&amp;gt; at the workshop, and set it to repeat. Pretty soon you'll be churning out a good supply of meat to feed your fort. Also, since Jack is catching [[turtle]] you will also get a nice little supply of [[shell]]s that Rachel can then craft into goods.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Well, that's most of the basics covered. Next up I suggest you dig out an area near the pantry and build a [[still]] and a [[kitchen]] so you can begin brewing alcohol and cooking food (although plenty of food can be eaten raw). When the trade caravan arrives you will want to consult the [[trading]] page to learn how to trade with them. &lt;br /&gt;
&lt;br /&gt;
I hope you have fun exploring the area, building some proper defences to hold off [[invader]]s, and dealing with an expanding [[population]] and the greater problems that they bring.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Exploit&amp;diff=40645</id>
		<title>40d Talk:Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Exploit&amp;diff=40645"/>
		<updated>2008-12-17T21:06:03Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* Infinite Power Not An Exploit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Deadly bridges ==&lt;br /&gt;
&lt;br /&gt;
As far as I recall megabeasts can't be killed with bridge, and they destroy it when it tries to smash them. Article does state that bridge can destroy everything. --[[User:Someone-else|Someone-else]] 00:24, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Also I often hear that demons are not affected by the bridge and that it is destroyed if it lowers on top of them. We need some verification on this.--[[User:Richards|Richards]] 00:57, 21 April 2008 (EDT)&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
[[User:GreyMario|GreyMario]] wrote an exploit about Siege engines that doesn't makes much sense. We need someone to expand it.--[[User:Richards|Richards]] 01:09, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
You fire the stone into the wall, which then falls into the trench.  As the trench is limited in space, stones start piling up.  (Apparently, catapults are no good at doing what they were historically used for - destroying walls...  And they fire in flat trajectories - i would have honestly expected stones to travel up z-levels - but having tested catapults with roofs over them, they work, which i find silly but what the heck...).  Note that this is only a quantum stockpile for stone, as opposed to dump, which is much more versatile, but there's also no need to reclaim.  --[[User:Squirrelloid|Squirrelloid]] 02:15, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks. I'll add that in.--[[User:Richards|Richards]] 02:37, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well I guess eventually there will be a limit of how many items can be on a specific square... but for the moment there can be an infinite number of items no any square. --[[User:AlexFili|AlexFili]] 06:10, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm trying to use the Quantum Stockpile technique to toss everything from my wagon to a single tile, but the Dwarves won't haul anything I've marked for dumping! I've made sure that nothing is forbidden, and the Dwarves all haul Refuse/Stone/Wood etc... but they won't move. --[[User:Anfini|Anfini]] 00:55, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ha! Nevermind, fixed it myself. I didn't realize DF toggled &amp;quot;Dwarves ignore Refuse from outside&amp;quot; by default. --[[User:Anfini|Anfini]] 00:58, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ideological point of views ==&lt;br /&gt;
&lt;br /&gt;
Given the endless discussions on the net on what is considered or not cheating (as opposed to modding, or fair use of game mechanics, etc.), I suggest being extra careful of not asserting what is or what is not [[cheating]].&lt;br /&gt;
&lt;br /&gt;
 Exploits are distinct from cheating because ...&lt;br /&gt;
&lt;br /&gt;
Some would say&lt;br /&gt;
&lt;br /&gt;
 Exploits are a distinct form of cheating because ...&lt;br /&gt;
&lt;br /&gt;
Plus, the justification&lt;br /&gt;
 Whether a player chooses to make use of an exploit or not depends on their personal taste;&lt;br /&gt;
 given that Dwarf Fortress is a single-player game, no one is actually harmed when you use an exploit.&lt;br /&gt;
&lt;br /&gt;
equally applies to all forms of cheating (or non-cheating).&lt;br /&gt;
&lt;br /&gt;
I would also stress that DF is currently more of a sandbox than a game with difficult goals, and that players boast more about their devious schemes and grand projects than about ''winning''.&lt;br /&gt;
&lt;br /&gt;
--[[User:Aykavil|Aykavil]] 05:20, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't forget, many cheaters 'cheat' because they want to find out how particular functions work or to 'test out theories'. Then of course there's the people who cheat to simply save time. These are different from the people who would cheat just for 'kicks'. --[[User:AlexFili|AlexFili]] 05:31, 10 July 2008 (EDT)&lt;br /&gt;
:I would say that it's indeed true that exploits are distinct from cheating.  Cheating in a game involves breaking the rules; in a computer game, the program itself is &amp;quot;the rules&amp;quot; that one plays by.  In fact, in some cases the &amp;quot;exploits&amp;quot; are unavoidable (such as children being legendary in six or more skills before they reach adulthood).&lt;br /&gt;
&lt;br /&gt;
:It's like in gridiron football, if the ball carrier goes out of bounds the clock stops.  This can be considered an exploitation of the rules to keep time from running out in the half, but it certainly isn't cheating.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 14:01, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::My attitude toward such things generally revolves around what I imagine the creators of the game intended. In Stronghold 2, for example. I am certain that the creators did not intend players to create gigantic stacks of siege engines coexisting ipon a single point, but last I saw it was the 'best' strategy. That upset me. But it doesn't upset me when someone exploits DF or 'mangles' it with modding. There is very little a player can do to subvert Toady's intent with this game, even with modding, because it's more than just a fuedal economy/fortress defense simulation. I'm all for rules and restrictions in bloodline games, though--cheating and exploitation can be fun, but they almost always ruin stories and make the game less challenging. --[[User:Navian|Navian]] 15:36, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Legendary Wrestler (Adventure) ==&lt;br /&gt;
&lt;br /&gt;
I found a bug in Adventure mode that could be quite readily exploited. I wasn't sure if I just plonked it on the page, or chucked it here, so I'm just putting it here for now.&lt;br /&gt;
&lt;br /&gt;
When strangling anything, you get 10xp for every 'choke'. If you hold down the directional button towards the creature, it will still get choked, but time will no pass, and the creature will never die. By placing something heavy(ish) on your keyboard, you can pretty much leave your adventurer to strangle for about 10 minutes, while you go get a drink. You come back, press Z to check your status, and, whadya know, you are now a Legendary Wrestler.&lt;br /&gt;
&lt;br /&gt;
For reference, I use Windows XP. Don't know if that helps at all.&lt;br /&gt;
&lt;br /&gt;
Thanks, Doom.&lt;br /&gt;
&lt;br /&gt;
==Infinite Power Not An Exploit==&lt;br /&gt;
No really.  I know it makes no physical sense, but as there is little good way to create power generation on most maps otherwise, and power can be used for all sorts of fun projects, the possibility of creating a battery anywhere you need it makes all sorts of fun things possible.  I also doubt implementing a realistic physics model of energy is at all possible, much less sensical in a game which allows productive underground farming - which is honestly a far more serious violation of conservation of energy than waterwheel batteries.  Doesn't work like reality does not imply it isn't intended or its exploitive of the system.  The fact that the easy availability of power leads to more fun projects strongly argues it is a feature, not an exploit.  --[[User:Squirrelloid|Squirrelloid]] 17:29, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The line between Exploit and Feature is entirely subjective. The fact that a significant player population considers something an exploit makes it so, I would think. It's not like &amp;quot;exploit&amp;quot; in this sense is a pejorative term. --[[User:Erom|Erom]] 14:58, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Seeing as it violates fairly basic laws of physics (unlike underground farming, what with fungi not requiring sunlight), I'd say that the infinite power thing is as much of an exploit as any other mechanism that generates an arbitrary amount of an otherwise-limited resource. You are, after all, exploiting the gaps in the game's physics engine.&amp;lt;br /&amp;gt;This isn't explicitly a bad thing, though; this game would be far less [[fun]] if it didn't have any hilarious bugs. Since there's no real goal of the game except to do something interesting or amusing before everything dies when your magma-pumping system suffers a mechanical failure and spews lava into the sleeping quarters, I don't really see any particular grounds to not take advantage of these holes in reality. As long as you don't go &amp;quot;hey, look, I built an entire fortress out of adamantine&amp;quot; without telling people that you turned your smelters into molecular forges that produce thousands of wafers from, say, sand, it's fine. Some people want to challenge themselves and do it the &amp;quot;right&amp;quot; way, others want to challenge themselves and do it the &amp;quot;weird&amp;quot; way, and both are equally valid approaches. After all, there are plenty of people who make &amp;quot;anti-walkthroughs&amp;quot; for games which involve bending the game in question into strange ten-dimensional shapes whilst still getting to the end, and that's just as fun as doing it properly. Maybe it'll get fixed, but in the meantime feel free to dig out the bottom of the mountain and hold up a million tonnes of rock with a single glass pillar, or channel your magma with wooden walls.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;The exploits mentioned in these paragraphs may or may not have been performed by the author. No responsibility is accepted for attempting to perform said exploits. [[Catsplosion#Thermonuclear_catsplosion|Do not attempt to modify cats to produce temperatures exceeding 16939.81667 degrees Kelvin.]]&amp;lt;/sub&amp;gt;--[[User:Quil|Quil]] 15:37, 17 December 2008 (EST)&lt;br /&gt;
::Productive underground farming is a violation of the laws of physics.  Specifically conservation of energy.  Farming generally works because plants turn sunlight into energy.  You're right, fungi don't do this.  However, fungi turn dead stuff into energy - a rather inefficient process.  Growing fungi in solid rock, no matter how wet, shouldn't do anything, and fungal farms should require massive amounts of fertilizer.  (Its not like people don't farm mushrooms today).  I also don't think Quarry Bush, Sweet Pods, or Cave Wheat are fungi at all, and the only one I know that is would be Plump Helmet.  &lt;br /&gt;
::Regardless, underground farming in the game produces energy from nothing.  I consider this a more severe physics violation than perpetual motion machines, made more egregious because it doesn't actually lead to fun like Rube Goldberg devices.&lt;br /&gt;
