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Editing 40d:Indecisive's illustrated fortress mode tutorial

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''This tutorial was originally posted on the Something Awful Forums. It is no longer available there and has been heavily edited here. The original author is unknown.''
 
''This tutorial was originally posted on the Something Awful Forums. It is no longer available there and has been heavily edited here. The original author is unknown.''
  
  
This post is not going to be an expansive walkthrough of everything the game has to offer, it is just intended to demonstrate how to get started and using the interface. I'll try to cover as much as I can but I've only played it myself for a day before I started writing this. My game crashed irreversibly at about the one year mark, and I didn't get to cover more advanced stuff like [[magma]] [[workshop]]s, [[machine]]s, or [[irrigation]] methods, but hopefully it is enough to get you started.
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This post is not going to be an expansive walkthrough of everything the game has to offer, it is just intended to demonstrate how to get started and using the interface. I'll try to cover as much as I can but I've only played it myself for a day before I started writing this. My game crashed irreversibly at about the one year mark, and I didn't get to cover more advanced stuff like {{l|magma}} {{l|workshop}}s, {{l|machine}}s, or {{l|irrigation}} methods, but hopefully it is enough to get you started.
  
 
== Starting the game ==
 
== Starting the game ==
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[[Image:dft000.png|thumb|left|The title screen]]
 
[[Image:dft000.png|thumb|left|The title screen]]
  
If this is your first time running the game, the only options will be Create New World and Quit. Let's go ahead and create a new world! The next screen is the option screen for [[World generation|creating the world]]. You can choose a name for the world and even choose a seed number if you like, that will be used to generate the world. Screw that though, I'm going to hit ENTER to create a random one!  
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If this is your first time running the game, the only options will be Create New World and Quit. Let's go ahead and create a new world! The next screen is the option screen for {{l|World generation|creating the world}}. You can choose a name for the world and even choose a seed number if you like, that will be used to generate the world. Screw that though, I'm going to hit ENTER to create a random one!  
  
 
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[[Image:dft002.png|thumb|left|Choosing a location]]
 
[[Image:dft002.png|thumb|left|Choosing a location]]
  
Now we get to choose our starting location. I've chosen a relatively 'safe' starting position for this demonstration to try and show off as many bases as possible. There's a brook for a permanent water supply, forests for wood and plant harvesting, and a magma source, because otherwise you need huge amounts of wood to burn to make charcoal or find [[bituminous coal]] to do any forging. There is a wide variety of spots to choose from, but if you are new to the game, at the very least you will want to make sure your location has water and trees. 'Heavily Forested' means you'll have a huge number of trees to work with.
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Now we get to choose our starting location. I've chosen a relatively 'safe' starting position for this demonstration to try and show off as many bases as possible. There's a brook for a permanent water supply, forests for wood and plant harvesting, and a magma source, because otherwise you need huge amounts of wood to burn to make charcoal or find {{l|bituminous coal}} to do any forging. There is a wide variety of spots to choose from, but if you are new to the game, at the very least you will want to make sure your location has water and trees. 'Heavily Forested' means you'll have a huge number of trees to work with.
  
Also, if the location has more than one Biome (basically, a biome consists of the information on the right-hand side of the screen; rock types, amount of vegetation, temperature, etc.), you can push F1/F2/F3 etc.. to display each biome's area and information. For this area, basically the mountains are unforested with slightly different rocks, the Forest is the information already displayed. Each biome will usually have its own wildlife also, but that isn't shown on these screens. The mountain area wound up having a bunch of mountain goats, I didn't really see much from the forest side other than a couple raccoons.
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Also, if the location has more than one Biome (basically, a biome consists of the information on the right-hand side of the screen; rock types, amount of vegetation, temperature, etc), you can push F1/F2/F3 etc.. to display each biome's area and information. For this area, basically the mountains are unforested with slightly different rocks, the Forest is the information already displayed. Each biome will usually have its own wildlife also, but that isn't shown on these screens. The mountain area wound up having a bunch of mountain goats, I didn't really see much from the forest side other than a couple raccoons.
  
 
[[Image:dft003.png|thumb|left|Choosing a location: neighbors]]
 
[[Image:dft003.png|thumb|left|Choosing a location: neighbors]]
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If you press Tab from the area select screen it shows other information displays about the area, such as Elevation, Nearby Civilizations, and Cliffyness. You can also choose which particular dwarven civilization you want to come from.  
 
