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360 lines
16 KiB
ReStructuredText
.. _chapter01:
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###############
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Getting Started
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###############
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Dwarf Fortress is an extremely interesting and complex game, but one
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which people find exceptionally difficult to get into. Although it
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isn’t hard to find tutorials, many assume some basic knowledge of the
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interface and what the player is looking at. They also don’t take into
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account different tilesets and versions and the difficulty new users
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have in finding a good site for that first fortress.
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But all that is in the past Dwarf Fortress Walkthrough! It comes with a
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pre-made world and save and full game download for you to play along
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with. And a ton of screenshots. Yes, many, many screenshots.
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So grab a drink, get your thinking cap on and be prepared for some
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dwarfy fun! And carp. Never forget the carp…
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Set Up
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======
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:DFFD:`Download the walkthrough pack here. <11171>`
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This tutorial uses a pre-configured install of DF, with the same
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save and all the extras you need - but no more. If that's not
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going to work for you, see the guide to :ref:`setting-up-df`.
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After downloading the pack, you need to unzip the folder onto your hard
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drive (but *not* in ``Program Files``). Then create a shortcut on your
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desktop leading to the launcher or directly to ``Dwarf Fortress.exe``.
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Run the Game
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============
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Now we’re ready to get going! Click on your new shortcut, hit "Play" if
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you're using the launcher, and you should get the screen below.
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.. image:: images/01-start-screen.png
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:align: center
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So, you’ve got the game running and enjoyed the exciting ASCII intro
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movie. Well done! I can tell you’ll go far! Next step is to hit
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:kbd:`Enter` on :guilabel:`Continue Playing`, which should be
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highlighted. You’ll then be presented with this screen.
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.. image:: images/01-save-list.png
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:align: center
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This is the save game list, which gets cluttered very quickly as
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seasonal saves build up. But for now all you have to do is use the
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down-arrow key (not the number pad arrow key) to select
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:guilabel:`region1-post-embark`. Hit :kbd:`Enter` and the game will load.
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First Look
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==========
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Once the game loads you will be presented with this screen. Although
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it’s confusing on first glance, don’t panic! It will all be made clear
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shortly. First thing though, hit :kbd:`Space` to pause the game.
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:kbd:`Esc` backs out of any menu you’re currently in.
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.. image:: images/01-local-area.png
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:align: center
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Lets talk about what you can see. First up, the screen is divided into
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three sections: The left shows the local view. The center shows the
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action menu, the right shows the area map. To make things a lot neater
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hit :kbd:`Tab`, which cycles through various menu arrangements. Stop
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when your view matches the one below.
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.. image:: images/01-narrow-menu.png
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:align: center
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Now we’re really cooking with gas! Soon you’ll be melting foes with
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magma-falls, and drowning goblins in artfully engineered traps! But
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before then, lets look around. Use the arrow keys to navigate around
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the local area. You’ll notice the we’ve got a decent amount of space to
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work with.
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While you examine your surroundings you should be able to spot tree
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trunks and the grassy areas easy enough, same with (frozen) ponds and
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the stream and bushes. Other tiles won’t make much sense, these tend to
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be the slightly-arcane zones like open air spaces (pale blue tiles, or
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tiles with dots) and the earth (brown tiles) and slope or ramp tiles (upward
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triangles). The screenshot below should help point those features out.
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.. image:: images/01-features-lvl108.png
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:align: center
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Key to understanding DF’s local view is getting your head around the
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fact that DF is a 3D game displayed on a 2D map. To display a variety
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of heights the world is sliced into dozens of Z-levels. Each Z-level is
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numbered.
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If you look on the bottom right of the window you’ll see we’re
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currently at level 108. To move between levels you need to hit :kbd:`<`
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to go up, and :kbd:`>` to go down. If you go up a level the map will
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look like image below. Try it yourself now.
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.. image:: images/01-features-lvl109.png
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:align: center
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You’ll see that what was black dirt is now grass and trees. It’s like
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we’ve gone up a floor in a lift and we’re no longer looking at a slope,
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now we’re looking across a grassy plain. Below us is open space and
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tree tops. Make sense? Now, try going back down to 108 and then down to
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107, a level below "ground" level.
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.. image:: images/01-features-lvl107.png
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:align: center
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Your view should look something like this. We’re underground now with
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mostly dirt around and earth between the pool, the tree roots, and the
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rest of the ground. You may have noticed the pool doesn’t appear to
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have changed much, but don’t be confused. The difference is that on
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this lower level we’re on the same level as the body of the pool
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itself, at the level above, we’re actually above the pool a little
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looking at the top of it.
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Continue having a look around. When you’re done, return to Z-level 108
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and find the wagon with our dwarves. The helpful graphic below explains
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what you’re looking at.
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.. image:: images/01-unit-detail.png
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:align: center
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Lets get digging!
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=================
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So now what do we do? In Dwarf Fortress we’re usually trying to get a
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bustling community of dozens of dwarves up and running, while fending
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off goblins, the whims of nobles and assorted other evils. To do this
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we need to build ourselves a mighty fortress! Preferably underground.
