v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing User:Granite26/Tutorial

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.


The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 +
=New Tutorial in Progress=
 +
==When finished, this tutorial will include images, links to downloadable save states so people can play along at home, and full wikilinks to other articles as applicapble.==
 +
 +
==It isn't finished yet, so please refrain from changes for a few days==
 +
 
This tutorial is intended to be a 'play along' tutorial.  By following the steps described and starting with the same embark site, you can build a basic beginner fort.  Additionally, saves will be provided at various points along the way so that new players can open them up and explore what was made using the descriptions in the tutorial.
 
This tutorial is intended to be a 'play along' tutorial.  By following the steps described and starting with the same embark site, you can build a basic beginner fort.  Additionally, saves will be provided at various points along the way so that new players can open them up and explore what was made using the descriptions in the tutorial.
  
Line 10: Line 15:
 
and pull up the files one by one.  The first step will be to create backups ({{k|ctl}}{{k|v}}, {{k|ctl}}{{k|c}})  
 
and pull up the files one by one.  The first step will be to create backups ({{k|ctl}}{{k|v}}, {{k|ctl}}{{k|c}})  
 
    
 
    
===[[Init.txt]]===
+
<pre>        A: [[Init.txt]] </pre>
 
    
 
    
 
The first thing I'm changing is the windowed stuff.  I like the bigger images  
 
The first thing I'm changing is the windowed stuff.  I like the bigger images  
Line 75: Line 80:
 
If you'd prefer to have it show the history behind every engraving you view in dwarf mode, etc., then set this to YES.  
 
If you'd prefer to have it show the history behind every engraving you view in dwarf mode, etc., then set this to YES.  
 
<blockquote>  
 
<blockquote>  
[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]
+
[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]  
</blockquote>
+
Ok, a quick look at the interface.txt shows a bunch of commands.  Better not change anything here just yet!  Also, the generic worldgen parameters in the world_gen.txt look fine.  I've seen some excellent mods that need non-standard worlds, for example, the Fallout mod wants few oceans and a blasted wastedland.  This isn't something we'll need to mess with now, though.
 
+
 
===[[Key_bindings|Interface.txt]]===
 
 
 
Ok, a quick look at the interface.txt shows a bunch of keyboard mappings.  Better not change anything here just yet!  If you are using a laptop or other special keyboard, you may need to make changes though.  There's a good explanation [[Key_bindings|here]].
 
 
 
===[[Advanced_world_generation|World_Gen.txt]]===
 
Finally, the generic worldgen parameters in the world_gen.txt look fine.  I've seen some excellent mods that need non-standard worlds, for example, the Fallout mod wants few oceans and a blasted wastedland.  This isn't something we'll need to mess with now, though.
 
 
 
 
==Starting the Game ==
 
==Starting the Game ==
 
    
 
    
Line 100: Line 98:
 
Back to the main screen, I select Start Playing, Sil Nalish for my region, and Dwarf Fortress mode.  It takes a few moments to load the map back into memory, and it's time for me to select a region.
 
Back to the main screen, I select Start Playing, Sil Nalish for my region, and Dwarf Fortress mode.  It takes a few moments to load the map back into memory, and it's time for me to select a region.
  
==Selecting a Region ==
+
==   3.  Selecting a Region ==
 
    
 
    
 
There are any number of theories about selecting a [[region]].  In the end, there are 9 important things to consider when selecting a region.  
 
There are any number of theories about selecting a [[region]].  In the end, there are 9 important things to consider when selecting a region.  
 