::Finally, exploit technically means its not intended to occur.  Violating the laws of physics does not imply game exploit if those violations are intended.  Obviously underground farming is intended, so despite being a severe violation of conservation of energy its not actually an exploit.  Similarly, arbitrary power seems perfectly intended by the way power works in the game.  Exploits are not determined by vote, they are determined by the designer's intention - so the only vote that counts here would by ToadyOne's.&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 16:02, 17 December 2008 (EST)&lt;br /&gt;
:::''should require massive amounts of fertilizer''&lt;br /&gt;
:::Where do you think your dwarves do their business? --[[User:Juckto|juckto]] 16:06, 17 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Juckto/Init&amp;diff=46546</id>
		<title>User:Juckto/Init</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Juckto/Init&amp;diff=46546"/>
		<updated>2008-12-16T23:27:32Z</updated>

		<summary type="html">&lt;p&gt;Juckto: New page:  Change this to turn sound off.    [SOUND:ON]    The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.    [VOLUME:0]    Change this t...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Change this to turn sound off.&lt;br /&gt;
 &lt;br /&gt;
 [SOUND:ON]&lt;br /&gt;
 &lt;br /&gt;
 The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.&lt;br /&gt;
 &lt;br /&gt;
 [VOLUME:0]&lt;br /&gt;
 &lt;br /&gt;
 Change this to skip the wonderful intro movies.&lt;br /&gt;
 &lt;br /&gt;
 [INTRO:OFF] &lt;br /&gt;
 &lt;br /&gt;
 This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT. &lt;br /&gt;
 &lt;br /&gt;
 [WINDOWED:YES]&lt;br /&gt;
 &lt;br /&gt;
 This is the size and font for windowed mode.  Changing to 800x600 and the 800x600 font might make you happier.&lt;br /&gt;
 &lt;br /&gt;
 [WINDOWEDX:640]&lt;br /&gt;
 [WINDOWEDY:300]&lt;br /&gt;
 [FONT:curses_640x300.bmp]&lt;br /&gt;
 &lt;br /&gt;
 Full screen info.&lt;br /&gt;
 &lt;br /&gt;
 [FULLSCREENX:800]&lt;br /&gt;
 [FULLSCREENY:600]&lt;br /&gt;
 [FULLFONT:curses_800x600.bmp]&lt;br /&gt;
 &lt;br /&gt;
 If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space. Tiles that are too large will always be compressed rather than running off the screen.&lt;br /&gt;
 &lt;br /&gt;
 [BLACK_SPACE:NO]&lt;br /&gt;
 &lt;br /&gt;
 Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the &amp;quot;raw/graphics&amp;quot; folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of September 2008, the Dwarf Fortress Wiki has graphical tilesets available at http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets.&lt;br /&gt;
 &lt;br /&gt;
 [GRAPHICS:NO]&lt;br /&gt;
 [GRAPHICS_WINDOWEDX:1280]&lt;br /&gt;
 [GRAPHICS_WINDOWEDY:400]&lt;br /&gt;
 [GRAPHICS_FONT:curses_square_16x16.bmp]&lt;br /&gt;
 [GRAPHICS_FULLSCREENX:1280]&lt;br /&gt;
 [GRAPHICS_FULLSCREENY:800]&lt;br /&gt;
 [GRAPHICS_FULLFONT:curses_square_16x16.bmp]&lt;br /&gt;
 [GRAPHICS_BLACK_SPACE:YES]&lt;br /&gt;
 &lt;br /&gt;
 This is the dimensions in tiles of the display grid.  Minimum x is 80.  Minimum y is 25.  Maximums are 200.  Make sure the window size or full screen resolution matches the grid/tile size if you don't want the display to be squashed or stretched.  The default windowed font has tiles that are 8x12 pixels, for instance, so for a 80x25 grid, you use a 640x300 window, and for a 125x50 grid, you'd use a 1000x600 window.  FULLGRID is used in full screen mode, whether graphics is on or not.&lt;br /&gt;
 &lt;br /&gt;
 [GRID:80:25]&lt;br /&gt;
 [FULLGRID:80:25]&lt;br /&gt;
 &lt;br /&gt;
 Change this to YES to only refresh portions of the screen that need to be refreshed.  This can have a significant impact on frame rate, especially for people that have slow frame rates on the title screen.  The number refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit.  PARTIAL_PRINT only works on certain systems, so you might have to disable it again if you notice your display isn't working properly.  Fixes are being investigated.&lt;br /&gt;
 &lt;br /&gt;
 [PARTIAL_PRINT:NO:2]&lt;br /&gt;
 &lt;br /&gt;
 Change this to YES to keep the DF window on top of your other windows.&lt;br /&gt;
 &lt;br /&gt;
 [TOPMOST:YES]&lt;br /&gt;
 &lt;br /&gt;
 Change this to YES if you want to see an FPS counter at the top left.&lt;br /&gt;
 &lt;br /&gt;
 [FPS:YES]&lt;br /&gt;
 &lt;br /&gt;
 Use this to set the maximum frame rate during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy, unencumbered dwarven peasant takes one step every 10 frames.&lt;br /&gt;
 &lt;br /&gt;
 [FPS_CAP:100]&lt;br /&gt;
 &lt;br /&gt;
 Use this to set the maximum graphical frame refresh rate during play.&lt;br /&gt;
 &lt;br /&gt;
 [G_FPS_CAP:50]&lt;br /&gt;
 &lt;br /&gt;
 This sets the applications vertical synchronization behavior.  Changing this to ON can impact your FPS if your G_FPS is high.  The other options are ON and DEFAULT.  DEFAULT uses whatever settings you have your system at in general.&lt;br /&gt;
 &lt;br /&gt;
 [VSYNC:OFF]&lt;br /&gt;
 &lt;br /&gt;
 Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.&lt;br /&gt;
 &lt;br /&gt;
 [TEXTURE_PARAM:NEAREST]&lt;br /&gt;
 &lt;br /&gt;
 Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&lt;br /&gt;
 &lt;br /&gt;
 [PRIORITY:NORMAL]&lt;br /&gt;
 &lt;br /&gt;
 Change this to NO if you don't want to have the mouse involved at all.&lt;br /&gt;
 &lt;br /&gt;
 [MOUSE:YES]&lt;br /&gt;
 &lt;br /&gt;
 Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.&lt;br /&gt;
 &lt;br /&gt;
 [MOUSE_PICTURE:NO]&lt;br /&gt;
 &lt;br /&gt;
 Use these to control the automatic saving behavior in the dwarf fortress mode of game.  AUTOSAVE can be set to NONE, SEASONAL or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times.  Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.&lt;br /&gt;
 &lt;br /&gt;
 [AUTOSAVE:SEASONAL]&lt;br /&gt;
 [AUTOBACKUP:NO]&lt;br /&gt;
 [AUTOSAVE_PAUSE:NO]&lt;br /&gt;
 &lt;br /&gt;
 Set this to YES if you want it to save the game when you start a new fortress.  If AUTOBACKUP above is set to YES, it will also create a copy of this new save.&lt;br /&gt;
 &lt;br /&gt;
 [INITIAL_SAVE:NO]&lt;br /&gt;
 &lt;br /&gt;
 Set this to YES to make Dwarf Fortress start paused whenever you load an active game.&lt;br /&gt;
 &lt;br /&gt;
 [PAUSE_ON_LOAD:YES]&lt;br /&gt;
 &lt;br /&gt;
 Set this to YES if you want Dwarf Fortress to show the warning window on embark as a confirmation even if there are no issues.&lt;br /&gt;
 &lt;br /&gt;
 [EMBARK_WARNING_ALWAYS:NO]&lt;br /&gt;
 &lt;br /&gt;
 You can change these to ALWAYS and NO.  More restrictive world parameter settings override these.  ALWAYS lets you see the features in the Local view during embark, and NO stops you from looking for features in the site finder (though if you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in which case you don't need to change the settings here).&lt;br /&gt;
 &lt;br /&gt;
 [SHOW_EMBARK_RIVER:ALWAYS]&lt;br /&gt;
 [SHOW_EMBARK_POOL:ALWAYS]&lt;br /&gt;
 [SHOW_EMBARK_M_PIPE:ALWAYS]&lt;br /&gt;
 [SHOW_EMBARK_M_POOL:ALWAYS]&lt;br /&gt;
 [SHOW_EMBARK_CHASM:ALWAYS]&lt;br /&gt;
 [SHOW_EMBARK_PIT:ALWAYS]&lt;br /&gt;
 [SHOW_EMBARK_OTHER:ALWAYS]&lt;br /&gt;
 [SHOW_EMBARK_TUNNEL:ALWAYS]&lt;br /&gt;
 &lt;br /&gt;
 Use these options to remove features from the game.  Permitted values are YES and NO.  Removal might speed the game up in the case of temperature and weather.&lt;br /&gt;
 &lt;br /&gt;
 [TEMPERATURE:YES]&lt;br /&gt;
 [WEATHER:YES]&lt;br /&gt;
 [ECONOMY:YES]&lt;br /&gt;
 [INVADERS:YES]&lt;br /&gt;
 [CAVEINS:YES]&lt;br /&gt;
 [ARTIFACTS:YES]&lt;br /&gt;
 [ZERO_RENT:NO] &lt;br /&gt;
 &lt;br /&gt;
 Change this to YES to output the reasons for world map rejection into a file.&lt;br /&gt;
 &lt;br /&gt;
 [LOG_MAP_REJECTS:NO]&lt;br /&gt;
 &lt;br /&gt;
 Change these numbers to make the embark rectangle start at a different size.  The format is (EMBARK_RECTANGLE:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;).  Numbers may run from 2 to 16.  The map size warning message will go by these numbers.&lt;br /&gt;
 &lt;br /&gt;
 [EMBARK_RECTANGLE:5:5]&lt;br /&gt;
 &lt;br /&gt;
 Change these numbers to set the default weights for traffic designations.  If you make the last numbers too large, pathfinding might lag.&lt;br /&gt;
 The format is (PATH_COST:&amp;lt;high&amp;gt;:&amp;lt;normal&amp;gt;:&amp;lt;low&amp;gt;:&amp;lt;restricted&amp;gt;).&lt;br /&gt;
 &lt;br /&gt;
 [PATH_COST:1:2:5:25]&lt;br /&gt;
 &lt;br /&gt;
 Alter these options to control how aggressively your dwarves place objects in a container with like items (rather than an empty container).  The default options are very aggressive.  STORE_DIST_ITEM_DECREASE controls the cap on objects it will consider -- for each object it finds in a container, one tile is removed from its apparent distance to the dwarf, up to this cap.  The others control how many tiles are removed for each combination type for any match at all.  For instance, if ITEM_DECREASE is set to 20, and SEED_COMBINE is set to 100, a dwarf carrying seeds will see a seed bag with 15 seeds as 115 tiles closer than it actually is (and thus pass up any empties within that distance), whereas a seed bag with 30 seeds would be treated as 120 tiles closer (because it hits the ITEM_DECREASE cap).  Values from 2 to 1000 are permitted.  Before these init options, the behavior was roughly ITEM_DECREASE 2, SEED_COMBINE 2 and the rest at 1000.&lt;br /&gt;
 &lt;br /&gt;
 [STORE_DIST_ITEM_DECREASE:20]&lt;br /&gt;
 [STORE_DIST_SEED_COMBINE:1000]&lt;br /&gt;
 [STORE_DIST_BUCKET_COMBINE:1000]&lt;br /&gt;
 [STORE_DIST_BARREL_COMBINE:1000]&lt;br /&gt;
 [STORE_DIST_BIN_COMBINE:1000]&lt;br /&gt;
 &lt;br /&gt;
 Change this to YES to disallow pets from coffin burial as the default option.&lt;br /&gt;
 &lt;br /&gt;
 [COFFIN_NO_PETS_DEFAULT:NO]&lt;br /&gt;
 &lt;br /&gt;
 This controls the display of areas that are far below outside.  The format is SKY:&amp;lt;character&amp;gt;:&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;brightness&amp;gt;.  The &amp;lt;character&amp;gt; can be either an ASCII tile number or a character in quotes, like '#'.&lt;br /&gt;
 &lt;br /&gt;
 [SKY:178:3:0:0]&lt;br /&gt;
 &lt;br /&gt;
 As above, for inside/subterranean areas.&lt;br /&gt;
 &lt;br /&gt;
 [CHASM:250:0:0:1]&lt;br /&gt;
 &lt;br /&gt;
 This controls the &amp;quot;IDLERS: &amp;lt;number&amp;gt;&amp;quot; that is displayed in dwarf mode.  You can set it to TOP, BOTTOM or OFF.&lt;br /&gt;
 &lt;br /&gt;
 [IDLERS:TOP]&lt;br /&gt;
 &lt;br /&gt;
 You can set the maximum population of your fortress here.  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.&lt;br /&gt;
 &lt;br /&gt;
 [POPULATION_CAP:200]&lt;br /&gt;
 &lt;br /&gt;
 This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.&lt;br /&gt;
 &lt;br /&gt;
 [BABY_CHILD_CAP:100:1000]&lt;br /&gt;
 &lt;br /&gt;
 If you don't like the ,.`' ground, try setting this to NO.  The ground will turn into periods only.&lt;br /&gt;
 &lt;br /&gt;
 [VARIED_GROUND_TILES:YES]&lt;br /&gt;
 &lt;br /&gt;
 If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.&lt;br /&gt;
 &lt;br /&gt;
 [ENGRAVINGS_START_OBSCURED:NO]&lt;br /&gt;
 &lt;br /&gt;
 If you get annoyed by seeing items like *&amp;lt;*sword*&amp;gt;* you can get rid of the outside ** by setting this to NO.&lt;br /&gt;
 &lt;br /&gt;
 [SHOW_IMP_QUALITY:YES]&lt;br /&gt;
 &lt;br /&gt;
 Set this to YES to display fluids as numbers indicating depth.&lt;br /&gt;
 &lt;br /&gt;
 [SHOW_FLOW_AMOUNTS:YES]&lt;br /&gt;
 &lt;br /&gt;
 If you'd prefer to have it show the history behind every engraving you view in dwarf mode, etc., then set this to YES.&lt;br /&gt;
 &lt;br /&gt;
 [SHOW_ALL_HISTORY_IN_DWARF_MODE:NO]&lt;br /&gt;
 &lt;br /&gt;
 This controls the number of milliseconds that must pass before a held key sends a repeat press to the game.  You might need to adjust this.&lt;br /&gt;