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So lets find a cliff face to dig into and get this show on the road!
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If you go west (left) from where our dwarves are (using the arrow keys)
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you’ll see a nice cliff face. Lets dig an entrance into this spot and
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plan to eventually dig down way underground where it’s safe and cosy.
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First up, get the map centered around about where we want to dig (shown
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on the screenshot below). Once you’re ready:
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* Hit the :kbd:`d` key. You’ll see the menu on the right changes and in
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the local view a yellow :guilabel:`X` has appeared. The menu on the
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right should show the :guilabel:`Mine` option highlighted. If it
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doesn’t, hit :kbd:`d` again, to select it.
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* Move the cursor to the edge of the cliff, like this:
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.. image:: images/01-dig-cursor.png
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:align: center
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* Now hit enter and move your cursor down with the arrow keys. You’ll
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see that you’ve dropped a flashing "anchor". This is going to mark out
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what your dwarves will dig. Move it across 20 and up 3 and hit
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:kbd:`enter`, your screen should look like this:
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.. image:: images/01-dig-hallway.png
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:align: center
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The browned out area shows where your miners are going to come along
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and dig. But they won’t act until you back out of the
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:guilabel:`Designations` menu as the game is paused. Hit :kbd:`Esc` and
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you should see the game unpause and the menu reset to its master list.
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Oh, when you have the :kbd:`d` menu up you can actually click on the
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map with your mouse and select areas to mine. Some people prefer to
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select areas this way.
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With the game unpaused you should notice two dwarves race to the cliff
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face and start digging. With our entrance under way we should also
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think about laying out some rooms for our dwarves to live in, who wants
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to spend time out under that hot yellow disk when lovely rock and earth
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beckon!
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Right now we’re not worried about making our fortress perfect and
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creating the strongest entrance, we’re simply trying to scratch out a
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space to live! To that end we’ll need three or four rooms off this main
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entrance.
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See if you can match the layout below by marking out areas to dig, as
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you’ve learnt. If you make a mistake you can hit :kbd:`x` from the
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:guilabel:`Designations` (:kbd:`d`) menu and you’ll note that the menu
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on the right has :guilabel:`Remove Designation` highlighted. Now when
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you hit enter and select an area, any area set for digging will be
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cleared of that designation. Anyway, enough detail, on with the room
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building!
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.. image:: images/01-dig-rooms.png
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:align: center
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Look at the little dwarves go! Aren’t they industrious! They’re quickly
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digging away and leaving a lot of dirt floor behind them. Good lads!
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Lets leave them to their work while we sort out some other important
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jobs.
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Chopping trees, setting up piles
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================================
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Dirt and rocks are handy, but so is wood to make nice dwarven beds, and
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we’re short on it right now. To get wood, we need to chop down some
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trees. And we do that by designating an area of trees to be chopped.
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Lets get cracking and clear the trees in front of the entrance.
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Designating trees to chop is like designating rocks to be dug, so lets
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decimate the local environment!
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* Move the map around so you’re looking out front of your fortress.
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* Hit :kbd:`d`. Hopefully this time you’ll notice the game has
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automatically got :guilabel:`Chop Down Trees` selected, if it doesn’t,
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hit :kbd:`t` and it will be highlighted.
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* Move the cursor to the upper left, hit :guilabel:`Enter`, and move
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the cursor to the bottom right, hit :guilabel:`Enter` again. Any trees
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in that area will now be set to be cut, as indicated by them all being
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marked brown.
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Although you’ve done well neither man nor dwarf can live on wood and
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dirt alone! Luckily for us there are plenty of bushes out there loaded
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with ripe berries. Lets set some of them to be picked:
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* Hit :kbd:`d` again and then :kbd:`p`. One the right :guilabel:`Gather
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Plants` is now selected.
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* Designate about the same area as we did with the wood cutting.
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* All the bushes will be highlighted now, and when you unpause you
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should see a plant harvesting dwarf join the woodcutter.
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Your view now should look something like this, note the brown
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'highlights' and fallen logs:
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.. image:: images/01-plants.png
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:align: center
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Now lets sit back and watch the dwarves work for a minute! It won’t
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take long before our miners have cleared out our temporary living
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quarters and our woodcutter and plant gatherer have begun their work.
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Once the interior space is clear we have lots of work to do, so lets
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break it down into useful chunks.
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Our First Farm
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==============
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Farming is how you will make most of your food in Dwarf Fortress, and
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it’s important to get farming quite quickly. If food runs out your
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dwarves will starve and your game will end prematurely, and we don’t
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want that, right? dwarves usually farm underground and handily, we have
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a space all prepared. So follow along, and lets get some tasty
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mushrooms growing for our stumpys to chow down on!
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* Find the bottom right room.
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* Hit :kbd:`b` for the :guilabel:`Building` menu and then :kbd:`p` for
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:guilabel:`Farm Plot`.
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* Move the cursor to your farm area.
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* The screen instructions tell you how you can increase the size, we
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need a good 6 by 6 plot, so hit :kbd:`u` and :kbd:`k` a few times until
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you’ve got a big green grid, like the one below.