#[[Sand]]  -  Required to make [[Glass]]  
 
#[[Sand]]  -  Required to make [[Glass]]  
 
#[[Magma]] - Required for many types of [[fun]]  
 
#[[Magma]] - Required for many types of [[fun]]  
#[[Trees]] - The other source of [[fuel]]
+
#[[Trees]] - The other source of fuel  
 
#[[Water]] - Required for many types of fun, also for wounded dwarves  
 
#[[Water]] - Required for many types of fun, also for wounded dwarves  
 
#[[Stone|Minerals]] - Required for mining  
 
#[[Stone|Minerals]] - Required for mining  
Line 111: Line 109:
 
#[[Surroundings|Danger Level]] - Weird areas host dangerous monsters  
 
#[[Surroundings|Danger Level]] - Weird areas host dangerous monsters  
 
#[[Aquifer]] - Can make reaching solid rock very hard, but serves as an excellent source of unlimited water  
 
#[[Aquifer]] - Can make reaching solid rock very hard, but serves as an excellent source of unlimited water  
#[[Flux]] - Useful stone for making [[steel]]
+
#[[Flux]] - Useful stone for making steel  
 
There's a lot of detail available here, but for now, we'll just say that they are all good and do our best.  
 
There's a lot of detail available here, but for now, we'll just say that they are all good and do our best.  
  
When you look at the screen, you'll see the layers in the bottom right.  Little blue squiqqles beside a layer indicate an aquifer at that [[layer]].  The image below has White Sand as the first layer, and it's an aquifer layer.  Above that, you'll see the biome information.  Trees and [[Temperature]] are there.  [[Temperate]] means that the map will [[ice|freeze]] in winter.  This is important to know, because freezes happen suddenly, and can kill anything that's in the water when they happen.
+
When you look at the screen, you'll see the layers in the bottom right.  Little blue squiqqles beside a layer indicate an aquifer at that layer.  The image below has White Sand as the first layer, and it's an aquifer layer.  Above that, you'll see the biome information.  Trees and Temperature are there.  Temperate means that the map will freeze in winter.  This is important to know, because freezes happen suddenly, and can kill anything that's in the water when they happen.
  
 
To the left of that are three maps, labelled World, Region and Local.  The World map is the entire world scrunched up into the tiny square.  Region is the standard world size.  In adventure, this is what you'll see when moving around the world map.  Finally we have Local.  In that Local screen, you'll see a little 6x6 box.  You control this box by using umkh as arrow keys.  Since I don't like where the cursor has started me, I use the arrow keys to move around the Region map.   
 
To the left of that are three maps, labelled World, Region and Local.  The World map is the entire world scrunched up into the tiny square.  Region is the standard world size.  In adventure, this is what you'll see when moving around the world map.  Finally we have Local.  In that Local screen, you'll see a little 6x6 box.  You control this box by using umkh as arrow keys.  Since I don't like where the cursor has started me, I use the arrow keys to move around the Region map.   
Line 128: Line 126:
 
Before I embark, I'm going to use a little trick.  There are three biomes in this location.  I want to start on the white sand, because it's a little safer, and it's where the trees are.  Pressing {{k|f1}} reveals the details of the mountain.  {{k|f2}} describes the Yellow Sand portion of the desert.  Finally, pressing {{k|f3}} causes the white sand desert to flash.  Leaving it selected, I'll press {{k|e}} to embark.  That means my wagon will land in that biome.  
 
Before I embark, I'm going to use a little trick.  There are three biomes in this location.  I want to start on the white sand, because it's a little safer, and it's where the trees are.  Pressing {{k|f1}} reveals the details of the mountain.  {{k|f2}} describes the Yellow Sand portion of the desert.  Finally, pressing {{k|f3}} causes the white sand desert to flash.  Leaving it selected, I'll press {{k|e}} to embark.  That means my wagon will land in that biome.  
 
    
 
    
Oops!  A warning just popped up.  Aquifers are hard to dig into.  I'm not worried though, I've got the rocky mountainous region for that.  I'll just dig around the aquifer if need be.
+
Oops!  A warning just popped up.  Aquifers are hard to dig into.  I'm not worried though, I've got the rocky mountainous region for that.  I'll just dig around the aquifer if need be.  
 
