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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. | 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. | ||
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks. | This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks. | ||
− | This guide and associated save file was created using version '''v0.28.181.40d''' | + | This guide and associated save file was created using version '''v0.28.181.40d'''. |
==What you will see when you load the game== | ==What you will see when you load the game== | ||
[[Image:Qs01.png]] | [[Image:Qs01.png]] | ||
− | The game will begin paused (don't unpause yet), | + | The game will begin paused (don't unpause yet), centred on the [[meeting hall]] where all 7 of your starting [[dwarves]] are currently relaxing. The screen is divided into three sections. On the left is the active window, this is where you will see dwarves move around and where you issue orders. In the middle is the menu window. On the right is the fort view which gives you an overall view of the level (it's effectively a zoomed-out version of the active window. |
You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around. | You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around. | ||
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Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]]. | Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]]. | ||
− | By using the numpad keys you can move the active screen around and explore. | + | By using the numpad keys you can move the active screen around and explore. What you will discover is compiled below, with key points highlighted. |
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[[Image:Qs03.png]] | [[Image:Qs03.png]] | ||
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− | 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 | + | The grey line that run roughly down the centre of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock. |
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+ | On the top left you will notice a lot of small dots and a blue haze. This is empty space. Although Dwarf Fortress may appear to be a 2D game, it is in fact 3D. You are currently looking at the birds eye perspective of one [[z-level]]. If you were to move the active window down one level the empty space would become ground and the ground would become unexplored underground space. You can move the screen up and down by pressing {{k|<}} and {{k|>}} respectively (don't forget to hold on {{k|Shift}}!). | ||
That's enough looking around, it's time to ... | That's enough looking around, it's time to ... | ||
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*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall. | *'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall. | ||
*'''Matthew''' is a miner exactly the same as Sue. | *'''Matthew''' is a miner exactly the same as Sue. | ||
− | *'''Jane''' is a [[woodworker]]. She carries a [[ | + | *'''Jane''' is a [[woodworker]]. She carries a [[battleaxe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to [[draft]] her into the [[military]]. |
*'''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. | *'''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. | ||
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill. | *'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill. | ||
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*1 [[cat]], which will hunt [[vermin]] for you. | *1 [[cat]], which will hunt [[vermin]] for you. | ||
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance. | *2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance. | ||
− | *A [[horse]] and a [[mule]]. If you 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 | + | *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). |
====Items==== | ====Items==== | ||
− | Most of your supplies are still in the [[ | + | Most of your supplies are still in the [[wagon]]. You have: |
*Plenty of food and alcohol. | *Plenty of food and alcohol. | ||
*An [[anvil]]. | *An [[anvil]]. | ||
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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. | 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. | ||
− | There are, however, several things I | + | There are, however, several things I left unfinished for you to practice on. So let's hit {{K|Tab}} to bring the menu window back. I'll be referring to it from now on, and generally it's easier to play with it there constantly. |
<br clear="all" /> | <br clear="all" /> | ||
==Set tasks in workshops== | ==Set tasks in workshops== | ||
− | We've got a Craftdwarf's Workshop all | + | We've got a Craftdwarf's Workshop all setup and ready to go but currently there are no work tasks there and Rachel is just going to ignore it. We want to use the <tt>Set Building Tasks/Preferences</tt> menu, {{k|q}}. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected. |
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[[Image:Qs05.png]] | [[Image:Qs05.png]] | ||
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[[Image:Qs06d.png]] | [[Image:Qs06d.png]] | ||
− | If a task is set to repeat then once it's completed it | + | If a task is set to repeat then once it's completed it returns to the end of the task list, instead of being removed from the list. So now Rachel will sit in her shop constantly producing goods. |