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* Move the grid around with the arrow keys until it’s in about the same
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position as the one in the screenshot. If you get the size wrong,
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:kbd:`h` and :kbd:`m` will reduce the plot.
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.. image:: images/01-farm-plot.png
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:align: center
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* Hit :kbd:`Enter` and the green area marker will change to a flashing
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brown field marker. When stuff flashes it indicates that dwarves are on
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their way to come build the construction, in this case, a field. And
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lookee-here! A farmer has come to build our field for us!
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.. image:: images/01-farm-build.png
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:align: center
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He will take a short while to build your field. When you see the dwarf
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run off, you know he’s done. Now it’s time to set the field to grow
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delicious plump helmets all year round.
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* Hit the :kbd:`q` key. This is the key for :guilabel:`Set Building
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Tasks and Preferences`. Again you’ll notice a cursor on the local
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screen and if it’s anywhere near the field, the field will be flashing.
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You can move that cursor around with your arrow keys, this is useful
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later on when you need to select different workshops and buildings.
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* You’ll note that on the right the menu now shows you specific task
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details associated with that field, like so:
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.. image:: images/01-crop-select.png
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:align: center
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* What we want to do is set :guilabel:`Plump helmets` as the food to be
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planted every season. You can see on the top right of the menu we have
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the various plants we could try and grow and in the middle area we have
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the different seasons. Right now :guilabel:`Dimple cups` are selected
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(but not highlighted, note) and the season is set on
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:guilabel:`Spring`, as it’s Spring currently. We need to change these
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settings.
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* Now comes an important skill! Menu scrolling! Using :kbd:`=` (*not*
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the down-arrow), scroll down through the list to :guilabel:`Plump
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helmets` and hit enter. You should now see :guilabel:`Plump helmets`
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highlighted. By the way, :kbd:`-`/:kbd:`=` is the way to scroll in
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menus; DF usually uses - and +, but having to use the shift key gets
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annoying.
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* Good work! But right now we’ve only set the spring planting. It’s
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time to set the planting for Summer, Winter and Autumn too. To do this,
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with the field task menu up, hit :kbd:`b` for Summer and then scroll to
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:guilabel:`Plump helmets` and hit enter again. Hit :kbd:`c` for Autumn,
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set :guilabel:`Plump helmets` and then :kbd:`d` for Winter, repeating
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your selection. You may have noticed that what you can plant changes
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with the seasons, but don’t worry about that for now.
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* Hit :kbd:`Esc` to back out of the menu and resume the game. Your
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dwarves will quickly begin planting in your new field, well done!
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Now we’ve got a field down hopefully none of your dwarves will starve,
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go crazy and resort to eating rats, or each other. Pretty soon you’ll
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have a few seeds in the ground and your farm will begin to look a bit
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like this:
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.. image:: images/01-crop-planting.png
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:align: center
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Oh, by now you may have noticed the announcements along the bottom of
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the screen. This is generally because the game wants to let you know
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that something important has happened. You can hit space to let the
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game resume, or hit :kbd:`a` to see the alert if you miss it at the
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bottom of the screen). Hitting :kbd:`Esc` will take you back out of the
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alerts menu and resume the game.
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Stockpiles
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==========
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While you can just leave all of your dwarves’ stuff strewn around the
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countryside, it’s much more efficient to have it all inside near where
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it’s needed. You may have noticed your farmer dwarves running in and
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out of the fortress to grab the seeds that they need (when they flash
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between their icon and a little red dot (the seed icon) you know they
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are carrying seeds).
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This is where stockpiles come in. They make everything more organised.
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A stockpile for all our food and seeds right next door to the farm
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would probably be pretty handy, right? We don’t want the dwarves
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running across the map to get a bite to eat or a seed to plant, so lets
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make a food stockpile inside!
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* Find the room opposite the farm.
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* Hit the :kbd:`p` key (for "piles" of course), a cursor will appear.
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* Hit :kbd:`f` to select :guilabel:`Food`, we want to make a food
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stockpile, after all.
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* Move the cursor to the bottom right of the room, hit enter, move it
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to the top center and hit enter again. You have now set that space as a
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food stockpile, well done!
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* Hit :kbd:`w` to make a :guilabel:`Wood` stockpile, and place it on
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the other side of the room.
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* After a few seconds your spare dwarves will start moving food inside,
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you’ll see barrels and bags being hauled and pretty soon the stockpile
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will look something like this:
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.. image:: images/01-first-stockpiles.png
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:align: center
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You don’t have much room inside the fortress yet, so no more piles for
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now. In time you’re going to want to put stockpiles everywhere to help
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manage your production and resource gathering. For now, well done,
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you’ve got food production up and running, you’ve set up a stockpile,
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you’ve set wood to be chopped and plants to be gathered and you know
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how to do some basic digging! You’ve come far!
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Before reading Chapter 2, how about setting some more plants to be gathered
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and more wood to be chopped. Then, head `to the next installment <chapter02>`
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and we’ll learn all about workshops, bedrooms, dinning rooms and stairs! It
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will be ever so exciting, I promise!
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