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Editing v0.34:Quickstart guide
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− | {{quality| | + | {{quality|Fine}}{{av}} |
− | :''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before | + | |
+ | <div style="font-size:120%"> | ||
+ | :''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before who quickly want to jump in head-first.'' | ||
:''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.'' | :''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.'' | ||
− | :''Also see [[Tutorials]] for more detailed tutorials that people have submitted.'' | + | </div> |
+ | <div style="font-size:120%"> | ||
+ | :'''''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''''' | ||
+ | </div> | ||
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide – it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''you'll remember how you lost.'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}} | {{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide – it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''you'll remember how you lost.'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}} | ||
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So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in Dwarf Fortress you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think. | So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in Dwarf Fortress you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think. | ||
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− | [[File:FlowchartDF.png|thumb|500px|right|[[ | + | [[File:FlowchartDF.png|thumb|500px|right|[[From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]] |
__TOC__ | __TOC__ | ||
+ | |||
= Common UI Concepts = | = Common UI Concepts = | ||
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{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}} | {{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}} | ||
{{KeyConventions}} | {{KeyConventions}} | ||
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=World Generation= | =World Generation= | ||
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The first thing you will need to do is [[World generation|generate a new world]]. Unlike many games, the world that your game takes place in will always be procedurally randomly generated by you or someone else. There is no "default" or "standard" world. | The first thing you will need to do is [[World generation|generate a new world]]. Unlike many games, the world that your game takes place in will always be procedurally randomly generated by you or someone else. There is no "default" or "standard" world. | ||
− | Luckily the basic version of this process is rather simple, and doesn't usually take too long unless your computer is a bit outdated | + | Luckily the basic version of this process is rather simple, and doesn't usually take too long unless your computer is a bit outdated. |
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This should help to avoid difficulties. | This should help to avoid difficulties. | ||
}} | }} | ||
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= Pre-Embark = | = Pre-Embark = | ||
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Select {{DFtext|Start Playing}} from the main menu, then select {{DFtext|Dwarf Fortress}}. | Select {{DFtext|Start Playing}} from the main menu, then select {{DFtext|Dwarf Fortress}}. | ||
− | The map you see on the right is the '''World Map''' which will show you the whole world. The one in the middle is the '''Region Map''' which will show you a zoomed-in view of the part of the world indicated by the cursor in the world map. The '''Local Map''' on the left will show a zoomed-in view of the part of the region indicated by the cursor in the region map. In the local map area | + | The map you see on the right is the '''World Map''' which will show you the whole world. The one in the middle is the '''Region Map''' which will show you a zoomed-in view of the part of the world indicated by the cursor in the world map. The '''Local Map''' on the left will show a zoomed-in view of the part of the region indicated by the cursor in the region map. In the local map area will be a highlighted embark region that you can move around with {{K|u}} {{K|m}} {{K|k}} {{K|h}}. This highlighted square is what will become your play area after you embark. Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move more rapidly. |
== Choosing a Good Site == | == Choosing a Good Site == | ||
− | Choosing a good embark site is crucial for beginners. | + | Choosing a good embark site is crucial for beginners. Advanced players can create a functional fortress on a glacier, but for now, lets stick to dwarf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to manage. |
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For your first game, find a site with the following properties: | For your first game, find a site with the following properties: | ||
*'''NO [[Aquifer]]''' (This is '''''very''''' important!) | *'''NO [[Aquifer]]''' (This is '''''very''''' important!) | ||
− | *'''Trees:''' Forested or Heavily Forested | + | *'''Trees:''' Forested or Heavily Forested |
*'''Temperature:''' Warm | *'''Temperature:''' Warm | ||
− | *'''Surroundings:''' | + | *'''Surroundings:''' Calm or at least '''not''' Sinister, Haunted, or Terrifying |
*'''Clay or Soil''' is important to make farming easier when starting out | *'''Clay or Soil''' is important to make farming easier when starting out | ||
*'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.) | *'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.) | ||
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*'''Flux Stone''' if possible | *'''Flux Stone''' if possible | ||
− | You may want to use the {{K|f}}ind tool to help you find a site | + | You may want to use the {{K|f}}ind tool to help you find a site. Once the find tool has finished running, the general areas which it has found will be indicated by flashing characters on the map. |
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− | "Calm" is classified as | + | Notes about find tool: |
+ | "Calm" is classified as Medium Evil, Low Savagery. (See [[Surroundings#Combinations_of_surroundings|the chart here]] for why.) The find tool will also only indicate a general area so you will still need to check the attributes manually by moving between flashing regions and by moving around in each one until you find the most suitable site. | ||