 &lt;br /&gt;
 [KEY_HOLD_MS:150]&lt;br /&gt;
 &lt;br /&gt;
 This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&lt;br /&gt;
 &lt;br /&gt;
 [RECENTER_INTERFACE_SHUTDOWN_MS:0]&lt;br /&gt;
 &lt;br /&gt;
 This controls &amp;quot;more&amp;quot; in adventure mode.  If MORE is set to NO, all announcements will be skipped.  DISPLAY_LENGTH controls how many lines are printed before it gives you the &amp;quot;more&amp;quot; prompt.&lt;br /&gt;
 &lt;br /&gt;
 [MORE:YES]&lt;br /&gt;
 [DISPLAY_LENGTH:23]&lt;br /&gt;
 &lt;br /&gt;
 Set this to YES if you want traps to affect you in adventure mode.  This is not recommended -- there are lockup issues with cage traps, and you cannot disarm any of the traps yet, so they effectively stops you from exploring your old fortresses.&lt;br /&gt;
 &lt;br /&gt;
 [ADVENTURER_TRAPS:NO]&lt;br /&gt;
 &lt;br /&gt;
 Set this to NO if you want the game to recenter on your adventurer only when you've gotten close to the edge of the view.&lt;br /&gt;
 &lt;br /&gt;
 [ADVENTURER_ALWAYS_CENTER:YES]&lt;br /&gt;
 &lt;br /&gt;
 This controls the up/down views in adventure mode.  The first parameter can be OFF, UNHIDDEN, CREATURE or ON.  UNHIDDEN makes the view appear when it contains any unhidden square.  CREATURE makes the view appear when it contains a creature.  The second parameter is the size of the view.  It can be 3, 5, 7 or 9.  A smaller view lets it stack more of them in the column (3 at size 5, and 5 at size 3).&lt;br /&gt;
 &lt;br /&gt;
 [ADVENTURER_Z_VIEWS:UNHIDDEN:9]&lt;br /&gt;
 &lt;br /&gt;
 You can use these to say how nicknames are displayed in each mode&lt;br /&gt;
 Options are REPLACE_FIRST, CENTRALIZE (between first and last), REPLACE_ALL&lt;br /&gt;
 [NICKNAME_DWARF:REPLACE_FIRST]&lt;br /&gt;
 [NICKNAME_ADVENTURE:REPLACE_FIRST]&lt;br /&gt;
 [NICKNAME_LEGENDS:REPLACE_FIRST]&lt;br /&gt;
 &lt;br /&gt;
 These are the display colors in RGB.  The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.&lt;br /&gt;
 &lt;br /&gt;
 [BLACK_R:0]&lt;br /&gt;
 [BLACK_G:0]&lt;br /&gt;
 [BLACK_B:0]&lt;br /&gt;
 [BLUE_R:0]&lt;br /&gt;
 [BLUE_G:0]&lt;br /&gt;
 [BLUE_B:128]&lt;br /&gt;
 [GREEN_R:0]&lt;br /&gt;
 [GREEN_G:128]&lt;br /&gt;
 [GREEN_B:0]&lt;br /&gt;
 [CYAN_R:0]&lt;br /&gt;
 [CYAN_G:128]&lt;br /&gt;
 [CYAN_B:128]&lt;br /&gt;
 [RED_R:128]&lt;br /&gt;
 [RED_G:0]&lt;br /&gt;
 [RED_B:0]&lt;br /&gt;
 [MAGENTA_R:128]&lt;br /&gt;
 [MAGENTA_G:0]&lt;br /&gt;
 [MAGENTA_B:128]&lt;br /&gt;
 [BROWN_R:128]&lt;br /&gt;
 [BROWN_G:128]&lt;br /&gt;
 [BROWN_B:0]&lt;br /&gt;
 [LGRAY_R:192]&lt;br /&gt;
 [LGRAY_G:192]&lt;br /&gt;
 [LGRAY_B:192]&lt;br /&gt;
 [DGRAY_R:128]&lt;br /&gt;
 [DGRAY_G:128]&lt;br /&gt;
 [DGRAY_B:128]&lt;br /&gt;
 [LBLUE_R:0]&lt;br /&gt;
 [LBLUE_G:0]&lt;br /&gt;
 [LBLUE_B:255]&lt;br /&gt;
 [LGREEN_R:0]&lt;br /&gt;
 [LGREEN_G:255]&lt;br /&gt;
 [LGREEN_B:0]&lt;br /&gt;
 [LCYAN_R:0]&lt;br /&gt;
 [LCYAN_G:255]&lt;br /&gt;
 [LCYAN_B:255]&lt;br /&gt;
 [LRED_R:255]&lt;br /&gt;
 [LRED_G:0]&lt;br /&gt;
 [LRED_B:0]&lt;br /&gt;
 [LMAGENTA_R:255]&lt;br /&gt;
 [LMAGENTA_G:0]&lt;br /&gt;
 [LMAGENTA_B:255]&lt;br /&gt;
 [YELLOW_R:255]&lt;br /&gt;
 [YELLOW_G:255]&lt;br /&gt;
 [YELLOW_B:0]&lt;br /&gt;
 [WHITE_R:255]&lt;br /&gt;
 [WHITE_G:255]&lt;br /&gt;
 [WHITE_B:255]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=46369</id>
		<title>40d Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=46369"/>
		<updated>2008-12-16T23:20:10Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* Images and init.txt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, this page is kinda pointless as it stands. It doesn't really provide anything that isn't on the far superior [[Your first fortress]] guide, yet we still link to it from the front page.&amp;lt;br&amp;gt;&lt;br /&gt;
I'm thinking of taking it in a different direction entirely and providing a ready-made save, maybe one month in, to use as a tutorial. This gets new players past the fiddly min-maxing of the embark screen and provides the essentials, so they can get right to work learning the interface. --[[User:Walliard|Walliard]] 21:14, 10 December 2008 (EST)&lt;br /&gt;
:That's a good idea, but ... are you thinking of doing it, or doing it? Cause if you don't I will. On that note, does anyone have any suggestions for what to put in the saved game? My thoughts:&lt;br /&gt;
:*Bedrooms complete&lt;br /&gt;
:*Dining hall setup&lt;br /&gt;
:*All dwarves idle in meeting hall&lt;br /&gt;
:**Miners just about to dig out a new passage&lt;br /&gt;
:**Other dwarves about to bring food to a new stockpile&lt;br /&gt;
:*???&lt;br /&gt;
:*Profit&lt;br /&gt;
:--[[User:Juckto|Juckto]] 20:41, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Catsplosion advisable? ==&lt;br /&gt;
&lt;br /&gt;
Why are we giving the absolute and utter newbies the seeds of a catsplosion with no cages etc to let them solve the problem?  By the time they learn what to do about it, they might already be too late to stop it, and flaming out of the -quickstart tutorial- of a game is possibly one of the most depressing things a newbie can do.  I strongly suggest upping a save without two cats. --[[User:LucienSadi|LucienSadi]] 02:56, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I could do that, but sticking it in a cage instead would be a lot simpler for me. Would that be sufficient? --[[User:Juckto|Juckto]] 03:52, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sure, just tag on a warning as well (if you haven't done so already) --[[User:LucienSadi|LucienSadi]] 07:07, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
They aren't ''worse'' than ugly, but they ''are'' ugly (and large). If there's ever any chance to redo the images, we've got to make sure they follow {{rule|I}}, which means that they should be the unstretched, unblurred default tileset, and that they should be .pngs.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::...I'm pretty sure that's the standard 800x600 tileset.  It looks neither stretched nor blurred to me.  They should be made .pngs, but that didn't sound like your only problem.  --[[User:Squirrelloid|Squirrelloid]] 14:39, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I think &amp;quot;standard tileset&amp;quot; may need clarifying. See [[DwarfFortressWiki_talk:Community_Portal#I]].&lt;br /&gt;
:::Examples of images:&lt;br /&gt;
:::*[[:Image:Tunnel_in_local_view.png]]&lt;br /&gt;
:::**is blurred&lt;br /&gt;
:::**uses the default/standard tileset&lt;br /&gt;
:::**is not stretched&lt;br /&gt;
:::**is a .png&lt;br /&gt;
:::*[[:Image:Qs02.JPG]]&lt;br /&gt;
:::**is not blurred&lt;br /&gt;
:::**uses the default/standard tileset&lt;br /&gt;
:::**is stretched&lt;br /&gt;
:::**is not a .png&lt;br /&gt;
:::*[[:Image:Human_roads.png]]&lt;br /&gt;
:::**is blurred&lt;br /&gt;
:::**does not use the default/standard tileset&lt;br /&gt;
:::**is stretched&lt;br /&gt;
:::**is a .png&lt;br /&gt;
:::Note that the default &amp;quot;800x600&amp;quot; tileset under the default settings is stretched by 2x vertically if you don't alter grid size/use blackspace.&lt;br /&gt;
:::Sorry for the long list. --[[User:Savok|Savok]] 17:11, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Since blackspace is set to NO by default, I think that makes 'stretched' the default for the 800x600 tileset, or rather, I would consider it 'stretched' to have something other than a 2:1 h:w ratio with the 800x600 tileset because that's different than what the game does by default and so is stretched relative to the default settings.  I will agree that non-default tilesets are bad, and that blurriness is bad, but we should show people what they would expect to see in the game if they don't touch the .ini file.  --[[User:Squirrelloid|Squirrelloid]] 17:34, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Squirreloid is correct, I took the screenshots in full-screen &amp;quot;stretched&amp;quot; mode because I thought that that is what a new player would be seeing. -- [[User:Juckto|juckto]] 18:20, 16 December 2008 (EST)~&lt;br /&gt;
&lt;br /&gt;
==and init.txt==&lt;br /&gt;
Also, it may help to include the init folder as well. --[[User:Savok|Savok]] 10:36, 16 December 2008 (EST)&lt;br /&gt;
:What does adding the init folder achieve? --[[User:Juckto|juckto]] 14:42, 16 December 2008 (EST)&lt;br /&gt;
::Adding the init folder would help if you've changed init settings. You don't talk about that in the article, and boy can init settings be important. --[[User:Savok|Savok]] 17:11, 16 December 2008 (EST)&lt;br /&gt;
:::Yes I have changed my init settings, but I don't see how any of the changes I've made would make any real difference to a new player playing this quickstart game. -- [[User:Juckto|juckto]] 18:20, 16 December 2008 (EST)~&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=46366</id>
		<title>40d Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=46366"/>
		<updated>2008-12-16T19:42:51Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* Images and init.txt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, this page is kinda pointless as it stands. It doesn't really provide anything that isn't on the far superior [[Your first fortress]] guide, yet we still link to it from the front page.&amp;lt;br&amp;gt;&lt;br /&gt;
I'm thinking of taking it in a different direction entirely and providing a ready-made save, maybe one month in, to use as a tutorial. This gets new players past the fiddly min-maxing of the embark screen and provides the essentials, so they can get right to work learning the interface. --[[User:Walliard|Walliard]] 21:14, 10 December 2008 (EST)&lt;br /&gt;
:That's a good idea, but ... are you thinking of doing it, or doing it? Cause if you don't I will. On that note, does anyone have any suggestions for what to put in the saved game? My thoughts:&lt;br /&gt;
:*Bedrooms complete&lt;br /&gt;
:*Dining hall setup&lt;br /&gt;
:*All dwarves idle in meeting hall&lt;br /&gt;
:**Miners just about to dig out a new passage&lt;br /&gt;
:**Other dwarves about to bring food to a new stockpile&lt;br /&gt;
:*???&lt;br /&gt;
:*Profit&lt;br /&gt;
:--[[User:Juckto|Juckto]] 20:41, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Catsplosion advisable? ==&lt;br /&gt;
&lt;br /&gt;
Why are we giving the absolute and utter newbies the seeds of a catsplosion with no cages etc to let them solve the problem?  By the time they learn what to do about it, they might already be too late to stop it, and flaming out of the -quickstart tutorial- of a game is possibly one of the most depressing things a newbie can do.  I strongly suggest upping a save without two cats. --[[User:LucienSadi|LucienSadi]] 02:56, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I could do that, but sticking it in a cage instead would be a lot simpler for me. Would that be sufficient? --[[User:Juckto|Juckto]] 03:52, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sure, just tag on a warning as well (if you haven't done so already) --[[User:LucienSadi|LucienSadi]] 07:07, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Images and init.txt ==&lt;br /&gt;
&lt;br /&gt;
They aren't ''worse'' than ugly, but they ''are'' ugly (and large). If there's ever any chance to redo the images, we've got to make sure they follow {{rule|I}}, which means that they should be the unstretched, unblurred default tileset, and that they should be .pngs.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, it may help to include the init folder as well. --[[User:Savok|Savok]] 10:36, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:...I'm pretty sure that's the standard 800x600 tileset.  It looks neither stretched nor blurred to me.  They should be made .pngs, but that didn't sound like your only problem.  --[[User:Squirrelloid|Squirrelloid]] 14:39, 16 December 2008 (EST)&lt;br /&gt;