If you press Tab from the area select screen it shows other information displays about the area, such as Elevation, Nearby Civilizations, and Cliffyness. You can also choose which particular dwarven civilization you want to come from.  
  
The next choice you are given is to Play Now! or 'prepare for the journey carefully'. That allows you to customize your dwarves starting skills and choose what equipment you want to bring. That's beyond the scope of this tutorial though, let's just jump into the game. (More information on preparing carefully can be had [[Starting_builds#Starting_Builds|here]].) Thus begins the fortress Lanirmosus, "Slyrooms".
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The next choice you are given is to Play Now! or 'prepare for the journey carefully'. That allows you to customize your dwarves starting skills and choose what equipment you want to bring. That's beyond the scope of this tutorial though, let's just jump into the game. (More information on preparing carefully can be had {{l|Starting_builds#Starting_Builds|here}}.) Thus begins the fortress Lanirmosus, "Slyrooms".
  
 
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[[Image:dft126.png|thumb|left|Using the {{k|k}} key to determine the depth of water]]
 
[[Image:dft126.png|thumb|left|Using the {{k|k}} key to determine the depth of water]]
  
Now, I'll introduce a very important key, {{k|k}}. This allows you to 'loo{{k|k}} around', which you will use to find out information about everything in the game. Here I've used it to display some [[water]]. Normally water will just look like waves. I've set an option that shows water depth instead of the waves, because it makes it easier to see at a glance whether you are dealing with drowning-type-water, or wet-ankles-type-water. To change that option you need to edit the init.ini file in the data\init\ folder. 7 is the maximum depth, so you can safely assume anything in this square would drown, unless it can swim upwards (or breathe water). You can move the cursor anywhere on the screen to find out information on what is in that particular tile. Those pretty blue stars just below the cursor for example represent 'Damp Rough-hewn Lace Agate Cluster', which you could mine in hopes of getting some valuable gems. Of course, mining it would release the water in that pond, so you'd have a heck of a time actually getting the gems without draining the water.
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Now, I'll introduce a very important key, {{k|k}}. This allows you to 'loo{{k|k}} around', which you will use to find out information about everything in the game. Here I've used it to display some {{l|water}}. Normally water will just look like waves. I've set an option that shows water depth instead of the waves, because it makes it easier to see at a glance whether you are dealing with drowning-type-water, or wet-ankles-type-water. To change that option you need to edit the init.ini file in the data\init\ folder. 7 is the maximum depth, so you can safely assume anything in this square would drown, unless it can swim upwards (or breathe water). You can move the cursor anywhere on the screen to find out information on what is in that particular tile. Those pretty blue stars just below the cursor for example represent 'Damp Rough-hewn Lace Agate Cluster', which you could mine in hopes of getting some valuable gems. Of course, mining it would release the water in that pond, so you'd have a heck of a time actually getting the gems without draining the water.
  
 
Also shown, below the list of items occupying the tile, are indicators for 'Outside', 'Light', and 'Above Ground'. These indicators give you the properties of the tile. There are various things that care about these properties, such as farming. Some plants can only be grown indoors, and some need to be outdoors in the sunlight. Usually all three will be similar, as they are somewhat related but you can have 'inside' areas that are light in certain conditions.
 
Also shown, below the list of items occupying the tile, are indicators for 'Outside', 'Light', and 'Above Ground'. These indicators give you the properties of the tile. There are various things that care about these properties, such as farming. Some plants can only be grown indoors, and some need to be outdoors in the sunlight. Usually all three will be similar, as they are somewhat related but you can have 'inside' areas that are light in certain conditions.
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With that finished, I'll go ahead and check out the other dwarves:
 
With that finished, I'll go ahead and check out the other dwarves:
  