+
 
==Prepare for the journey carefully. ==
+
==   3.  Prepare for the journey carefully. ==
 
    
 
    
 
I'm going to be honest with you.  This is a trick question.  Take what's in the grab bag of survival gear, or carefully pick out gear based on your plans and the challenges you expect to face?  If this isn't a no-brainer, go back to puzzle pirates or this week's EA game.  
 
I'm going to be honest with you.  This is a trick question.  Take what's in the grab bag of survival gear, or carefully pick out gear based on your plans and the challenges you expect to face?  If this isn't a no-brainer, go back to puzzle pirates or this week's EA game.  
Line 172: Line 170:
 
==    4:  A new chapter of dwarven history begins.==
 
==    4:  A new chapter of dwarven history begins.==
  
Strike the Earth!  That's certainly my first goal, after I look around that is.  I press {{k|space}} to leave the intro screen and then immediately again.  The game didn't start paused, and {{k|space}} is the key that pauses and unpauses the gameDwarf Fortress is either running it's simulation or accepting commands from you.  Anytime you wish to enter in new commands, the game will be paused.
+
Strike the Earth!  That's certainly my first goal, after I look around that is.  I press space to start the game, then immediately again.  The game didn't start paused, and space is the key that controls this.  First things first, I'm going to press {{k|esc}} and Save Game.  When DF saves, it exits to the main menu.  In fact, without cheating there is no way to back up a game at a specific point.  This is intentional.   
 
 
First things first, I'm going to press {{k|esc}} and Save Game.  When DF saves, it exits to the main menu.  In fact, without cheating there is no way to back up a game at a specific point.  This is intentional.   
 
  
 
The 'Strike the Earth' save game contains a save at the start of the fortress.  To use it, copy the saved game into your \Dwarf Fortress\data\save directory.  When you load your game, you will select the folder 'Strike the Earth'.
 
The 'Strike the Earth' save game contains a save at the start of the fortress.  To use it, copy the saved game into your \Dwarf Fortress\data\save directory.  When you load your game, you will select the folder 'Strike the Earth'.
Line 180: Line 176:
 
Back into the game.  It's time for my initial look around.  Z149 is my ground level.  I've started on a raised plateau near the center of the map at Z150 (Pic 6).  The green squares to the left are the tops of trees.  It looks like I'll be in good shape for lumber.  As advertised, the white sand is to the left and has enough trees and bushes to survive on.  To the right side of the map is a wasteland, and the southern face is dominated by a mountainface.
 
Back into the game.  It's time for my initial look around.  Z149 is my ground level.  I've started on a raised plateau near the center of the map at Z150 (Pic 6).  The green squares to the left are the tops of trees.  It looks like I'll be in good shape for lumber.  As advertised, the white sand is to the left and has enough trees and bushes to survive on.  To the right side of the map is a wasteland, and the southern face is dominated by a mountainface.
  
Digging further, I find the magma pipe and it's 3 imps.  We'll be staying away from there for now.  The mountain face is 17 z-levels high, but with smoothed cliff faces.  The current version doesn't use impassible cliffs.  There are no major mineral surprises, but I do see a hematite vein and a copper vein off to the right.  That will be extremely useful later.  The [[cinnabar]] vein is useless to the dwarves, but may be good for some nice red furniture.   
+
Digging further, I find the magma pipe and it's 3 imps.  We'll be staying away from there for now.  The mountain face is 17 z-levels high, but with smoothed cliff faces.  The current version doesn't use impassible cliffs.  There are no major mineral surprises, but I do see a hematite vein and a copper vein off to the right.  That will be extremely useful later.  The [[cinnabar]] vein is useless to the dwarves, but may be for some nice furniture.   
  