::What does adding the init folder achieve? --[[User:Juckto|juckto]] 14:42, 16 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Starting_FAQ&amp;diff=29689</id>
		<title>Template:Starting FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Starting_FAQ&amp;diff=29689"/>
		<updated>2008-12-16T01:56:51Z</updated>

		<summary type="html">&lt;p&gt;Juckto: added quickstart guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY the following two lines. BOTH OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
Don't *REMOVE* or *CHANGE* these these next two lines - *COPY* them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question written in a way that it can be easily understood by other new players]]&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating pages with ? in the title.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | '''Beginner's guide FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Quickstart guide]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Download a saved game which has a basic fort started, and guides you through a few simple tasks.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Your first fortress]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;The bare minimum you need to know to get you from installation, to playing.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I get my dwarves to do stuff|How do I get my dwarves to do stuff?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Location|Where in the world should I settle?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where in my area should I build my fort|Where in my area should I build my fort?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[What should I build first|What should I build first?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starting_builds|What skills and items should I equip my dwarves with?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I assign tasks to specific dwarves|How do I assign tasks to specific dwarves?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Immigration|How do I get more dwarves?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How to correctly start fortress mode|Various advice from various players]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Starting_FAQ|Add a question to the Starting FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Starting]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11353</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11353"/>
		<updated>2008-12-15T21:28:03Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* Creating workshops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is intended to be used in conjunction with a save file downloadable [http://dffd.wimbli.com/file.php?id=728 here] (5 meg download). By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed.&lt;br /&gt;
&lt;br /&gt;
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks.&lt;br /&gt;
&lt;br /&gt;
This guide and associated save file was created using version '''v0.28.181.40d'''.&lt;br /&gt;
&lt;br /&gt;
==What you will see when you load the game==&lt;br /&gt;
[[Image:Qs01.JPG]]&lt;br /&gt;
&lt;br /&gt;
The game will begin paused (don't unpause yet), centred on the [[meeting hall]] where all 7 of your starting [[dwarves]] are currently relaxing. The screen is divided into three sections. On the left is the active window, this is where you will see dwarves move around and where you issue orders. In the middle is the menu window. On the right is the fort view which gives you an overall view of the level (it's effectively a zoomed-out version of the active window.&lt;br /&gt;
&lt;br /&gt;
You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs02.JPG]]&lt;br /&gt;
&lt;br /&gt;
Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]].&lt;br /&gt;
&lt;br /&gt;
By using the numpad keys you can move the active screen around and explore. What you will discover is compiled below, with key points highlighted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs03.jpg]]&lt;br /&gt;
&lt;br /&gt;
The grey line that run roughly down the centre of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.&lt;br /&gt;
&lt;br /&gt;
On the top left you will notice a lot of small dots and a blue haze. This is empty space. For you see although Dwarf Fortress may appear to be a 2D game it is in fact 3D. You are currently looking at the birds eye perspective of one [[z-level]]. If you were to move the active window down one level the empty space would become ground and the ground would become unexplored underground space. You can move the screen up and down by pressing {{k|&amp;lt;}} and {{k|&amp;gt;}} respectively (don't forget to hold on {{k|Shift}}!).&lt;br /&gt;
&lt;br /&gt;
That's enough looking around, it's time to ...&lt;br /&gt;
&lt;br /&gt;
==Meet your dwarves==&lt;br /&gt;
====Dwarves====&lt;br /&gt;
You currently have 7 dwarves and I've set up their skills and even given them nicknames to help you keep them sorted.&lt;br /&gt;
*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.&lt;br /&gt;
*'''Mary''' is a miner exactly the same as Sue.&lt;br /&gt;
*'''Jane''' is a [[woodworker]]. She carries a [[battleaxe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to [[draft]] her into the [[military]].&lt;br /&gt;
*'''Juliet''' is a stoneworker. She has several skill points in [[mason]]ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in [[mechanic]]s so she can build rock [[mechanism]]s, which are required to create [[trap]]s and some [[machine]]s.&lt;br /&gt;
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill.&lt;br /&gt;
*'''Jack''' (yay a male at last!) is a [[fisherdwarf]]. He will spend most of his time at ponds or creeks catching [[fish]]/[[turtle]] and leaving them on the shore to [[rot]].&lt;br /&gt;
*'''Robert''' is a [[farmer]]. He can plant [[seed]]s at the farm and [[brew]] the mature plants into [[alcohol]] or [[cook]] them into [[food]].&lt;br /&gt;
====Creatures====&lt;br /&gt;
You also have:&lt;br /&gt;
*2 [[cat]]s, which will hunt [[vermin]] for you. The female cat has been caged (for now) to prevent a [[catsplosion]].&lt;br /&gt;
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance.&lt;br /&gt;
*A [[horse]] and a [[mule]]. If you get a male horse you can start breeding horses for [[meat]] and [[leather]], however mules never breed.&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
Most of your supplies are still in the [[wagon]]. You have:&lt;br /&gt;
*Plenty of food and alcohol.&lt;br /&gt;
*An [[anvil]].&lt;br /&gt;
*A few [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
==Unpause the game==&lt;br /&gt;
[[Image:Qs04.JPG|right]]&lt;br /&gt;
That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food [[stockpile]] in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Jack is going to fish, and the miners will begin mining.&lt;br /&gt;
&lt;br /&gt;
There are, however, several things I left unfinished for you to practice on. So let's hit {{K|Tab}} to bring the menu window back. I'll be referring to it from now on, and generally it's easier to play with it there constantly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Set tasks in workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs05.JPG|Fig 5: Selecting the craftshop&lt;br /&gt;
Image:Qs06.JPG|Fig 6: Setting the tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
We've got a craftdwarf's workshop all setup and ready to go but currently there are no work tasks there and Rachel is just going to ignore it. We want to use the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected.&lt;br /&gt;
&lt;br /&gt;
Now the menu window displays the options for that building. Each different kind of building will have a different set of options. We want to {{k|a}}dd a new task. We are presented with a list of tasks (Figure 6A) to choose from. Our miners have left plenty of rock lying around, so let's select that, {{k|g}}.&lt;br /&gt;
&lt;br /&gt;
We get yet another list of tasks (Figure 6B). Select rock crafts by pressing {{k|Enter}} and it will return to the first menu which will now have one task listed (Figure 6C). We may as well add the other three kinds of rock goods, and then set them to repeat by pressing {{k|r}} (figure 6D). &lt;br /&gt;
&lt;br /&gt;
If a task is set to repeat then once it's completed it returns to the end of the task list, instead of being removed from the list. So now Rachel will sit in her shop constantly producing goods.&lt;br /&gt;
&lt;br /&gt;
There is one other step though: making sure she doesn't get distracted by other jobs.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
==Setting job preferences==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs07.JPG|Fig 7: Open the unit list&lt;br /&gt;
Image:Qs08.JPG|Fig 8: Zoom to Rachel&lt;br /&gt;
Image:Qs09.JPG|Fig 9: Go to her preferences sub-menu and disable all the hauling tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once.&lt;br /&gt;
&lt;br /&gt;
First you need to find the dwarf in question. Now you can either use the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; option and hunt around the map until you locate the dwarf, or you can do it the smart way. Open up the &amp;lt;tt&amp;gt;{{k|u}}nit list&amp;lt;/tt&amp;gt; and you'll get a screen like figure 7.&lt;br /&gt;
&lt;br /&gt;
Now scroll down to the dwarf you want and press &amp;lt;tt&amp;gt;Zoom {{k|c}}reature&amp;lt;/tt&amp;gt;. This will centre the screen on the unit and open the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; mode. So you'll see figure 8.&lt;br /&gt;
&lt;br /&gt;
From here we can get a lot of information on the dwarf. At the moment we're looking at {{k|g}}eneral, but there is also {{k|i}}nventory, {{k|p}}references, and {{k|w}}ounds. Go to {{k|p}}references and you will get a new menu with new options, as shown in figure 9A. If you press {{k|l}}abor then you will see a list of all possible tasks that a dwarf can perform. The first page of this list is shown in figure 9B. Scroll down until you find the &amp;quot;Hauling&amp;quot; tasks on the 4th page (figure 9C) and press {{k|Enter}} to turn each one off and it should end up looking like figure 9D.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using the job manager==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs10.JPG|Fig 10: Open the job list&lt;br /&gt;
Image:Qs11.JPG|Fig 11: Open the job manager and select &amp;lt;tt&amp;gt;New order&amp;lt;/tt&amp;gt;&lt;br /&gt;
Image:Qs12.JPG|Fig 12: The job orders list&lt;br /&gt;
Image:Qs13.JPG|Fig 13: The job manager with one job displayed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden [[bin]]s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually.&lt;br /&gt;
&lt;br /&gt;
Anyway, open the &amp;lt;tt&amp;gt;{{k|j}}ob list&amp;lt;/tt&amp;gt; and you will see figure 10.&lt;br /&gt;
&lt;br /&gt;
This details all the jobs currently underway and who is doing them. We're not too concerned with this information though, what we want is to get at the sub-menu &amp;lt;tt&amp;gt;job {{k|m}}anager&amp;lt;/tt&amp;gt;, which you can see at the bottom of the image. Open that up and you will see figure 11, a blank screen! &lt;br /&gt;
&lt;br /&gt;
Not surprising, as we haven't used it yet to allocated jobs. Press {{k|q}} to start a new job and you will get a list of &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; possible jobs that can happen in a fort (figure 12). There are a ''lot''.&lt;br /&gt;
&lt;br /&gt;
Luckily we can search for what we want, so type in &amp;lt;tt&amp;gt;wood bin&amp;lt;/tt&amp;gt; and select it. It will ask you how many, 5 sound like a good number to me. After that it will return to the original job manager, except now it will have one new job as shown in figure 13.&lt;br /&gt;