The find tool may take 1-2 minutes to run, when it's done, '''be sure to press {{K|ESC}} to look around at the different sites it returns''' (look for flashing Xs on the world map). As you move your yellow X over the flashing suggested sites, the info bar on the right will tell you soil, minerals, aquifer, etc. Choose the one that looks best to you! | The find tool may take 1-2 minutes to run, when it's done, '''be sure to press {{K|ESC}} to look around at the different sites it returns''' (look for flashing Xs on the world map). As you move your yellow X over the flashing suggested sites, the info bar on the right will tell you soil, minerals, aquifer, etc. Choose the one that looks best to you! | ||
− | Your site may have | + | Your site may have multiple biomes overlapping it. If so make sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them. They may each have significantly different characteristics. |
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− | See '''[[/Starting site | + | See '''[[/Starting site|Starting site]]''' for more info on why these characteristics are important.}} |
Press {{K|e}} to embark once you're sure you have the right area highlighted on the local map. | Press {{K|e}} to embark once you're sure you have the right area highlighted on the local map. | ||
== Skills and Equipment == | == Skills and Equipment == | ||
− | {{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional.'''}} | + | {{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[v0.31:Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional.'''}} |
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either: | Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either: | ||
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Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option. | Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option. | ||
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=A Minimal Fortress= | =A Minimal Fortress= | ||
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==Surveying the Area== | ==Surveying the Area== | ||
− | '''Do not unpause the game just yet.''' Take a look around. Use the {{K|k}} command and the arrow keys | + | '''Do not unpause the game just yet.''' Take a look around. Use the {{K|k}} command and the arrow keys. Look up and down a few [[z-level]]s with {{K|<}} and {{K|>}}. Place the cursor on various tiles to familiarize yourself with what the symbols mean. If you get lost, you can press {{K|F1}} to return to the wagon. (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.) |
Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be. | Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be. | ||
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So what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them. | So what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them. | ||
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==Strike The Earth!== | ==Strike The Earth!== | ||
− | + | Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. So the first thing you will do is {{K|d}}esignate some areas to "mine". | |
− | + | Decide where you will build your main entrance. The best thing to do is just put it near your wagon to make it faster and less work to haul all of your supplies inside. | |
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To designate an area for digging: | To designate an area for digging: | ||
− | #Hit {{K|d}} to bring up the | + | #Hit {{K|d}} to bring up the Designations menu. |
− | #Hit {{K|d}} to | + | #Hit {{K|d}} again to select Mine |
− | #Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}} | + | #Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}} |
− | #Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}. | + | #Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner dwarf will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}. |
− | This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can be | + | This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can also be one tile wide, or just one single tile. |
− | [[ | + | If your wagon is near a [[cliff]], you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If you are on flat land with no cliff near the wagon, [[channel]] out a small rectangle (perhaps 3x3) on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|>}} and tunnel into the wall of the pit to create your entry. (Think of this as creating your own cliff, with the inside wall of the pit being the "cliff".) |
− | + | Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20. This will be your entryway. Later you may want to expand this to 2 or 3 tiles wide but for now make it narrow so it will be easier to defend. (you will need to widen it to 3 tiles wide for the caravan to enter, as the wagons are 3x3) | |
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− | Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 | ||
Your entryway defines the boundary between your safe and protected inner fort, and the big bad outside world. You want this to be your only entrance so that you only have to worry about defending this one opening. | Your entryway defines the boundary between your safe and protected inner fort, and the big bad outside world. You want this to be your only entrance so that you only have to worry about defending this one opening. | ||
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==Delving Secure Lodgings== | ==Delving Secure Lodgings== | ||
− | [[File:Quickstart | + | [[File:Quickstart-level0.png|thumb|right|Level 0: This is the ground level which we'll call "level 0". The entrance tunnel is on the left where the refuse and wood stockpiles are partially visible. Inside are the general storage area, trade depot, stairwell, and farm plot.]] |
+ | At the end of the entry hall, dig a 5x5 room (where you'll later build your trade depot). Then dig out at least another 3 or 4 tiles of interior hallway beyond that, and beyond that another room for a general stockpile area about 10x10 tiles. You have some flexibility in how you do this; see the image at the right for an example. | ||
− | + | Don't make any of these rooms too big or your miner will take forever to dig the rooms out, especially if he is digging in stone instead of soil. (Digging through soil is much faster.) You may want to designate one room at a time, then wait for it to be mined out before designating the next room. | |