In order to navigate, I'm using the arrow keys in conjunction with the {{k|<}} and {{k|>}} keys to change z levels.  If I get lost, {{k|F1}} focuses back on my start location.  It's important to get the hang of moving up and down z levels.  Each screen you look at is a single slice of the map.  {{k|↑}} {{k|\/}} {{k|→}} {{k|←}} moves around that level, but {{k|<}} and {{k|>}} will move vertically up and down. {{k|<}} will move you one level higher.  If you do this, you should notice that everything disapears and you only see the outline of the ground.  pressing {{k|<}} again will bring you one level higher and you will see only air. {{k|>}} twice brings you back to where you were, and a third press will start drilling you into the ground.
+
In order to navigate, I'm using the arrow keys in conjunction with the {{k|<}} and {{k|>}} keys to change z levels.  If I get lost, {{k|f1}} focuses back on my start location.  It's important to get the hang of moving up and down z levels.  Each screen you look at is a single slice of the map.  {{k|↑}}{{k|}}{{k|→}}{{k|←}} moves around that level, but {{k|<}} and {{k|>}} will move vertically up and down. {{k|<}} will move you one level higher.  If you do this, you should notice that everything disapears and you only see the outline of the ground.  pressing {{k|<}} again will bring you one level higher and you will see only air. {{k|>}} twice brings you back to where you were, and a third press will start drilling you into the ground.
  
The next step is to check the denizens of this area.  I mentioned imps, and saw some goats on the hillside, but I want to make sure I'm not missing anything nasty.  Pressing {{k|u}} brings up the units menu.  The first screen is entirely dwarves and the creatures I brought with me, so I press {{k|Pg Dn}} to get to the next screen.  It's confirmed, 3 imps and 2 goats.  As long as I stay away from the magma pipe, I should be fine.
+
The next step is to check the denizens of this area.  I mentioned imps, and saw some goats on the hillside, but I want to make sure I'm not missing anything nasty.  Pressing 'u' brings up the units menu.  The first screen is entirely dwarves and the creatures I brought with me, so I press 'page down' to get to the next screen.  It's confirmed, 3 imps and 2 goats.  As long as I stay away from the magma pipe, I should be fine.
  
 
Paging back up, I notice that Sneezy, Grumpy and Sleepy are already picking up their equipment.  That means that Sneezy and Sleepy are ready to mine, and Grumpy will cut down trees.
 
Paging back up, I notice that Sneezy, Grumpy and Sleepy are already picking up their equipment.  That means that Sneezy and Sleepy are ready to mine, and Grumpy will cut down trees.
  
Trees will be the first order of business.  I press 'space' to back out of the units screen and move my cursor to the top left of the map, the move down (using '>') to get to ground level.  {{k|d}} brings up the designate menu, and I press {{k|t}} to select 'Chop down trees'.  The yellow cursor is in the center of the screen, so I move it all the way to the upper left and push enter.  Moving away, I notice there is a flashing green + marking the spot.  I procede to bottom right of the sandy area, using shift-arrow to move 10 spaces at a jump.  In a suitable spot, I press enter again.  This marks a rectangle of squares designated for logging.  You'll notice that all the trees are now highlighted.  Pic 8.  I see that there is an unknown mineral on the screen, so I decide to check it out.  I press {{k|Space}} to back out of the designate menu, then {{k|k}} to enter Look Around.  Putting the cursor over the wall, I see I've found more copper.
+
Trees will be the first order of business.  I press 'space' to back out of the units screen and move my cursor to the top left of the map, the move down (using '>') to get to ground level.  'd' brings up the designate menu, and I press 't' to select 'Chop down trees'.  The yellow cursor is in the center of the screen, so I move it all the way to the upper left and push enter.  Moving away, I notice there is a flashing green + marking the spot.  I procede to bottom right of the sandy area, using shift-arrow to move 10 spaces at a jump.  In a suitable spot, I press enter again.  This marks a rectangle of squares designated for logging.  You'll notice that all the trees are now highlighted.  Pic 8.  I see that there is an unknown mineral on the screen, so I decide to check it out.  I press 'space' to back out of the designate menu, then 'k' to enter Look Around.  Putting the cursor over the wall, I see I've found more copper.
  