&lt;br /&gt;
The job manager automatically generates the job in the appropriate workshops. We have one carpenters workshop so it will generate 5 &amp;quot;produce wooden bin&amp;quot; orders. If we had 5 carpenters workshops it would produce one in each shop. Note that we don't currently have 5 logs available so soon Jane will start canceling tasks as quickly as the job manager creates them. You will need to designate more trees to be cut down (explained [[#Designation menu|below]]).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defining rooms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs14.JPG|Fig 14: Select a dining table and make it a room&lt;br /&gt;
Image:Qs15.JPG|Fig 15: Size the room&lt;br /&gt;
Image:Qs16.JPG|Fig 16: The dining table now forms the centre of a room, and the menu now displays the room options&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our [[dining room]] has plenty of tables and chairs for eating, but isn't actually a dining room yet.&lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, again and move the cursor to one of the tables in the dining room (figure 14). It doesn't matter which one.&lt;br /&gt;
&lt;br /&gt;
You will notice that this building has quite a different menu to the craft shop we looked at earlier. Press {{k|r}} to make this table into a room, then use the {{k|+}} {{k|-}} keys to get it to the maximum size (figure 15).&lt;br /&gt;
&lt;br /&gt;
Press {{k|Enter}} to accept and it will return to the building menu, which now has new options because it is a room instead of a table (figure 16). Since we want this to be a public dining hall we don't need to change any of these options, so you can press {{k|Space}} to finish.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using farms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs17.JPG|Fig 17: Two farms below the main fort&lt;br /&gt;
Image:Qs18.JPG|Fig 18: Select a farm and decide which crops to grow.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you used the {{k|&amp;gt;}} to explore the [[z-level]] below the main fort you may have discovered this little room just below the pantry (figure 17).&lt;br /&gt;
&lt;br /&gt;
This is two farms built in the arable sand layer, but no seeds have been planted yet. Once again use &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, to get to the farm options (figre 18). &lt;br /&gt;
&lt;br /&gt;
You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring] so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Designation menu==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs19.JPG|Fig 19: The designation menu&lt;br /&gt;
Image:Qs20.JPG|Fig 20: Select &amp;lt;tt&amp;gt;Mine&amp;lt;/tt&amp;gt; and set the first point on the exposed wall&lt;br /&gt;
Image:Qs21.JPG|Fig 21: Set the second point somewhere in the unmined space&lt;br /&gt;
Image:Qs22.JPG|Fig 22: Select &amp;lt;tt&amp;gt;Up staircase&amp;lt;/tt&amp;gt; and place it&lt;br /&gt;
Image:Qs23.JPG|Fig 23: Move up one z-level and place a &amp;lt;tt&amp;gt;Down staircase&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The designation menu is one of the most important in the game. It allows you to mine out new areas of your fort, chop down trees, gather plants, etc. We want to define a new shaft for our idle miner, so select {{k|d}}ig (figure 19).&lt;br /&gt;
&lt;br /&gt;
Now scroll the cursor to where you want to begin the shaft and press enter. Obviously we want to start it at a wall the miner can reach! (Figure 20)&lt;br /&gt;
&lt;br /&gt;
Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.&lt;br /&gt;
&lt;br /&gt;
Note that you can designate entire rectangles to be mined, not just a single line like I did. Now let's create a [[staircase]] to access the next level. First designate an up-stair on the current level (figure 22).&lt;br /&gt;
&lt;br /&gt;
And now the tricky bit - move up one level and designate a down staircase ''directly above it'' (figure 23).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs24.JPG|Fig 24: Rotting turtles surrond a pond&lt;br /&gt;
Image:Qs25.JPG|Fig 25: The &amp;lt;tt&amp;gt;Site building&amp;lt;/tt&amp;gt; menu and workshop sub-menu&lt;br /&gt;
Image:Qs26.JPG|Fig 26: Placing the fishery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Jack has been busy catching turtle, unfortunately he's been too busy to clean and gut them, so they've been rotting on the pond side (figure 24). &lt;br /&gt;
&lt;br /&gt;
We want to build a [[fishery]] nearby to fix this problem. First open the &amp;lt;tt&amp;gt;Site a {{k|b}}uilding&amp;lt;/tt&amp;gt; menu and you will see a list of all possible buildings (figure 25A). Scroll down until you reach {{k|w}}orkshops, select that and you will get a sub-menu of all the workshops (figure 25B).&lt;br /&gt;
&lt;br /&gt;
Once you select fishery a 3x3 block will pop up on the active window, representing how big the workshop is and where you want to build it. At the moment there is a tree in the way (figure 26), so move around until you find some clear ground close to the pond.&lt;br /&gt;
&lt;br /&gt;
Once you have placed it you will be asked which materials you want to construct it out of. At this stage it doesn't really matter, but I suggest Andesite since it's closest (excluding the wood logs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But this isn't enough. For one of your dwarves to actually construct the workshop they need to have the labor enabled that relates to that building and at the moment no one has [[fish cleaner]] nor [[fish dissector]] enabled. You need to select another dwarf (preferrably not Jack since the Fishing task takes precedence over almost all other tasks, nor any other dwarf that is quite busy) and change his labors to include [[fish cleaner|fish cleaning]], as explained [[#Setting job preferences|above]]. &lt;br /&gt;
&lt;br /&gt;
Once the fishery is complete you need to set the task {{k|p}}rocess raw fish at the workshop, and set it to repeat. Pretty soon you'll be churning out a good supply of meat to feed your fort. Also, since Jack is catching [[turtle]] you will also get a supply of [[shell]]s that Rachel can craft into goods.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Well, that's most of the basics covered. Next up I suggest you dig out an area near the pantry and build a [[still]] and a [[kitchen]] so you can begin brewing alcohol and cooking food (although plenty of food can be eaten raw). When the trade caravan arrives you will want to consult the [[trading]] page to learn how to trade with them. &lt;br /&gt;
&lt;br /&gt;
I hope you have fun exploring the area, building some proper defences to hold off [[invader]]s, and dealing with an expanding [[population]] and the greater problems that they bring.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11352</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11352"/>
		<updated>2008-12-15T21:19:41Z</updated>

		<summary type="html">&lt;p&gt;Juckto: /* Creating workshops */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is intended to be used in conjunction with a save file downloadable [http://dffd.wimbli.com/file.php?id=728 here] (5 meg download). By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed.&lt;br /&gt;
&lt;br /&gt;
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks.&lt;br /&gt;
&lt;br /&gt;
This guide and associated save file was created using version '''v0.28.181.40d'''.&lt;br /&gt;
&lt;br /&gt;
==What you will see when you load the game==&lt;br /&gt;
[[Image:Qs01.JPG]]&lt;br /&gt;
&lt;br /&gt;
The game will begin paused (don't unpause yet), centred on the [[meeting hall]] where all 7 of your starting [[dwarves]] are currently relaxing. The screen is divided into three sections. On the left is the active window, this is where you will see dwarves move around and where you issue orders. In the middle is the menu window. On the right is the fort view which gives you an overall view of the level (it's effectively a zoomed-out version of the active window.&lt;br /&gt;
&lt;br /&gt;
You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs02.JPG]]&lt;br /&gt;
&lt;br /&gt;
Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]].&lt;br /&gt;
&lt;br /&gt;
By using the numpad keys you can move the active screen around and explore. What you will discover is compiled below, with key points highlighted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs03.jpg]]&lt;br /&gt;
&lt;br /&gt;
The grey line that run roughly down the centre of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.&lt;br /&gt;
&lt;br /&gt;
On the top left you will notice a lot of small dots and a blue haze. This is empty space. For you see although Dwarf Fortress may appear to be a 2D game it is in fact 3D. You are currently looking at the birds eye perspective of one [[z-level]]. If you were to move the active window down one level the empty space would become ground and the ground would become unexplored underground space. You can move the screen up and down by pressing {{k|&amp;lt;}} and {{k|&amp;gt;}} respectively (don't forget to hold on {{k|Shift}}!).&lt;br /&gt;
&lt;br /&gt;
That's enough looking around, it's time to ...&lt;br /&gt;
&lt;br /&gt;
==Meet your dwarves==&lt;br /&gt;
====Dwarves====&lt;br /&gt;
You currently have 7 dwarves and I've set up their skills and even given them nicknames to help you keep them sorted.&lt;br /&gt;
*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.&lt;br /&gt;
*'''Mary''' is a miner exactly the same as Sue.&lt;br /&gt;
*'''Jane''' is a [[woodworker]]. She carries a [[battleaxe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to [[draft]] her into the [[military]].&lt;br /&gt;
*'''Juliet''' is a stoneworker. She has several skill points in [[mason]]ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in [[mechanic]]s so she can build rock [[mechanism]]s, which are required to create [[trap]]s and some [[machine]]s.&lt;br /&gt;
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill.&lt;br /&gt;
*'''Jack''' (yay a male at last!) is a [[fisherdwarf]]. He will spend most of his time at ponds or creeks catching [[fish]]/[[turtle]] and leaving them on the shore to [[rot]].&lt;br /&gt;
*'''Robert''' is a [[farmer]]. He can plant [[seed]]s at the farm and [[brew]] the mature plants into [[alcohol]] or [[cook]] them into [[food]].&lt;br /&gt;
====Creatures====&lt;br /&gt;
You also have:&lt;br /&gt;
*2 [[cat]]s, which will hunt [[vermin]] for you. The female cat has been caged (for now) to prevent a [[catsplosion]].&lt;br /&gt;
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance.&lt;br /&gt;
*A [[horse]] and a [[mule]]. If you get a male horse you can start breeding horses for [[meat]] and [[leather]], however mules never breed.&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
Most of your supplies are still in the [[wagon]]. You have:&lt;br /&gt;
*Plenty of food and alcohol.&lt;br /&gt;
*An [[anvil]].&lt;br /&gt;
*A few [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
==Unpause the game==&lt;br /&gt;
[[Image:Qs04.JPG|right]]&lt;br /&gt;
That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food [[stockpile]] in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Jack is going to fish, and the miners will begin mining.&lt;br /&gt;
&lt;br /&gt;
There are, however, several things I left unfinished for you to practice on. So let's hit {{K|Tab}} to bring the menu window back. I'll be referring to it from now on, and generally it's easier to play with it there constantly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Set tasks in workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs05.JPG|Fig 5: Selecting the craftshop&lt;br /&gt;