* A [[Miner]]. Well I didn't get screwed there, at least.
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* A {{l|Miner}}. Well I didn't get screwed there, at least.
* A combination [[Jeweler]] / [[Craftsdwarf]]. Not something I would have chosen to start with, but I guess he can work on making some trade goods for the autumn caravan.
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* A combination {{l|Jeweler}} / {{l|Craftsdwarf}}. Not something I would have chosen to start with, but I guess he can work on making some trade goods for the autumn caravan.
* A [[Carpenter]] / [[Bowyer]]. Carpenter is useful, as beds will need to be made, as well as buckets, bins, and other various wood products. I'll give him an axe so he can [[chop down trees]] also.
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* A {{l|Carpenter}} / {{l|Bowyer}}. Carpenter is useful, as beds will need to be made, as well as buckets, bins, and other various wood products. I'll give him an axe so he can {{l|chop down trees}} also.
* A [[Mason]] / [[Mechanic]]. Also useful. I'd prefer to have Mason and Mechanic separate, but there's only 7 dwarves to start with so inevitably you have to either overlap some jobs, or not have them at all.
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* A {{l|Mason}} / {{l|Mechanic}}. Also useful. I'd prefer to have Mason and Mechanic separate, but there's only 7 dwarves to start with so inevitably you have to either overlap some jobs, or not have them at all.
* A [[Fisherdwarf]]. Fishing wasn't incredibly useful in the previous version, and I don't think it's much improved here. This guy is going to become a Miner, since I have an extra pick.
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* A {{l|Fisherdwarf}}. Fishing wasn't incredibly useful in the previous version, and I don't think it's much improved here. This guy is going to become a Miner, since I have an extra pick.
* A [[Fish cleaner]] / [[Butcher]] / [[Tanner]] / [[Weaver]] / [[Clothier]] / [[Leatherworker]]. You couldn't put a pile of more useless starting jobs together if you tried. This guy is going to get stuck doing all the trivial jobs nobody else has time for.
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* A {{l|Fish cleaner}} / {{l|Butcher}} / {{l|Tanner}} / {{l|Weaver}} / {{l|Clothier}} / {{l|Leatherworker}}. You couldn't put a pile of more useless starting jobs together if you tried. This guy is going to get stuck doing all the trivial jobs nobody else has time for.
  
 
We also started out with 1 musk ox, 1 donkey, 2 untrained dogs, 2 cats, 2 axes, 2 picks, an anvil, and several barrels of various food, booze, and seeds. Pretty much the same load you'd get if you don't change anything if you choose to manually set up your starting load.
 
We also started out with 1 musk ox, 1 donkey, 2 untrained dogs, 2 cats, 2 axes, 2 picks, an anvil, and several barrels of various food, booze, and seeds. Pretty much the same load you'd get if you don't change anything if you choose to manually set up your starting load.
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[[Image:dft016.png|thumb|left]]
 
[[Image:dft016.png|thumb|left]]
  
With the {{k|q}}uery tool, highlight the wagon.  Then we hit {{k|x}} to label the building for removal. Why remove it? For one, the wagon is completely useless - it doesn't even have wheels! You can't move it even if you want to. Don't ask how they got it here.  But removing it gives us three extra [[tower-cap]] logs.
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With the {{k|q}}uery tool, highlight the wagon.  Then we hit {{k|x}} to label the building for removal. Why remove it? For one, the wagon is completely useless - it doesn't even have wheels! You can't move it even if you want to. Don't ask how they got it here.  But removing it gives us three extra {{l|tower-cap}} logs.
  
 
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[[Image:dft017.png|thumb|left]]
 
[[Image:dft017.png|thumb|left]]
  
Now that it's designated for removal, it will show what 'job' a dwarf needs to have to destroy it, in this case [[Carpentry]]. So when a Carpenter has time he'll wander over and remove the building. At this stage in the game it's pretty much instant, since nobody's doing anything, but later on you'll have to wait a bit for a dwarf to initiate the orders you give them.
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Now that it's designated for removal, it will show what 'job' a dwarf needs to have to destroy it, in this case {{l|Carpentry}}. So when a Carpenter has time he'll wander over and remove the building. At this stage in the game it's pretty much instant, since nobody's doing anything, but later on you'll have to wait a bit for a dwarf to initiate the orders you give them.
  
 
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Now for the next important point for starting out - choosing a fort location. Previously this was relatively simple, as there was just a big mountain face and you just picked a spot and started digging, but now there is landscape to consider. You aren't guaranteed to be near everything you want. So, let's look around.
 
Now for the next important point for starting out - choosing a fort location. Previously this was relatively simple, as there was just a big mountain face and you just picked a spot and started digging, but now there is landscape to consider. You aren't guaranteed to be near everything you want. So, let's look around.
  
