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Editing v0.31:Important advice

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== DF 2010 Advice ==
 
== DF 2010 Advice ==
* [[Soap]] is very important now.  If a dwarf is injured, soap will be necessary to clean the wound, otherwise infection will set in.
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* [[Main:Soap|Soap]] is very important now.  If a dwarf is injured, soap will be necessary to clean the wound, otherwise infection will set in.
* Do not take on an armoured opponent with your fists; you will lose.  Wrestling is no longer very effective and the use of quality weapons is strongly encouraged. It is still faster than using [[training weapon]]s of any type, though.
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* Do not take on an armoured opponent with your fists; you will lose.  Wrestling is no longer very effective and the use of quality weapons is strongly encouraged. It is still faster than using [[Main:training weapon|training weapon]]s of any type, though.
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* Don't dig too greedily or too deep without a proper army - expecting a couple rookies to fend off a [[Giant cave spider]] (or [[Hidden_Fun_Stuff|worse]]) results in much [[fun]].  Make sure to properly train and equip your soldiers before breaching the depths.  Equipment is much more important than before.
 
* Don't dig too greedily or too deep without a proper army - expecting a couple rookies to fend off a [[Giant cave spider]] (or [[Hidden_Fun_Stuff|worse]]) results in much [[fun]].  Make sure to properly train and equip your soldiers before breaching the depths.  Equipment is much more important than before.
* The new resource allocation defaults (defined in init) means that dwarves stack resources far more efficiently into barrels than they used to. The net result is that the average number of barrels/bins you need has roughly halved compared to 40d. This means that you can put more of that precious wood towards beds in the early game as opposed to logging half the map to supply containers for your precious [[booze]].
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* The new resource allocation defaults (defined in init) means that dwarves stack resources far more efficiently into barrels than they used to. The net result is that the average number of barrels/bins you need has roughly halved compared to 40d. This means that you can put more of that precious wood towards beds in the early game as opposed to logging half the map to supply containers for your precious [[Main:booze|booze]].
  
 
== Advice ==
 
== Advice ==
 
<!-- General suggestions and philosophy -->
 
<!-- General suggestions and philosophy -->
 
* Keep in mind that Dwarf Fortress doesn't have a "win" condition. It just has a long series of "lose" conditions.
 
* Keep in mind that Dwarf Fortress doesn't have a "win" condition. It just has a long series of "lose" conditions.
** (Well, really just one lose condition {all your dwarves die}, but many ways to accomplish it.)
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** (Well, really just one lose condition {all your Dwarfs die}, but many ways to accomplish it.)
 
** Not a loss if you only have children and insane adults left. Migrants might come and kids might live long enough to grow up.
 
** Not a loss if you only have children and insane adults left. Migrants might come and kids might live long enough to grow up.
 
** What about {Abandon Fortress}?
 
** What about {Abandon Fortress}?
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* Save often! Although it can be a hassle to have to quit out and get back in, it's a lot better than after crash having to build that long hallway of stone-fall traps, plant the whole bag of plump helmet seeds, and make that shipment of steel battleaxes for the caravan next year, ''all over again''.
 
* Save often! Although it can be a hassle to have to quit out and get back in, it's a lot better than after crash having to build that long hallway of stone-fall traps, plant the whole bag of plump helmet seeds, and make that shipment of steel battleaxes for the caravan next year, ''all over again''.
** In this version, there is a seasonal auto-save feature which you can turn on by editing your /data/init/d_init.txt file.
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** In this vein, there is a seasonal auto-save feature which you can turn on by editing your /data/init/d_init.txt file.
  
 
* Plan ahead a little during construction. When building your first couple dozen rooms, consider that in the future you might want to make certain busy hallways wider so dwarves aren't always climbing over each other. This will be a lot easier if you put rooms back an extra tile so you don't have to rebuild everything.
 
* Plan ahead a little during construction. When building your first couple dozen rooms, consider that in the future you might want to make certain busy hallways wider so dwarves aren't always climbing over each other. This will be a lot easier if you put rooms back an extra tile so you don't have to rebuild everything.
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** Don't cook all your alcohol or all your [[seed]]s (or all the things that leave seeds). ({{k|z}} >> Kitchen).
 