The next step will be to gather outdoors plants.  Dwarves hate being outdoors (They're allergic to goblin ambushes and get nasty cases of iron left lung, iron heart, and iron kidney, often from a single exposure), but this seems like a safe enough place, for now, especially since the magma pipe and dangerous imps are on the other side of the map.  In order to mark the plants for gathering, I will use the same process as logging.  Go to the upper left hand, press {{k|d}} to designate, and then press {{k|p}} to gather plants.  Then, I'll select the entire area again.  Excellent.  My dwarves will now chop down every tree on the map, and uproot every plant.  Hope there aren't any elves around!
+
The next step will be to gather outdoors plants.  Dwarves hate being outdoors (They're allergic to goblin ambushes and get nasty cases of iron left lung, iron heart, and iron kidney, often from a single exposure), but this seems like a safe enough place, for now, especially since the magma pipe and dangerous imps are on the other side of the map.  In order to mark the plants for gathering, I will use the same process as logging.  Go to the upper left hand, press 'd' to designate, and then press 'p' to gather plants.  Then, I'll select the entire area again.  Excellent.  My dwarves will now chop down every tree on the map, and uproot every plant.  Hope there aren't any elves around!
  
 
Good habits are there when you need them, but only if you keep them up.  The next step is to get the dwarves inside.  While I'm not neurotic, I do like a pretty fortress, especially at the entrance.  The natural culdesacs near on the last screen present two excellent entrance areas.  I way the advantages of both, and go with the deeper one.  It's a little bit closer to the magma.  I may later use the second as a back door though.
 
Good habits are there when you need them, but only if you keep them up.  The next step is to get the dwarves inside.  While I'm not neurotic, I do like a pretty fortress, especially at the entrance.  The natural culdesacs near on the last screen present two excellent entrance areas.  I way the advantages of both, and go with the deeper one.  It's a little bit closer to the magma.  I may later use the second as a back door though.
  
{{k|d}} takes me back into the designate screen and a second {{k|d}} selects dig.  Time for business!  I mark out a four tile wide entry hall, and back in with the grand hall.  Later this will be the trade depot, but for now, it'll be the dwarfs home.  After selecting the huge area, I have a few misgivings, and decide a few pillars are in order.  Still on the 'd'esignate screen, I use {{k|x}} to deselect areas for pillars to be left.
+
'd' takes me back into the designate screen and a second d selects dig.  Time for business!  I mark out a four tile wide entry hall, and back in with the grand hall.  Later this will be the trade depot, but for now, it'll be the dwarfs home.  After selecting the huge area, I have a few misgivings, and decide a few pillars are in order.  Still on the 'd'esignate screen, I use 'x' to deselect areas for pillars to be left.
  
One final task remains before I turn my dwarves lose.  The lumber stockpile.  We're send Grumpy out to cut down a number of trees, and he'll need someplace to put them.  I press {{k|Space}} to back out to the main menu, and then press {{k|p}} to designate a pile.  {{k|w}} selects wood, and then I press enter at one corner of the pile and then the other.  Pic 9 Shows how things look so far.  Before we leave this area, lets hotkey it for later.  {{k|h}} brings up the hotkey menu.  Press {{k|F2}} to select the second slot, and then {{k|z}} to mark it.  {{k|n}} will allow you to name it something memorable.  I'm going to use 'Front E' for front entrance.
+
One final task remains before I turn my dwarves lose.  The lumber stockpile.  We're send Grumpy out to cut down a number of trees, and he'll need someplace to put them.  I press 'space' to back out to the main menu, and then press 'p' to designate a pile.  'w' selects wood, and then I press enter at one corner of the pile and then the other.  Pic 9 Shows how things look so far.  Before we leave this area, lets hotkey it for later.  'h' brings up the hotkey menu.  Press 'F2' to select the second slot, and then z to mark it.  'n' will allow you to name it something memorable.  I'm going to use 'Front E' for front entrance.
  