When choosing a site, I chose this location because it had two main [[Main:region features|features]]: a [[river]], and [[magma]]. So let's find those, first.
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When choosing a site, I chose this location because it had two main [[region features|features]]: a {{l|river}}, and {{l|magma}}. So let's find those, first.
  
 
[[Image:dft018.png|thumb|left|A river on our map.]]
 
[[Image:dft018.png|thumb|left|A river on our map.]]
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[[Image:dft022.png|thumb|left|Fire imps kicking around in the lava.]]
 
[[Image:dft022.png|thumb|left|Fire imps kicking around in the lava.]]
  
Four levels below the surface of the lava we can see some [[fire imp|fire imps]] in their native habitat. There are also a few [[magma man|magma men]] even deeper, just imagine a bright red 'M' and that's all there is to see really. These creatures are the primary reasons to avoid lava, as magma men can destroy buildings and doors, and all fire creatures have the dangerous ability to start fires in your fortress, which can wreak havoc and plunge a fortress into chaos if it isn't contained. I don't think it's been tested but as far as I know dwarves still aren't programmed to recognize fire, so they will happily carry around burning items as if nothing is wrong and unknowingly spread it. Fortunately, there are options to dispose of or ignore individual items now, so it should be a more avoidable catastrophe.
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Four levels below the surface of the lava we can see some {{l|fire imp|fire imps}} in their native habitat. There are also a few {{l|magma man|magma men}} even deeper, just imagine a bright red 'M' and that's all there is to see really. These creatures are the primary reasons to avoid lava, as magma men can destroy buildings and doors, and all fire creatures have the dangerous ability to start fires in your fortress, which can wreak havoc and plunge a fortress into chaos if it isn't contained. I don't think it's been tested but as far as I know dwarves still aren't programmed to recognize fire, so they will happily carry around burning items as if nothing is wrong and unknowingly spread it. Fortunately, there are options to dispose of or ignore individual items now, so it should be a more avoidable catastrophe.
  
 
After some debate, I've decided to make the main entrance to my fortress just northeast of the river, in an alcove. The path to the edge of the map is relatively short, and the entire area is surrounded by a sheer cliff two levels high, so it should be relatively safe from disruption from wildlife elsewhere on the map. Hopefully caravans will arrive from this direction; I have no way of really knowing at this point.  
 
After some debate, I've decided to make the main entrance to my fortress just northeast of the river, in an alcove. The path to the edge of the map is relatively short, and the entire area is surrounded by a sheer cliff two levels high, so it should be relatively safe from disruption from wildlife elsewhere on the map. Hopefully caravans will arrive from this direction; I have no way of really knowing at this point.  
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[[Image:dft023.png|thumb|left|Finding a good place for our stairs.]]
 
[[Image:dft023.png|thumb|left|Finding a good place for our stairs.]]
  
I'll start here, on the same level as my dwarves, and roughly halfway between the wagon and the 'entrance'.
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I'll start here, on the same level as my dwarves, and roughly halfway between the the wagon and the 'entrance'.
  
 
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[[Image:dft035.png|thumb|left]]
 
[[Image:dft035.png|thumb|left]]
  
This is the build menu, which lists the various buildings and building-like objects. Furniture counts as buildings for some reason, and floodgates, coffins, roads, wells, and many other objects are built from here also. {{k|p}} lets us build a [[farm]] plot.
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This is the build menu, which lists the various buildings and building-like objects. Furniture counts as buildings for some reason, and floodgates, coffins, roads, wells, and many other objects are built from here also. {{k|p}} lets us build a {{l|farm}} plot.
  
 
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Now that the farm is built, we need to choose what to plant. Using the {{k|q}} menu again gives us new options now that it is ready for action. Currently the season is still Spring, so it automatically highlights that season for you. We only started with Plump Helmet and Pig Tail seeds, so I'll start off by planting the Plump Helmets. They are like big mushrooms basically, and are a commonly used food as they are easy to grow, and can be eaten immediately once ripe, which returns a new seed. They can also be cooked or brewed into wine, however cooking them destroys the seed so cooking them is not advised. I'll go ahead and set up plump helmet farming for the rest of the year also. One useful change is that you can now continue farming through winter, in the previous version you could not. Also, different crops can be planted in different seasons. Plump Helmet is the only one I've seen so far that can be planted year-round. Above-ground farms will have different planting options.
 
