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Dwarf fortress

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Bay 12 Games Forum - Index. DF General Discussion. DF Gameplay Questions. DF Adventure Mode Discussion. DF Modding. Dwarf Fortress Wiki. Tutorials. Of course, instead of trial and error you could also just read the wiki...


Dwarf Fortress started as a pretty complex game back in the days when it was 2D and barely had a quarter of the features it has now. It's easy to get overwhelmed when you first fire it up. Don't worry though, following a tutorial is a very easy way to learn the basics of the game in an afternoon. Don't worry if you don't understand why you do things on your first run, even after reading the tutorial's explanation. If one particular thing bugs you, try starting a new fort and skipping it, then seeing what goes wrong! [Leave feedback] [edit] Installing and Running the Game If you have not installed the game yet see Installation. [Leave feedback] [edit] Learning Fortress Mode Most of the tutorials were written for the older (40d) version of Dwarf Fortress.

Food guide. This guide is aimed at completeness, overview, evaluation, and comparison.

Food guide

It is aimed at new players. Quickstart guide. This guide is intended to be used in conjunction with a save file downloadable here (5 meg download). By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed. This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks.

This guide and associated save file was created using version v0.28.181.40d. Thus, it will not work with version v0.31.01 or later. [Leave feedback] [edit] What you will see when you load the game. Starting build. Your First Fortress? If you are a new player looking for a solid basis to survive the first couple of months or years, check out the aptly named guide on your first fortress. It includes a basic starting build aimed at being fail-safe. If you're trying to plan the future, try what should I build first? If you're looking for specific, personalized examples of starting builds, see starting build design A starting build is a personal strategy for choosing the initial supplies, equipment, and skills of your initial seven dwarves when starting a new game in fortress mode. This page attempts to give advice on some of the many gameplay elements which influence the flow of your game based on your goals.

How do I increase the value of a room. [Leave feedback] [edit] Material Digging a room within a layer consisting of obsidian or flux will inherently give it a higher value than a room built inside a mundane stone such as granite or gabbro.

How do I increase the value of a room

Additionally, veins or clusters of precious minerals (whether ores or gems) which pass through the room can provide a dramatic boost in value. [Leave feedback] [edit] Engraving Room quality can be increased by smoothing and engraving the walls and the floor. DF2010:Building. The Build Menu The Building menu can be accessed from the main menu by pressing the b key.


This allows your dwarves to build anything listed within the menu, provided you have access to the proper materials. This list also contains several sub-menus which expand to show further building options. Any item within this list, once built, can then be interacted with using the q:Set Building Tasks/Prefs key. All buildings can be disassembled into their original parts and removed using the x key while within the q menu. Building. A building is a structure that can be placed from the build menu and then interacted with by the Set Building Tasks/Prefs command ( q ), and the View Items in Buildings command ( t ).


Included in this are workshops, doors, trade depots, furniture, bridges, traps -- most of the interesting stuff your dwarves will build! Most buildings are made from raw materials or blocks, although some workshops require some additional finished items as well. Trap. For traps used to catch vermin, see animal trap.


Traps are a reliable and cost-effective method for defending any fortress. Unlike soldiers, they're always on duty, and don't need to be carefully managed. Animal trap. For information on other types of traps, or trapping non-vermin land animals see Trap.

Animal trap

Animal traps are special traps used to catch live vermin or fish from the river, not (large) land animals. Fortification. If looking for a guide on general fortifications as defense, see the Defense guide and/or Defense design.


Fortifications on top of a round tower. Fortifications are arrow slits used in the defense of your fortress, (and which are more technically known as "crenellations"). They are probably most commonly used along the outside walls of your fortress and on the upper levels of constructed watchtowers so that marksdwarves and siege engines can fire at enemies from within your walls. Much like real world embrasures on battlements, their utility is limited if the enemy is close and at the same height; their true power lies in shooting from above and at distance, as it is possible to shoot at targets on other z-levels.

Fortifications allow ranged attacks (including siege weapons), fireballs/breath, water, magma, steam, etc. to pass through. Defense guide. DF2010:Farming. General farming flowchart.


Farming is the act of growing crops for food, alcohol production and cloth manufacturing. While small forts can easily be sustained by plant gathering, hunting and trading, farming is vital to large settlements. Farming is done at a farm plot building (b-p, resize with umkh). Crop. Flowchart - click to englarge Crops are plants that may be grown at farm plots.