− | + | There is one other step though: making sure she doesn't get distracted by other jobs. | |
<br clear="all" /> | <br clear="all" /> | ||
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==Setting job preferences== | ==Setting job preferences== | ||
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once. | By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once. | ||
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==Using the job manager== | ==Using the job manager== | ||
<div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | <div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | ||
− | Image:Qs10. | + | Image:Qs10.JPG|Fig 10: Open the job list |
− | Image:Qs11. | + | Image:Qs11.JPG|Fig 11: Open the job manager and select <tt>New order</tt> |
− | Image:Qs12. | + | Image:Qs12.JPG|Fig 12: The job orders list |
− | Image:Qs13. | + | Image:Qs13.JPG|Fig 13: The job manager with one job displayed |
</gallery></div> | </gallery></div> | ||
I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden [[bin]]s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually. | I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden [[bin]]s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually. | ||
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==Defining rooms== | ==Defining rooms== | ||
<div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | <div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | ||
− | Image:Qs14. | + | Image:Qs14.JPG|Fig 14: Select a dining table and make it a room |
− | Image:Qs15. | + | Image:Qs15.JPG|Fig 15: Size the room |
− | Image:Qs16. | + | Image:Qs16.JPG|Fig 16: The dining table now forms the centre of a room, and the menu now displays the room options |
</gallery></div> | </gallery></div> | ||
Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our [[dining room]] has plenty of tables and chairs for eating, but isn't actually a dining room yet. | Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our [[dining room]] has plenty of tables and chairs for eating, but isn't actually a dining room yet. | ||
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==Using farms== | ==Using farms== | ||
<div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | <div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | ||
− | Image:Qs17. | + | Image:Qs17.JPG|Fig 17: Two farms below the main fort |
− | Image:Qs18. | + | Image:Qs18.JPG|Fig 18: Select a farm and decide which crops to grow. |
</gallery></div> | </gallery></div> | ||
If you used the {{k|>}} to explore the [[z-level]] below the main fort you may have discovered this little room just below the pantry (figure 17). | If you used the {{k|>}} to explore the [[z-level]] below the main fort you may have discovered this little room just below the pantry (figure 17). | ||
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You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season. | You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season. | ||
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<br clear="all" /> | <br clear="all" /> | ||
==Designation menu== | ==Designation menu== | ||
<div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | <div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | ||
− | Image:Qs19. | + | Image:Qs19.JPG|Fig 19: The designation menu |
− | Image:Qs20. | + | Image:Qs20.JPG|Fig 20: Select <tt>Mine</tt> and set the first point on the exposed wall |
− | Image:Qs21. | + | Image:Qs21.JPG|Fig 21: Set the second point somewhere in the unmined space |
− | Image:Qs22. | + | Image:Qs22.JPG|Fig 22: Select <tt>Up staircase</tt> and place it |
− | Image:Qs23. | + | Image:Qs23.JPG|Fig 23: Move up one z-level and place a <tt>Down staircase</tt> |
</gallery></div> | </gallery></div> | ||
− | The | + | The designation menu is one of the most important in the game. It allows you to mine out new areas of your fort, chop down trees, gather plants, etc. We want to define a new shaft for our idle miner, so select {{k|d}}ig (figure 19). |
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− | + | Now scroll the cursor to where you want to begin the shaft and press enter. Obviously we want to start it at a wall the miner can reach! (Figure 20) | |
− | + | Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21. | |
+ | Note that you can designate entire rectangles to be mined, not just a single line like I did. Now let's create a [[staircase]] to access the next level. First designate an up-stair on the current level (figure 22). | ||
+ | And now the tricky bit - move up one level and designate a down staircase ''directly above it'' (figure 23). | ||
<br clear="all" /> | <br clear="all" /> | ||
==Creating workshops== | ==Creating workshops== | ||
<div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | <div style="display:inline; float:right; align:center;"><gallery widths="200px" heights="80px" perrow="1"> | ||
− | Image:Qs24. | + | Image:Qs24.JPG|Fig 24: Rotting turtles surrond a pond |
− | Image: | + | Image:Qs25.JPG|Fig 25: The <tt>Site building</tt> menu and workshop sub-menu |
− | + | Image:Qs26.JPG|Fig 26: Placing the fishery | |
− | Image:Qs26. | ||
</gallery></div> | </gallery></div> | ||
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). | 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). |