Now that the farm is built, we need to choose what to plant. Using the {{k|q}} menu again gives us new options now that it is ready for action. Currently the season is still Spring, so it automatically highlights that season for you. We only started with Plump Helmet and Pig Tail seeds, so I'll start off by planting the Plump Helmets. They are like big mushrooms basically, and are a commonly used food as they are easy to grow, and can be eaten immediately once ripe, which returns a new seed. They can also be cooked or brewed into wine, however cooking them destroys the seed so cooking them is not advised. I'll go ahead and set up plump helmet farming for the rest of the year also. One useful change is that you can now continue farming through winter, in the previous version you could not. Also, different crops can be planted in different seasons. Plump Helmet is the only one I've seen so far that can be planted year-round. Above-ground farms will have different planting options.
  
There are a few other options for farming also, such as fertilizing the soil. Fertilizing uses [[Potash]], which is made by burning wood into [[ash]] and then processing it at an [[Ashery]] workshop. It increases the output of the soil, but it also increases the time it takes to plant, so it's generally a wash. It could be useful if you absolutely need the most possible food out of a little amount of seeds / planting space, but otherwise ignorable. The {{k|z}} option, 'Fallow' means to leave the soil unused for the season. Typically not used, but if you are overflowing with food, that's how you stop production.
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There are a few other options for farming also, such as fertilizing the soil. Fertilizing uses {{l|Potash}}, which is made by burning wood into {{l|ash}} and then processing it at an {{l|Ashery}} workshop. It increases the output of the soil, but it also increases the time it takes to plant, so it's generally a wash. It could be useful if you absolutely need the most possible food out of a little amount of seeds / planting space, but otherwise ignorable. The {{k|z}} option, 'Fallow' means to leave the soil unused for the season. Typically not used, but if you are overflowing with food, that's how you stop production.
  
 
[[Image:dft100.png|thumb|left]]
 
[[Image:dft100.png|thumb|left]]
  
You can also get seeds and food by harvesting wild plants. This uses the [[Herbalism]] job, and provides a chance to gather additional types of food that aren't available otherwise. One thing to be aware of is that you will not find cave-dwelling plants above-ground, so I won't be pulling any Plump Helmets above ground. There is a separate group of plants available for above-ground farming, such as [[Prickle berry]]. These plants need light to grow so you'll probably have to grow them above ground.
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You can also get seeds and food by harvesting wild plants. This uses the {{l|Herbalism}} job, and provides a chance to gather additional types of food that aren't available otherwise. One thing to be aware of is that you will not find cave-dwelling plants above-ground, so I won't be pulling any Plump Helmets above ground. There is a separate group of plants available for above-ground farming, such as {{l|Prickle berry}}. These plants need light to grow so you'll probably have to grow them above ground.
  
 
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[[Image:dft039.png|thumb|left]]
 
[[Image:dft039.png|thumb|left]]
  
The Mechanics shop builds one thing and one thing only - [[mechanism|mechanisms]]. Lots and lots of mechanisms. You need a mechanism for every individual trap you make. You need multiple mechanisms to hook a lever up to a door, bridge, floodgate, or other lever-operated device. Mechanisms are also used to make gear and axle machines, which can be used to power millstones and other devices.  
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The Mechanics shop builds one thing and one thing only - {{l|mechanism|mechanisms}}. Lots and lots of mechanisms. You need a mechanism for every individual trap you make. You need multiple mechanisms to hook a lever up to a door, bridge, floodgate, or other lever-operated device. Mechanisms are also used to make gear and axle machines, which can be used to power millstones and other devices.  
  
 
Here you can see I have a bunch of mechanisms queued up, waiting to be built. the green 'A' by the top one indicates that the task is Active and being worked on by the dwarf standing in the shop. If we {{k|s}}uspend a job, it will keep it in the queue but the job will not be worked on. The dwarf will then skip that job and move on to the next one in the queue. {{k|r}} will set the job on repeat, meaning once it is complete it will add that job back to the queue instead of deleting it. This is useful if you want a ton of something made. You can {{k|p}}romote a job which raises it in the queue, in case you want that item finished before others. Of course, {{k|x}} will still mark the building for destruction. Also of note is option {{k|P}}, which you can use to designate which dwarves will be allowed to use the shop. If you do not designate anyone specifically, all dwarves with the appropriate job enabled will be able to use it. Last but not least, {{k|a}} allows you to add a job to the queue.
 
