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Editing v0.34:Important advice

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{{quality|Masterwork|20:51, 16 July 2012 (UTC)}}{{av}}
 
{{quality|Masterwork|20:51, 16 July 2012 (UTC)}}{{av}}
  
Here are a few things to keep in mind when playing ''Dwarf Fortress''.
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Here are a few things to keep in mind when playing Dwarf Fortress.
  
 
Above all, one must remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get the hang of things – it can be easy to accidentally kill the entire fortress while playing around with the different mechanics.
 
Above all, one must remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get the hang of things – it can be easy to accidentally kill the entire fortress while playing around with the different mechanics.
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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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.
  
 
If you cannot find your answer on this wiki, check out the forums at [http://www.bay12games.com/forum/index.php Bay12games.com]
 
If you cannot find your answer on this wiki, check out the forums at [http://www.bay12games.com/forum/index.php Bay12games.com]
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== Advice ==
 
== Advice ==
 
<!-- General suggestions and philosophy -->
 
<!-- General suggestions and philosophy -->
* Keep in mind that ''Dwarf Fortress'' doesn't have a "win" condition, just 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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* Keep in mind that Dwarf Fortress doesn't have a "win" condition. It just has a long series of "lose" conditions.
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** (Well, really just one lose condition {all your Dwarfs die}, but many ways to accomplish it.)
 
** It's not a guaranteed loss if you only have children and insane adults left. Migrants might come and kids might live long enough to grow up.
 
** It's not a guaranteed loss if you only have children and insane adults left. Migrants might come and kids might live long enough to grow up.
 
** You can also {Abandon Fortress} and put your hard-won experience to use building a new, better fortress elsewhere.
 
** You can also {Abandon Fortress} and put your hard-won experience to use building a new, better fortress elsewhere.
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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''.
 
** Consider enabling the seasonal auto-save feature by editing your /data/init/d_init.txt file.
 
** Consider enabling the seasonal auto-save feature by editing your /data/init/d_init.txt file.
** NOTE: you need several hundred MBs per save; if you run out of harddrive space, Dwarf Fortress will ''pretend'' to save correctly, but your save will be unloadable. Opening other saves to verify that they still work, then exiting, will corrupt your previously-working saves as well. Make sure you have sufficient free space before launching ''Dwarf Fortress''!
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** NOTE: you need several hundred MBs per save; if you run out of harddrive space, Dwarf Fortress will ''pretend'' to save correctly, but your save will be unloadable. Opening other saves to verify that they still work, then exiting, will corrupt your previously-working saves as well. Make sure you have sufficient free space before launching Dwarf Fortress!
  
 
* 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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** 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.
 
** 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.
 
** 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)

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