Image:Qs06.JPG|Fig 6: Setting the tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
We've got a craftdwarf's workshop all setup and ready to go but currently there are no work tasks there and Rachel is just going to ignore it. We want to use the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected.&lt;br /&gt;
&lt;br /&gt;
Now the menu window displays the options for that building. Each different kind of building will have a different set of options. We want to {{k|a}}dd a new task. We are presented with a list of tasks (Figure 6A) to choose from. Our miners have left plenty of rock lying around, so let's select that, {{k|g}}.&lt;br /&gt;
&lt;br /&gt;
We get yet another list of tasks (Figure 6B). Select rock crafts by pressing {{k|Enter}} and it will return to the first menu which will now have one task listed (Figure 6C). We may as well add the other three kinds of rock goods, and then set them to repeat by pressing {{k|r}} (figure 6D). &lt;br /&gt;
&lt;br /&gt;
If a task is set to repeat then once it's completed it returns to the end of the task list, instead of being removed from the list. So now Rachel will sit in her shop constantly producing goods.&lt;br /&gt;
&lt;br /&gt;
There is one other step though: making sure she doesn't get distracted by other jobs.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
==Setting job preferences==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs07.JPG|Fig 7: Open the unit list&lt;br /&gt;
Image:Qs08.JPG|Fig 8: Zoom to Rachel&lt;br /&gt;
Image:Qs09.JPG|Fig 9: Go to her preferences sub-menu and disable all the hauling tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once.&lt;br /&gt;
&lt;br /&gt;
First you need to find the dwarf in question. Now you can either use the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; option and hunt around the map until you locate the dwarf, or you can do it the smart way. Open up the &amp;lt;tt&amp;gt;{{k|u}}nit list&amp;lt;/tt&amp;gt; and you'll get a screen like figure 7.&lt;br /&gt;
&lt;br /&gt;
Now scroll down to the dwarf you want and press &amp;lt;tt&amp;gt;Zoom {{k|c}}reature&amp;lt;/tt&amp;gt;. This will centre the screen on the unit and open the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; mode. So you'll see figure 8.&lt;br /&gt;
&lt;br /&gt;
From here we can get a lot of information on the dwarf. At the moment we're looking at {{k|g}}eneral, but there is also {{k|i}}nventory, {{k|p}}references, and {{k|w}}ounds. Go to {{k|p}}references and you will get a new menu with new options, as shown in figure 9A. If you press {{k|l}}abor then you will see a list of all possible tasks that a dwarf can perform. The first page of this list is shown in figure 9B. Scroll down until you find the &amp;quot;Hauling&amp;quot; tasks on the 4th page (figure 9C) and press {{k|Enter}} to turn each one off and it should end up looking like figure 9D.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using the job manager==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs10.JPG|Fig 10: Open the job list&lt;br /&gt;
Image:Qs11.JPG|Fig 11: Open the job manager and select &amp;lt;tt&amp;gt;New order&amp;lt;/tt&amp;gt;&lt;br /&gt;
Image:Qs12.JPG|Fig 12: The job orders list&lt;br /&gt;
Image:Qs13.JPG|Fig 13: The job manager with one job displayed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden [[bin]]s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually.&lt;br /&gt;
&lt;br /&gt;
Anyway, open the &amp;lt;tt&amp;gt;{{k|j}}ob list&amp;lt;/tt&amp;gt; and you will see figure 10.&lt;br /&gt;
&lt;br /&gt;
This details all the jobs currently underway and who is doing them. We're not too concerned with this information though, what we want is to get at the sub-menu &amp;lt;tt&amp;gt;job {{k|m}}anager&amp;lt;/tt&amp;gt;, which you can see at the bottom of the image. Open that up and you will see figure 11, a blank screen! &lt;br /&gt;
&lt;br /&gt;
Not surprising, as we haven't used it yet to allocated jobs. Press {{k|q}} to start a new job and you will get a list of &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; possible jobs that can happen in a fort (figure 12). There are a ''lot''.&lt;br /&gt;
&lt;br /&gt;
Luckily we can search for what we want, so type in &amp;lt;tt&amp;gt;wood bin&amp;lt;/tt&amp;gt; and select it. It will ask you how many, 5 sound like a good number to me. After that it will return to the original job manager, except now it will have one new job as shown in figure 13.&lt;br /&gt;
&lt;br /&gt;
The job manager automatically generates the job in the appropriate workshops. We have one carpenters workshop so it will generate 5 &amp;quot;produce wooden bin&amp;quot; orders. If we had 5 carpenters workshops it would produce one in each shop. Note that we don't currently have 5 logs available so soon Jane will start canceling tasks as quickly as the job manager creates them. You will need to designate more trees to be cut down (explained [[#Designation menu|below]]).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defining rooms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs14.JPG|Fig 14: Select a dining table and make it a room&lt;br /&gt;
Image:Qs15.JPG|Fig 15: Size the room&lt;br /&gt;
Image:Qs16.JPG|Fig 16: The dining table now forms the centre of a room, and the menu now displays the room options&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our [[dining room]] has plenty of tables and chairs for eating, but isn't actually a dining room yet.&lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, again and move the cursor to one of the tables in the dining room (figure 14). It doesn't matter which one.&lt;br /&gt;
&lt;br /&gt;
You will notice that this building has quite a different menu to the craft shop we looked at earlier. Press {{k|r}} to make this table into a room, then use the {{k|+}} {{k|-}} keys to get it to the maximum size (figure 15).&lt;br /&gt;
&lt;br /&gt;
Press {{k|Enter}} to accept and it will return to the building menu, which now has new options because it is a room instead of a table (figure 16). Since we want this to be a public dining hall we don't need to change any of these options, so you can press {{k|Space}} to finish.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using farms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs17.JPG|Fig 17: Two farms below the main fort&lt;br /&gt;
Image:Qs18.JPG|Fig 18: Select a farm and decide which crops to grow.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you used the {{k|&amp;gt;}} to explore the [[z-level]] below the main fort you may have discovered this little room just below the pantry (figure 17).&lt;br /&gt;
&lt;br /&gt;
This is two farms built in the arable sand layer, but no seeds have been planted yet. Once again use &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, to get to the farm options (figre 18). &lt;br /&gt;
&lt;br /&gt;
You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring] so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Designation menu==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs19.JPG|Fig 19: The designation menu&lt;br /&gt;
Image:Qs20.JPG|Fig 20: Select &amp;lt;tt&amp;gt;Mine&amp;lt;/tt&amp;gt; and set the first point on the exposed wall&lt;br /&gt;
Image:Qs21.JPG|Fig 21: Set the second point somewhere in the unmined space&lt;br /&gt;
Image:Qs22.JPG|Fig 22: Select &amp;lt;tt&amp;gt;Up staircase&amp;lt;/tt&amp;gt; and place it&lt;br /&gt;
Image:Qs23.JPG|Fig 23: Move up one z-level and place a &amp;lt;tt&amp;gt;Down staircase&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The designation menu is one of the most important in the game. It allows you to mine out new areas of your fort, chop down trees, gather plants, etc. We want to define a new shaft for our idle miner, so select {{k|d}}ig (figure 19).&lt;br /&gt;
&lt;br /&gt;
Now scroll the cursor to where you want to begin the shaft and press enter. Obviously we want to start it at a wall the miner can reach! (Figure 20)&lt;br /&gt;
&lt;br /&gt;
Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.&lt;br /&gt;
&lt;br /&gt;
Note that you can designate entire rectangles to be mined, not just a single line like I did. Now let's create a [[staircase]] to access the next level. First designate an up-stair on the current level (figure 22).&lt;br /&gt;
&lt;br /&gt;
And now the tricky bit - move up one level and designate a down staircase ''directly above it'' (figure 23).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs24.JPG|Fig 24: Rotting turtles surrond a pond&lt;br /&gt;
Image:Qs25.JPG|Fig 25: The &amp;lt;tt&amp;gt;Site building&amp;lt;/tt&amp;gt; menu and workshop sub-menu&lt;br /&gt;
Image:Qs26.JPG|Fig 26: Placing the fishery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Jack has been busy catching turtle, unfortunately he's been too busy to clean and gut them, so they've been rotting on the pond side (figure 24). &lt;br /&gt;
&lt;br /&gt;
We want to build a [[fishery]] nearby to fix this problem. First open the &amp;lt;tt&amp;gt;Site a {{k|b}}uilding&amp;lt;/tt&amp;gt; menu and you will see figure 25A. Scroll down until you reach {{k|w}}orkshops, select that and you will get figure 25B.&lt;br /&gt;
&lt;br /&gt;
Once you select fishery a 3x3 block will pop up on the active window, representing where it will be placed. At the moment there is a tree in the way, so move around until you find some clear ground.&lt;br /&gt;
&lt;br /&gt;
Once you have placed it you will be asked which materials you want to construct it out of. At this stage it doesn't really matter, but I suggest Andesite since it's closest (excluding the wood logs).&lt;br /&gt;
&lt;br /&gt;
Unfortunately no one will come to build this workshop, because no one wants to work there, and Jack is too busy fishing to have time. You need to select another dwarf (preferrably one that isn't busy) and change his labors to include [[fish cleaner|fish cleaning]], as explained [[#Setting job preferences|above]]. Once the fishery is complete you need to set the task {{k|p}}rocess raw fish at the workshop, and set it to repeat. Pretty soon you'll be churning out a good supply of meat to feed your fort.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Well, that's most of the basics covered. Next up I suggest you dig out an area near the pantry and build a [[still]] and a [[kitchen]] so you can begin brewing alcohol and cooking food (although plenty of food can be eaten raw). When the trade caravan arrives you will want to consult the [[trading]] page to learn how to trade with them. &lt;br /&gt;
&lt;br /&gt;
I hope you have fun exploring the area, building some proper defences to hold off [[invader]]s, and dealing with an expanding [[population]] and the greater problems that they bring.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Digging_designation_canceled&amp;diff=46487</id>
		<title>Digging designation canceled</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Digging_designation_canceled&amp;diff=46487"/>
		<updated>2008-12-15T20:38:34Z</updated>

		<summary type="html">&lt;p&gt;Juckto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This error message pauses the game and zooms to the location where the warm or damp stone was located.&lt;br /&gt;
&lt;br /&gt;
Warm or damp stone is very dangerous as it indicates the presence of nearby [[magma]] or [[water]] respectively. However the stone could be warm/damp because the magma/water is beside the tile, directly above the tile, or directly below the tile - and most of the time ''you don't know which''.&lt;br /&gt;
&lt;br /&gt;
The safest thing to do is back off several tiles, mine up a [[z-level]] then approach the location again. Rinse and repeat until you emerge above the surface of the magma/water.&lt;br /&gt;