Here you can see I have a bunch of mechanisms queued up, waiting to be built. the green 'A' by the top one indicates that the task is Active and being worked on by the dwarf standing in the shop. If we {{k|s}}uspend a job, it will keep it in the queue but the job will not be worked on. The dwarf will then skip that job and move on to the next one in the queue. {{k|r}} will set the job on repeat, meaning once it is complete it will add that job back to the queue instead of deleting it. This is useful if you want a ton of something made. You can {{k|p}}romote a job which raises it in the queue, in case you want that item finished before others. Of course, {{k|x}} will still mark the building for destruction. Also of note is option {{k|P}}, which you can use to designate which dwarves will be allowed to use the shop. If you do not designate anyone specifically, all dwarves with the appropriate job enabled will be able to use it. Last but not least, {{k|a}} allows you to add a job to the queue.
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[[Image:dft056.png|thumb|left]]
 
[[Image:dft056.png|thumb|left]]
  
Elven caravans are carried by mule and don't need any special pathway. Dwarven caravans are carried by mule and horse-drawn wagons. Human caravans come with wagons carrying many more goods than other caravans. The wagons need a smooth three-wide path to your Depot. A three-tile wide road connecting to the edge of the screen is not needed, and creating one will not cause the human caravan to arrive there. We'll work on building a road a bit later on, we don't need to worry about the human caravan arriving until next spring at the earliest, and it's still mid-spring only!
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Elven caravans are carried by mule and don't need any special pathway. Dwarven caravans are carried by mule and horse drawn wagons. Human caravans come with wagons carrying many more goods than other caravans. The wagons need a smooth three-wide path to your Depot. A three-tile wide road connecting to the edge of the screen is not needed, and creating one will not cause the human caravan to arrive there. We'll work on building a road a bit later on, we don't need to worry about the human caravan arriving until next spring at the earliest, and it's still mid-spring only!
  
 
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[[Image:dft097.png|thumb|left]]
 
[[Image:dft097.png|thumb|left]]
  
Here we see the dwarven Outpost [[Liaison]] that came with the caravan. He's been chasing my Expedition Leader for 5 minutes now while my dwarf ignores him. I've stopped all his available tasks though and called him to the depot to conduct the trading. After that the meeting hopefully will begin.
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Here we see the dwarven Outpost {{l|Liaison}} that came with the caravan. He's been chasing my Expedition Leader for 5 minutes now while my dwarf ignores him. I've stopped all his available tasks though and called him to the depot to conduct the trading. After that the meeting hopefully will begin.
  
 
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While we're on the subject of the broker, let's look at the {{k|n}}obles menu. Nobles are like government jobs, mostly paperwork and bureaucracy. The Nobles menu shows which jobs need to be taken care of. When you first start out you start with 4 jobs, typically all of them will be assigned to one person, the Expedition Leader. This job is automatically assigned, and you cannot change the Expedition Leader. I'm not sure how it is chosen at this point, presumably if you set up one dwarf with a bunch of related noble skills he will start as the leader, but I haven't tested it.
 
While we're on the subject of the broker, let's look at the {{k|n}}obles menu. Nobles are like government jobs, mostly paperwork and bureaucracy. The Nobles menu shows which jobs need to be taken care of. When you first start out you start with 4 jobs, typically all of them will be assigned to one person, the Expedition Leader. This job is automatically assigned, and you cannot change the Expedition Leader. I'm not sure how it is chosen at this point, presumably if you set up one dwarf with a bunch of related noble skills he will start as the leader, but I haven't tested it.
  
To the right of each position it shows if that dwarf has any Requirements to perform his job, Demands to be happy with his job, and Mandates that he issues that need to be performed. Requirements typically include an Office, a Bedroom, and sometimes a private Dining room. Some also require furniture such as cabinets and chests. Demands are usually specific items that noble feels he deserves. You can usually ignore these, but he'll be happier if the demands are met. Mandates are like demands, but they generally are required to be met. That might be disabled currently, but I'm sure it will be re-enabled later on. Mandates are typically production orders, such as 'make 5 axes' or 'perform 20 mason jobs'. If the mandate isn't met, the dwarves who should be doing those jobs get punished.
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To the right of each position it shows if that dwarf has any Requirements to preform his job, Demands to be happy with his job, and Mandates that he issues that need to be performed. Requirements typically include an Office, a Bedroom, and sometimes a private Dining room. Some also require furniture such as cabinets and chests. Demands are usually specific items that noble feels he deserves. You can usually ignore these, but he'll be happier if the demands are met. Mandates are like demands, but they generally are required to be met. That might be disabled currently, but I'm sure it will be re-enabled later on. Mandates are typically production orders, such as 'make 5 axes' or 'perform 20 mason jobs'. If the mandate isn't met, the dwarves who should be doing those jobs get punished.
  