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− | Don't make any of these rooms too | ||
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=== Stockpiles === | === Stockpiles === | ||
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#Use {{K|t}} to change the [[Stockpile#Custom_stockpiles|custom stockpile]] settings to {{K|e}}nable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. Use directional keys, {{K|e}}nable, {{K|d}}isable to do this. | #Use {{K|t}} to change the [[Stockpile#Custom_stockpiles|custom stockpile]] settings to {{K|e}}nable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. Use directional keys, {{K|e}}nable, {{K|d}}isable to do this. | ||
#{{k|Esc}} out of that screen back to the stockpiles menu. | #{{k|Esc}} out of that screen back to the stockpiles menu. | ||
− | #Hit {{K|c}} to select Custom Stockpile | + | #Hit {{K|c}} to select Custom Stockpile. |
− | #Designate the whole | + | #Designate the whole 10x10 storage room as a custom stockpile. This works just like designating an area to dig: place the cursor on one corner of the room, hit {{K|Enter}}, move to the opposite corner, and hit {{K|Enter}} again. |
#Press {{K|Esc}} to get out of the Stockpiles menu. | #Press {{K|Esc}} to get out of the Stockpiles menu. | ||
− | Once you exit the stockpiles menu | + | Once you exit the stockpiles menu you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later you can change what sort of things the stockpile accepts by hitting {{K|q}} (Set Building Tasks/Prefs), placing the cursor on the stockpile, then pressing {{K|s}} to get to the stockpile settings. |
− | It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will | + | It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will cause problems. |
− | Note | + | Note- When assigning stockpiles, you should make sure they're in a vacant area. IE; the tiles should only "contain" the ground. Dwarves will not haul stuff to filled tiles, so make sure the area is vacant (Assign the area for dump) before assigning a stockpile. |
=== Stairways === | === Stairways === | ||
− | + | Somewhere off of your interior hallway, dig out a 3x3 or so area and designate a Downward Stairway in the middle of it with {{K|d}}-{{K|j}}. Notice that after your miner digs the stairway, it doesn't automatically create another stairway on the z-level below. If you hit {{K|>}} to move the view down a z-level you'll see that there's no stairway below, but there is a revealed tile of rock/soil. Because of the down stairway that was dug, this tile is now accessible to miners. You can then designate an Up/Down Stairway on it with {{K|d}}-{{K|i}} and the miner dwarf will dig it out. Below that you can then dig out another up/down stairway and so on. For now just dig down one level; we will deepen the stairwell later. | |
− | == | + | ==Stout Labor== |
− | + | '''Labors''' are how you control what types of tasks a dwarf will do. For example, if the Fishing labor is enabled for a dwarf, that dwarf is allowed to engage in fishing. | |
− | + | When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation thinking that it isn't their job. | |
− | + | Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of. | |
− | {{ | + | {{TipBox2|float=right|titlebg=#aa0|Dwarf Therapist|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, the utility '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make this a million times easier, especially later when you're dealing with twenty times the number of dwarves you have now.}} |
+ | With the digging and stockpile taken care of, look over your dwarves' assigned [[labor]]s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for "preferences: labors". You will see a list of labor categories that you can navigate using {{K|-}}{{K|+}}. You can enter each category and toggle each labor off and on with {{K|Enter}} and get back out with {{K|Esc}}. | ||
− | + | After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|c}} for "zoom to creature" and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.) | |
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− | + | Even if no dwarves have the corresponding skills, ensure that someone has [[wood burner]], [[furnace operator]], [[wood cutter]], [[plant gathering]], [[gem cutter]], [[armorsmith]], [[weaponsmith]], [[blacksmith]], [[metal crafter]], and [[engraver]] (stone detailing) enabled. If you have dwarves with hunting or fishing, ''disable'' those until you have your initial fort completed. When you're first starting out you don't want dwarves wandering around alone where they can get killed. | |
− | + | Any unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so. | |
− | == | + | ==Temporary Meeting Area== |
− | + | Using the {{k|i}} key, create an activity zone (at least 5x5) in the stairwell or general stockpile area (be careful not to make this too small otherwise your animals and dwarves will start fighting). This works much like creating a stockpile except that you draw the rectangle first then hit keys to define what the area is for. Draw the rectangle over the area then set it to be a {{K|m}}eeting area. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble. | |
− | [[File: | + | ==Refuse== |
+ | [[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]] | ||
+ | Outside your fort entrance, use {{K|p}} followed by {{K|r}} to create a stock{{K|p}}ile for [[Stockpile#Refuse|{{K|r}}efuse]] ''at least'' 5x5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -> remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, use {{K|q}} on the general stockpile and check its {{K|s}}ettings to make sure refuse has been disabled. | ||
− | + | ==Woodcutting== | |
− | + | Create another stock{{K|p}}ile for {{K|w}}ood outside your entrance. As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later you will move this closer to your carpenter's workshop once you build one. | |
− | + | Press {{K|q}}, place the cursor on your wagon, and hit {{K|x}} to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into a few units of wood. Removing other buildings is done the same way. | |
− | + | Also near the entry, designate at least 10 trees to be chopped down with {{K|d}}-{{K|t}}. Don't designate too many trees at the beginning, or your dwarves will spend all of their time chopping them down and hauling them rather than doing other work. | |
− | {{K| | + | ==Pasture== |