&lt;br /&gt;
 Side Profile: &lt;br /&gt;
 &lt;br /&gt;
    Below tile   Beside tile  Above tile            Key&lt;br /&gt;
 &lt;br /&gt;
      #######     #######      #######          # Unmined stone&lt;br /&gt;
  ↑   __o&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;#&amp;lt;/font&amp;gt;##     ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##      ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##          &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt; Warm stone&lt;br /&gt;
  z   ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#     _o&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;~~#&amp;lt;/font&amp;gt;#      ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#          &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; Square that was just canceled&lt;br /&gt;
 axis ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#     ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#      ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#          &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt; Magma&lt;br /&gt;
  ↓   ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##     ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##      __o&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;#&amp;lt;/font&amp;gt;##          _ Floor of the tunnel&lt;br /&gt;
      #######     #######      #######          o Miner&lt;br /&gt;
&lt;br /&gt;
Only in the middle case would it be unsafe to mine out the square that had just been canceled: In the bottom case, there would be a floor between you and the fluid.&lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
{{Magma FAQ}}&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11351</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11351"/>
		<updated>2008-12-15T10:42:42Z</updated>

		<summary type="html">&lt;p&gt;Juckto: Formatting images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is intended to be used in conjunction with a save file downloadable [http://dffd.wimbli.com/file.php?id=728 here] (5 meg download). By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed.&lt;br /&gt;
&lt;br /&gt;
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks.&lt;br /&gt;
&lt;br /&gt;
This guide and associated save file was created using version '''v0.28.181.40d'''.&lt;br /&gt;
&lt;br /&gt;
==What you will see when you load the game==&lt;br /&gt;
[[Image:Qs01.JPG]]&lt;br /&gt;
&lt;br /&gt;
The game will begin paused (don't unpause yet), centred on the [[meeting hall]] where all 7 of your starting [[dwarves]] are currently relaxing. The screen is divided into three sections. On the left is the active window, this is where you will see dwarves move around and where you issue orders. In the middle is the menu window. On the right is the fort view which gives you an overall view of the level (it's effectively a zoomed-out version of the active window.&lt;br /&gt;
&lt;br /&gt;
You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs02.JPG]]&lt;br /&gt;
&lt;br /&gt;
Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]].&lt;br /&gt;
&lt;br /&gt;
By using the numpad keys you can move the active screen around and explore. What you will discover is compiled below, with key points highlighted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs03.jpg]]&lt;br /&gt;
&lt;br /&gt;
The grey line that run roughly down the centre of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.&lt;br /&gt;
&lt;br /&gt;
On the top left you will notice a lot of small dots and a blue haze. This is empty space. For you see although Dwarf Fortress may appear to be a 2D game it is in fact 3D. You are currently looking at the birds eye perspective of one [[z-level]]. If you were to move the active window down one level the empty space would become ground and the ground would become unexplored underground space. You can move the screen up and down by pressing {{k|&amp;lt;}} and {{k|&amp;gt;}} respectively (don't forget to hold on {{k|Shift}}!).&lt;br /&gt;
&lt;br /&gt;
That's enough looking around, it's time to ...&lt;br /&gt;
&lt;br /&gt;
==Meet your dwarves==&lt;br /&gt;
====Dwarves====&lt;br /&gt;
You currently have 7 dwarves and I've set up their skills and even given them nicknames to help you keep them sorted.&lt;br /&gt;
*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.&lt;br /&gt;
*'''Mary''' is a miner exactly the same as Sue.&lt;br /&gt;
*'''Jane''' is a [[woodworker]]. She carries a [[battleaxe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to [[draft]] her into the [[military]].&lt;br /&gt;
*'''Juliet''' is a stoneworker. She has several skill points in [[mason]]ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in [[mechanic]]s so she can build rock [[mechanism]]s, which are required to create [[trap]]s and some [[machine]]s.&lt;br /&gt;
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill.&lt;br /&gt;
*'''Jack''' (yay a male at last!) is a [[fisherdwarf]]. He will spend most of his time at ponds or creeks catching [[fish]]/[[turtle]] and leaving them on the shore to [[rot]].&lt;br /&gt;
*'''Robert''' is a [[farmer]]. He can plant [[seed]]s at the farm and [[brew]] the mature plants into [[alcohol]] or [[cook]] them into [[food]].&lt;br /&gt;
====Creatures====&lt;br /&gt;
You also have:&lt;br /&gt;
*2 [[cat]]s, which will hunt [[vermin]] for you. The female cat has been caged (for now) to prevent a [[catsplosion]].&lt;br /&gt;
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance.&lt;br /&gt;
*A [[horse]] and a [[mule]]. If you get a male horse you can start breeding horses for [[meat]] and [[leather]], however mules never breed.&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
Most of your supplies are still in the [[wagon]]. You have:&lt;br /&gt;
*Plenty of food and alcohol.&lt;br /&gt;
*An [[anvil]].&lt;br /&gt;
*A few [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
==Unpause the game==&lt;br /&gt;
[[Image:Qs04.JPG|right]]&lt;br /&gt;
That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food [[stockpile]] in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Jack is going to fish, and the miners will begin mining.&lt;br /&gt;
&lt;br /&gt;
There are, however, several things I left unfinished for you to practice on. So let's hit {{K|Tab}} to bring the menu window back. I'll be referring to it from now on, and generally it's easier to play with it there constantly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Set tasks in workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs05.JPG|Fig 5: Selecting the craftshop&lt;br /&gt;
Image:Qs06.JPG|Fig 6: Setting the tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
We've got a craftdwarf's workshop all setup and ready to go but currently there are no work tasks there and Rachel is just going to ignore it. We want to use the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected.&lt;br /&gt;
&lt;br /&gt;
Now the menu window displays the options for that building. Each different kind of building will have a different set of options. We want to {{k|a}}dd a new task. We are presented with a list of tasks (Figure 6A) to choose from. Our miners have left plenty of rock lying around, so let's select that, {{k|g}}.&lt;br /&gt;
&lt;br /&gt;
We get yet another list of tasks (Figure 6B). Select rock crafts by pressing {{k|Enter}} and it will return to the first menu which will now have one task listed (Figure 6C). We may as well add the other three kinds of rock goods, and then set them to repeat by pressing {{k|r}} (figure 6D). &lt;br /&gt;
&lt;br /&gt;
If a task is set to repeat then once it's completed it returns to the end of the task list, instead of being removed from the list. So now Rachel will sit in her shop constantly producing goods.&lt;br /&gt;
&lt;br /&gt;
There is one other step though: making sure she doesn't get distracted by other jobs.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
==Setting job preferences==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs07.JPG|Fig 7: Open the unit list&lt;br /&gt;
Image:Qs08.JPG|Fig 8: Zoom to Rachel&lt;br /&gt;
Image:Qs09.JPG|Fig 9: Go to her preferences sub-menu and disable all the hauling tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once.&lt;br /&gt;
&lt;br /&gt;
First you need to find the dwarf in question. Now you can either use the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; option and hunt around the map until you locate the dwarf, or you can do it the smart way. Open up the &amp;lt;tt&amp;gt;{{k|u}}nit list&amp;lt;/tt&amp;gt; and you'll get a screen like figure 7.&lt;br /&gt;
&lt;br /&gt;
Now scroll down to the dwarf you want and press &amp;lt;tt&amp;gt;Zoom {{k|c}}reature&amp;lt;/tt&amp;gt;. This will centre the screen on the unit and open the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; mode. So you'll see figure 8.&lt;br /&gt;
&lt;br /&gt;
From here we can get a lot of information on the dwarf. At the moment we're looking at {{k|g}}eneral, but there is also {{k|i}}nventory, {{k|p}}references, and {{k|w}}ounds. Go to {{k|p}}references and you will get a new menu with new options, as shown in figure 9A. If you press {{k|l}}abor then you will see a list of all possible tasks that a dwarf can perform. The first page of this list is shown in figure 9B. Scroll down until you find the &amp;quot;Hauling&amp;quot; tasks on the 4th page (figure 9C) and press {{k|Enter}} to turn each one off and it should end up looking like figure 9D.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using the job manager==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs10.JPG|Fig 10: Open the job list&lt;br /&gt;
Image:Qs11.JPG|Fig 11: Open the job manager and select &amp;lt;tt&amp;gt;New order&amp;lt;/tt&amp;gt;&lt;br /&gt;
Image:Qs12.JPG|Fig 12: The job orders list&lt;br /&gt;
Image:Qs13.JPG|Fig 13: The job manager with one job displayed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden [[bin]]s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually.&lt;br /&gt;
&lt;br /&gt;
Anyway, open the &amp;lt;tt&amp;gt;{{k|j}}ob list&amp;lt;/tt&amp;gt; and you will see figure 10.&lt;br /&gt;
&lt;br /&gt;
This details all the jobs currently underway and who is doing them. We're not too concerned with this information though, what we want is to get at the sub-menu &amp;lt;tt&amp;gt;job {{k|m}}anager&amp;lt;/tt&amp;gt;, which you can see at the bottom of the image. Open that up and you will see figure 11, a blank screen! &lt;br /&gt;
&lt;br /&gt;
Not surprising, as we haven't used it yet to allocated jobs. Press {{k|q}} to start a new job and you will get a list of &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; possible jobs that can happen in a fort (figure 12). There are a ''lot''.&lt;br /&gt;
&lt;br /&gt;
Luckily we can search for what we want, so type in &amp;lt;tt&amp;gt;wood bin&amp;lt;/tt&amp;gt; and select it. It will ask you how many, 5 sound like a good number to me. After that it will return to the original job manager, except now it will have one new job as shown in figure 13.&lt;br /&gt;
&lt;br /&gt;
The job manager automatically generates the job in the appropriate workshops. We have one carpenters workshop so it will generate 5 &amp;quot;produce wooden bin&amp;quot; orders. If we had 5 carpenters workshops it would produce one in each shop. Note that we don't currently have 5 logs available so soon Jane will start canceling tasks as quickly as the job manager creates them. You will need to designate more trees to be cut down (explained [[#Designation menu|below]]).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defining rooms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs14.JPG|Fig 14: Select a dining table and make it a room&lt;br /&gt;