Hopefully you've been able to keep up.  Let's take a short breather and head back to check out the dwarves.  (Remember {{k|F1}} will bring you to the first hotkey, which is the wagon)  You should see something similar to Pic 10 if you're following allow at home.  The bearded guys are dwarves.  The C's are the cows, H's are Horses, d's are dogs.  The down arrows represent ramps going down.  A full symbol list is in the wiki here, or you can simply use {{k|k}} and select a square to see what's in it.
+
Hopefully you've been able to keep up.  Let's take a short breather and head back to check out the dwarves.  (Remember 'F1' will bring you to the first hotkey, which is the wagon)  You should see something similar to Pic 10 if you're following allow at home.  The bearded guys are dwarves.  The C's are the cows, H's are Horses, d's are dogs.  The down arrows represent ramps going down.  A full symbol list is in the wiki here, or you can simply use 'k' and select a square to see what's in it.
  
I'm now ready to turn the dwarves lose, although it'll only be for a few seconds before I pause again to review.  I do so by pressing 'space' on the main menu.  Things start happening right away, although with everyone stacked up on the wagon, it's not immediately clear what.  After four dwarves break away heading south, I pause the action to check them out.  I do this by pressing {{k|v}} (any command will pause the game.)  {{k|v}} is the examine unit command, and it lets me take a look at what my guys are doing.   
+
I'm now ready to turn the dwarves lose, although it'll only be for a few seconds before I pause again to review.  I do so by pressing 'space' on the main menu.  Things start happening right away, although with everyone stacked up on the wagon, it's not immediately clear what.  After four dwarves break away heading south, I pause the action to check them out.  I do this by pressing 'v' (any command will pause the game.)  V is the examine unit command, and it lets me take a look at what my guys are doing.   
  
Doc, Sleepy and Happy are carting wood to the pile.  I'm glad I made it bigger than twenty spaces!  Sneezy is heading to the wall to mine.  So far, so good.  I've lost sight of the other three though.  When I press space to back out of the view menu, the game starts again.  Usually, I pause the game before going into a menu.  That stops it from unpausing unexpectedly (not that a few frames is ever an issue).  I quickly pause it again and select {{k|u}} to bring up the units list.  I immediately see that Dopey and Grumpy are cutting down trees, while Bashful is harvesting plants.  Very good.
+
Doc, Sleepy and Happy are carting wood to the pile.  I'm glad I made it bigger than twenty spaces!  Sneezy is heading to the wall to mine.  So far, so good.  I've lost sight of the other three though.  When I press space to back out of the view menu, the game starts again.  Usually, I pause the game before going into a menu.  That stops it from unpausing unexpectedly (not that a few frames is ever an issue).  I quickly pause it again and select 'u' to bring up the units list.  I immediately see that Dopey and Grumpy are cutting down trees, while Bashful is harvesting plants.  Very good.
  
 
I remember that bashful will need somewhere to put the plants.  It's not vital all I really want are the seeds, but I make a pile near the wood pile anyway.  Food is the pile for this.
 
I remember that bashful will need somewhere to put the plants.  It's not vital all I really want are the seeds, but I make a pile near the wood pile anyway.  Food is the pile for this.
Line 326: Line 322:
  
  
==6 Ecstatic dwarfs==
+
==6 Exstatic dwarfs==
  
 
After finishing the farm setup, it's time to make sure the dwarfs are happy.  The traditional means of dwarven happiness are gold, good food, and good booze.  In Dwarf Fortress, this means artfully designed objects making a legendary feasting hall combined with quiet bedrooms for the individual dwarfs.
 
After finishing the farm setup, it's time to make sure the dwarfs are happy.  The traditional means of dwarven happiness are gold, good food, and good booze.  In Dwarf Fortress, this means artfully designed objects making a legendary feasting hall combined with quiet bedrooms for the individual dwarfs.

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)