+ | If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{K|i}} to create a Pe{{K|n}}/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it using {{K|N}} (while still selecting the zone). This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all. | ||
− | + | The amount of grass required varies greatly depending on the type(s) of animals being pastured. If you intend to keep grazing animals permanently, you may need vastly larger pastures later. As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials. | |
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− | == | + | ==Sustenance by Plow== |
− | + | Dig out an area in a [[soil]] layer, accessible from inside your fort but not reachable from the outside. You must pick an ''underground'' area with mud or soil. Hopefully you have chosen a site with a soil layer as this will make farming much easier, but if not then you will need to [[Irrigation|irrigate]] to create the required mud on stone floors. | |
− | + | Now use {{K|b}} to build a 3x3 [[Farming|farm {{K|p}}lot]]. Notice that some things like buildings and constructions are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the width and height of the "building" using {{K|u}}{{K|m}}{{K|k}}{{K|h}} then position it with the directional keys. So hit {{K|u}}{{K|u}}{{K|k}}{{K|k}} to make the plot 3x3 and position it in the room you just excavated. | |
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− | + | Remember you must enable the "Farming (Fields)" labour for at least one dwarf or the farm plot won't get built and farming will not take place. (If you selected "Play Now" earlier then you will start with a dwarf with farming enabled.) | |
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− | + | {{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow [[plump helmet]]s during all seasons. You can use {{K|+}} and {{K|-}} to select the crop. You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season, otherwise you'll end up with an idle field for 3/4ths of the year. | |
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==Designing Your First Fortress== | ==Designing Your First Fortress== | ||
− | While this guide recommends a vertical fortress design around a central stairwell with each z-level being used for a particular purpose, it is not | + | While this guide recommends a vertical fortress design around a central stairwell with each z-level being used for a particular purpose, it is really not that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the "levels" described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest. |
− | + | To get stone though you may need to dig down a bit if you have more than one z-level of sand/clay/soil on the surface. | |
==Workshops== | ==Workshops== | ||
− | [[File:Quickstart workshops | + | [[File:Quickstart-level-1-workshops.png|right|thumb|Level -1: Mason's, carpenter's, mechanic's, and jeweler's workshops surrounded by appropriate stockpiles.]] |
− | Dig your stairwell down one level (with {{K|d}}-{{K|i}}), if you haven't already | + | Dig your stairwell down one level (with {{K|d}}-{{K|i}}), if you haven't already, and create four 5x5 rooms off of the stairwell. These will hold your [[Mechanic's_workshop|mechanic's]], [[Mason's_workshop|mason's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. |
− | + | Use {{K|b}}-{{K|w}} to build the workshops, and select some sort of junk stone for the material. If you are still digging in soil and don't have stone yet, just use wood. (The material really doesn't matter in this case.) Put each workshop in the center of each room, and use the remaining space for the appropriate type of stockpile (wood for your carpenter, stone for your mason and mechanic, and gems for your jeweler.) If the construction of any building gets "suspended" just use {{K|q}} to unsuspend it. (This can happen if stone is blocking the way. See "Garbage" Dumping below if you find you need to remove some stone.) | |
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{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}} | {{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}} | ||
Remove the temporary wood stockpile you created outside (using {{K|p}}-{{K|x}}) and dwarves will move the wood to the new wood storage area. | Remove the temporary wood stockpile you created outside (using {{K|p}}-{{K|x}}) and dwarves will move the wood to the new wood storage area. | ||
− | Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one [[table | + | Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one [[table]] and one [[throne]]/chair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop. |
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=="Garbage" Dumping== | =="Garbage" Dumping== | ||
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'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area. | '''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area. | ||
− | Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a {{K|g}}arbage | + | Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a {{K|g}}arbage Dump. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much garbage as you like. Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory. At some point you will probably want to retrieve an important item from your garbage dump, and the larger your dump is, the harder it will be to find anything in it. |
− | Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With "dump" selected, designate a rectangle over the loose stones cluttering up your living area | + | Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With "dump" selected, designate a rectangle over all of the loose stones cluttering up your living area. This will designate this stone to be transported to the closest garbage dump zone. |
Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it. | Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it. | ||
− | + | Congratulations! Knowing how to use garbage zones and dump commands puts you head and shoulders above most newbs. It takes some people weeks to figure this out. | |
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− | Congratulations! Knowing how to use garbage zones | ||
==Trade Depot== | ==Trade Depot== | ||
− | Build a [[trade depot]] using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by) | + | Build a [[trade depot]] using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least |
− | + | 3x3 for the wagons to go by) | |
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