 
The Outpost Manager job is what controls the manufacturing process in your fortress. There are various abilities of his you can use to make it easier to run a fortress. The Manager allows assigning workshops to particular dwarves, and you can also request batch jobs to be filled by the Manager. The manager then delegates those jobs to available workshops to be completed.  
 
The Outpost Manager job is what controls the manufacturing process in your fortress. There are various abilities of his you can use to make it easier to run a fortress. The Manager allows assigning workshops to particular dwarves, and you can also request batch jobs to be filled by the Manager. The manager then delegates those jobs to available workshops to be completed.  
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[[Image:dft105.png|thumb|left]]
 
[[Image:dft105.png|thumb|left]]
  
At long last we can build our well... except now there's a new requirement. Wells have to be built in mid-air! Not quite actually, but you do need to dig a tunnel underneath them, so that the bucket can be lowered down into a water source. Consequently, there also has to <b>be</b> a water source below the well to draw from. I've been working on that, though!
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At long last we can build our well... except now there's a new requirement. Well's have to be built in mid-air! Not quite actually, but you do need to dig a tunnel underneath them, so that the bucket can be lowered down into a water source. Consequently, there also has to <b>be</b> a water source below the well to draw from. I've been working on that, though!
  
 
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[[Image:dft125.png|thumb|left]]
 
[[Image:dft125.png|thumb|left]]
  
Finally, the Stocks sub-menu. This gives you a list of every type of item you can have in your fort, and shows you how many of them you have. This is heavily dependent on your Bookkeeper noble, so eventually you will want to give one an office and have him get to work so you can have exact numbers. When you have an exact count, you can use Tab to display each individual item in a given category, then use use the hotkeys in the lower right to look at the item details, designate it to be melted or thrown away, or use 'z' to see where the item is located in your fort.
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Finally, the Stocks sub-menu. This gives you a list of every type of item you can have in your fort, and shows you how many of them you have. This is heavily dependant on your Bookkeeper noble, so eventually you will want to give one an office and have him get to work so you can have exact numbers. When you have an exact count, you can use Tab to display each individual item in a given category, then use use the hotkeys in the lower right to look at the item details, designate it to be melted or thrown away, or use 'z' to see where the item is located in your fort.
  
 
Because our bookkeeper sucks, we can only see estimates of how many stones, logs, etc. that we have. Also, the red number to the right of the estimate, is a count of how many of those items you have that are in use throughout the fortress. For example, we have no beds in the estimated count, but we can see that 10 beds are actually built and in-use. Similarly we have no doors in our stockpiles, but 4 doors built throughout the fortress. You will see similar numbers for every item you have that is in use, even seeds that are currently planted in the ground.
 
Because our bookkeeper sucks, we can only see estimates of how many stones, logs, etc. that we have. Also, the red number to the right of the estimate, is a count of how many of those items you have that are in use throughout the fortress. For example, we have no beds in the estimated count, but we can see that 10 beds are actually built and in-use. Similarly we have no doors in our stockpiles, but 4 doors built throughout the fortress. You will see similar numbers for every item you have that is in use, even seeds that are currently planted in the ground.
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===Other Guides===
 
===Other Guides===
 
All these can help with different parts of your fortress:
 
All these can help with different parts of your fortress:
*[[Important advice]]
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*{{l|Important advice}}
*[[Stairs]]
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*{{l|Stairs}}
*[[Cave-in]]
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*{{l|Cave-in}}
*[[Smelting]]
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*{{l|Smelting}}
*[[Design strategies]]
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*{{l|Design strategies}}
*[[Digging]]
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*{{l|Digging}}
*[[Controls]]
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*{{l|Controls}}
*[[Video tutorials]]
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*{{l|Video tutorials}}
 
[[Category:Guides]]
 
[[Category:Guides]]
[[ru:Иллюстрированный учебник]]
 

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