Image:Qs15.JPG|Fig 15: Size the room&lt;br /&gt;
Image:Qs16.JPG|Fig 16: The dining table now forms the centre of a room, and the menu now displays the room options&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our [[dining room]] has plenty of tables and chairs for eating, but isn't actually a dining room yet.&lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, again and move the cursor to one of the tables in the dining room (figure 14). It doesn't matter which one.&lt;br /&gt;
&lt;br /&gt;
You will notice that this building has quite a different menu to the craft shop we looked at earlier. Press {{k|r}} to make this table into a room, then use the {{k|+}} {{k|-}} keys to get it to the maximum size (figure 15).&lt;br /&gt;
&lt;br /&gt;
Press {{k|Enter}} to accept and it will return to the building menu, which now has new options because it is a room instead of a table (figure 16). Since we want this to be a public dining hall we don't need to change any of these options, so you can press {{k|Space}} to finish.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using farms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs17.JPG|Fig 17: Two farms below the main fort&lt;br /&gt;
Image:Qs18.JPG|Fig 18: Select a farm and decide which crops to grow.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you used the {{k|&amp;gt;}} to explore the [[z-level]] below the main fort you may have discovered this little room just below the pantry (figure 17).&lt;br /&gt;
&lt;br /&gt;
This is two farms built in the arable sand layer, but no seeds have been planted yet. Once again use &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, to get to the farm options (figre 18). &lt;br /&gt;
&lt;br /&gt;
You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring] so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Designation menu==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs19.JPG|Fig 19: The designation menu&lt;br /&gt;
Image:Qs20.JPG|Fig 20: Select &amp;lt;tt&amp;gt;Mine&amp;lt;/tt&amp;gt; and set the first point on the exposed wall&lt;br /&gt;
Image:Qs21.JPG|Fig 21: Set the second point somewhere in the unmined space&lt;br /&gt;
Image:Qs22.JPG|Fig 22: Select &amp;lt;tt&amp;gt;Up staircase&amp;lt;/tt&amp;gt; and place it&lt;br /&gt;
Image:Qs23.JPG|Fig 23: Move up one z-level and place a &amp;lt;tt&amp;gt;Down staircase&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The designation menu is one of the most important in the game. It allows you to mine out new areas of your fort, chop down trees, gather plants, etc. We want to define a new shaft for our idle miner, so select {{k|d}}ig (figure 19).&lt;br /&gt;
&lt;br /&gt;
Now scroll the cursor to where you want to begin the shaft and press enter. Obviously we want to start it at a wall the miner can reach! (Figure 20)&lt;br /&gt;
&lt;br /&gt;
Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.&lt;br /&gt;
&lt;br /&gt;
Note that you can designate entire rectangles to be mined, not just a single line like I did. Now let's create a [[staircase]] to access the next level. First designate an up-stair on the current level (figure 22).&lt;br /&gt;
&lt;br /&gt;
And now the tricky bit - move up one level and designate a down staircase ''directly above it'' (figure 23).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs24.JPG|Fig 19: Rotting turtles surrond a pond&lt;br /&gt;
Image:Qs25.JPG|Fig 20: The &amp;lt;tt&amp;gt;Site building&amp;lt;/tt&amp;gt; menu and workshop sub-menu&lt;br /&gt;
Image:Qs26.JPG|Fig 21: Placing the fishery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Jack has been busy catching turtle, unfortunately he's been too busy to clean and gut them, so they've been rotting on the pond side (figure 24). &lt;br /&gt;
&lt;br /&gt;
We want to build a [[fishery]] nearby to fix this problem. First open the &amp;lt;tt&amp;gt;Site a {{k|b}}uilding&amp;lt;/tt&amp;gt; menu and you will see figure 25A. Scroll down until you reach {{k|w}}orkshops, select that and you will get figure 25B.&lt;br /&gt;
&lt;br /&gt;
Once you select fishery a 3x3 block will pop up on the active window, representing where it will be placed. At the moment there is a tree in the way, so move around until you find some clear ground.&lt;br /&gt;
&lt;br /&gt;
Once you have placed it you will be asked which materials you want to construct it out of. At this stage it doesn't really matter, but I suggest Andesite since it's closest (excluding the wood logs).&lt;br /&gt;
&lt;br /&gt;
Unfortunately no one will come to build this workshop, because no one wants to work there, and Jack is too busy fishing to have time. You need to select another dwarf (preferrably one that isn't busy) and change his labors to include [[fish cleaner|fish cleaning]], as explained [[#Setting job preferences|above]]. Once the fishery is complete you need to set the task {{k|p}}rocess raw fish at the workshop, and set it to repeat. Pretty soon you'll be churning out a good supply of meat to feed your fort.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Well, that's most of the basics covered. Next up I suggest you dig out an area near the pantry and build a [[still]] and a [[kitchen]] so you can begin brewing alcohol and cooking food (although plenty of food can be eaten raw). When the trade caravan arrives you will want to consult the [[trading]] page to learn how to trade with them. &lt;br /&gt;
&lt;br /&gt;
I hope you have fun exploring the area, building some proper defences to hold off [[invader]]s, and dealing with an expanding [[population]] and the greater problems that they bring.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Digging_designation_canceled&amp;diff=46484</id>
		<title>Digging designation canceled</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Digging_designation_canceled&amp;diff=46484"/>
		<updated>2008-12-15T00:21:06Z</updated>

		<summary type="html">&lt;p&gt;Juckto: added water and magma faqs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This error message pauses the game and zooms to the location where the warm or damp stone was located.&lt;br /&gt;
&lt;br /&gt;
Warm or damp stone is very dangerous as it indicates the presence of nearby [[magma]] or [[water]] respectively. However the stone could be warm/damp because the magma/water is beside the tile, directly above the tile, or directly below the tile - and most of the time ''you don't know which''.&lt;br /&gt;
&lt;br /&gt;
The safest thing to do is back off several tiles, mine up a [[z-level]] then approach the location again. Rinse and repeat until you emerge above the surface of the magma/water.&lt;br /&gt;
&lt;br /&gt;
   Below tile  Beside tile  Above tile            Key&lt;br /&gt;
 &lt;br /&gt;
    #######     #######      #######          # Unmined stone&lt;br /&gt;
    __o&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;#&amp;lt;/font&amp;gt;##     ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##      ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##          &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt; Warm stone&lt;br /&gt;
    ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#     _o&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;~~#&amp;lt;/font&amp;gt;#      ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#          &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; Square that was just canceled&lt;br /&gt;
    ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#     ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#      ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#          &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt; Magma&lt;br /&gt;
    ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##     ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##      __o&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;#&amp;lt;/font&amp;gt;##          _ Floor of the tunnel&lt;br /&gt;
    #######     #######      #######          o Miner&lt;br /&gt;
&lt;br /&gt;
Only in the first case would it be safe to mine out the square that had just been canceled.&lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
{{Magma FAQ}}&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Magma_FAQ&amp;diff=29657</id>
		<title>Template:Magma FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Magma_FAQ&amp;diff=29657"/>
		<updated>2008-12-15T00:20:39Z</updated>

		<summary type="html">&lt;p&gt;Juckto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY the following two lines. ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question exactly as you want it to be read by others]]&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | '''Magma FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Magma|Practically everything Magma related]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magma-safe materials|What can I use to make magma-proof items?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I channel water/magma|How do I channel magma?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Digging designation canceled|Digging designation canceled: Warm stone located]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ########### Insert any new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Magma_FAQ|Add a question to the Magma FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Magma]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Water_FAQ&amp;diff=31063</id>
		<title>Template:Water FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Water_FAQ&amp;diff=31063"/>
		<updated>2008-12-15T00:20:14Z</updated>

		<summary type="html">&lt;p&gt;Juckto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY the following two lines. ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question exactly as you want it to be read by others]]&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | ''' Water  FAQ'''&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Screw pump|How do I move water up levels?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Water pressure|How do I stop water moving up levels?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Swimmer|Can dwarves swim to the surface for air?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Water#Water depth|How deep is the water?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Ice#Melting Ice|Is it possible to melt ice in order to get water during winter?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Well|How do I build a well?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Channel|How do I channel a path for water?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Flow|Will water push items around?]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Dam|Can I build a dam to stop the water?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Digging designation canceled|Digging designation canceled: Damp stone located]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions above this line ########### ---&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |height=&amp;quot;10&amp;quot;| &lt;br /&gt;
 |-&lt;br /&gt;
 | {{Edit|Template:Water_FAQ|Add a question to the Water FAQ}}&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Water]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Damp_stone&amp;diff=46490</id>
		<title>Damp stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Damp_stone&amp;diff=46490"/>
		<updated>2008-12-15T00:16:42Z</updated>

		<summary type="html">&lt;p&gt;Juckto: Redirecting to Digging designation canceled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Digging designation canceled]]&lt;/div&gt;</summary>
		<author><name>Juckto</name></author>
	</entry>
</feed>