** Don't cook all your alcohol or all your [[seed]]s (or all the things that leave seeds). ({{k|z}} >> Kitchen).
 
* Dwarves tend to get trapped easily. They like [[Digging#Dig_Priority|building and digging things from certain directions]], so try to make sure there is a way out (and keep an eye on them just in case they try something crazy). Also keep in mind that workshops block certain squares, so if you ever notice that your jeweler dies after constructing a workshop with a door on the east side, that's why.
 
* Dwarves tend to get trapped easily. They like [[Digging#Dig_Priority|building and digging things from certain directions]], so try to make sure there is a way out (and keep an eye on them just in case they try something crazy). Also keep in mind that workshops block certain squares, so if you ever notice that your jeweler dies after constructing a workshop with a door on the east side, that's why.
* Digging, wood cutting, and engraving are [[noise|noisy]]. Keep your sleeping areas away from noise and your dwarves will get a good night's rest.
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* Construction and combat are [[noise|noisy]]. Keep your sleeping areas away from noise and your dwarves will get a good night's rest.
 
* Workshops will become [[clutter|cluttered]] once they have 15 average goods in them (more for [[craft]]s, less for [[siege weapon]]s).  Make stockpiles to receive the goods, and have ample [[hauler]]s, and/or more than one of a workshop that's likely to get cluttered.
 
* Workshops will become [[clutter|cluttered]] once they have 15 average goods in them (more for [[craft]]s, less for [[siege weapon]]s).  Make stockpiles to receive the goods, and have ample [[hauler]]s, and/or more than one of a workshop that's likely to get cluttered.
 
* [[Trap]]s can help take care of invaders at no risk to your dwarves. Any fortress can build a <!-- tub style mechanical chicken plucker --> bunch of stone-fall traps. Cage traps are also easy (you can make cages out of wood).
 
* [[Trap]]s can help take care of invaders at no risk to your dwarves. Any fortress can build a <!-- tub style mechanical chicken plucker --> bunch of stone-fall traps. Cage traps are also easy (you can make cages out of wood).
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** Build a walled [[statue]] garden outside your fortress.
 
** Build a walled [[statue]] garden outside your fortress.
 
** A protective wall around an outdoor well or other meeting area also works well.
 
** A protective wall around an outdoor well or other meeting area also works well.
** In any central stairways dig up to the surface. Any dwarves moving through that central stairway will receive their daily dose of sunlight. You could do the same for a meeting hall or statue garden, but just do it underground.
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** In any central stairways dig up to the surface. Any dwarfs moving through that central stairway will receive their daily dose of sunlight. You could do the same for a meeting hall or statue garden, but just do it underground.
** You could even rely on the one activity that every dwarf does with regularity - [[alcohol|drinking]].  Store the fortress's booze supplies in a well-defended tower atop your fortress.
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** You could even rely on the one activity that every dwarf does with regularity - [[Main:alcohol|drinking]].  Store the fortress's booze supplies in a well-defended tower atop your fortress.
 
** Keep in mind that you still probably want to minimize access points to your fortress. Really, any opening could be used by animals or enemies to get into your fortress. You should be able to close it in again afterwards, and the light will remain anyways, as once a tile becomes light, it doesn't stop being so. (Well, not yet anyways; though putting in a ''glass'' roof might not be a bad idea if you feel like it)
 
** Keep in mind that you still probably want to minimize access points to your fortress. Really, any opening could be used by animals or enemies to get into your fortress. You should be able to close it in again afterwards, and the light will remain anyways, as once a tile becomes light, it doesn't stop being so. (Well, not yet anyways; though putting in a ''glass'' roof might not be a bad idea if you feel like it)
  
* [[Trade]] for basic items like [[meat]] and [[wood]]. They're cheap, and it's easier than gathering them yourself.  It's amazing how many logs you can get for a couple mugs.  Keep plenty of [[useless crap|valuable supplies]] for trading; a single skilled craftsdwarf with a steady supply of stone can potentially take every single item of value from every caravan that stops by.
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* [[Trade]] for basic items like [[meat]] and [[wood]]. They're cheap, and it's easier than gathering them yourself.  It's amazing how many logs you can get for a couple mugs.  Keep plenty of [[Main:useless crap|valuable supplies]] for trading; a single skilled craftsdwarf with a steady supply of stone can potentially take every single item of value from every caravan that stops by.
  
{{Category|Guides}}
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[[Category:Guides]]

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