Home > Fantasy, Tutorial > The Complete and Utter Newby Tutorial for Dwarf Fortress – Part 7: “A Mighty Fortress!”

The Complete and Utter Newby Tutorial for Dwarf Fortress – Part 7: “A Mighty Fortress!”

February 21, 2009

dftitle7

I’ve written a book – Getting Started with Dwarf Fortress, available at O’Reilly and Amazon! It covers the current version and takes you from knowing nothing to being a confident Dwarf Fortress player!

You have come a long way, young jedi! Your dwarf herding skills are strong! You now know the basics of building, production, trading and managing your dwarfs. But we still have work to do, so lets get back to our fortress!

More Production!

We took a bit of a detour earlier by getting into managing dwarfs and trading and whatnot, but I think you’ll agree those were important lessons. But what really gets us going is building awesome new stuff in our fortress, right? Lets start with some new workshops you should get to grips with. I won’t list the keys you need to use for every task, you should be able to remember the basic stuff from earlier lessons, so lets just get building these workshops around our four big production rooms:

  • Mechanic’s Workshop
  • Leather Works
  • Farmer’s Workshop
  • Kitchen
  • Butchers
  • Metalsmith’s Forge

In addition, go to the Furnaces menu (from “b” and then “e” for “Furnaces”) and build:

  • Wood Furnace
  • Smelter

While those places get built lets look at expanding a bit. In the middle of our four room area we have three stairs going down. Right now they go nowhere, so lets go down about 5 levels. Remember, “d” and then “i” for “Up/Down Stairs”, set to the level below, will get that construction going.

We also have room to expand between our production floor and our entrance, so lets go up a level and put some storage there. I suggest the easiest way to do this will be to “b”, “build” a “C” “construction”, that is, an up-stair. So chose the space I highlight below, and then follow along!

dftutorial79

  • Find the spot in the picture above, just below those down stairs.
  • Hit “b”.
  • Hit “C” (capital ‘c’).
  • Hit “u” for “Up Stair”.
  • Chose some stone.
  • Repeat to set three up stairs to be built.

Once the job is done you’ll have some stairs like this:

dftutorial80

Now we want to “connect” this level to the one above. If you go up a level you won’t see anything but dirt, but we know the stairs are leading up to this level, so it’s a matter of constructing some, right? WRONG! We want to designate some stairs, because our miners will carve out some matching stairs! We only use “construct” when we’ve got an empty space to deal with.

One challenge you’ll face is working out where on the floor above the spot is you need to dig out. So try this technique:

  • Hit “d”.
  • Hit “i” for “Up/Down Stair” (we want a series of stairs almost back up to the surface).
  • Put your X over the top stair in the line, like the screenshot

dftutorial81

  • Now go up a level and at the above level, designate three stairs in a row (ie, hit enter, then hit down-arrow a couple of times, and then hit enter), the above level should look like this:

dftutorial82

You’ll note I wasn’t quick enough when I took this picture and two of my three stairs are already dug out. Good dwarfs!

With the new stairs dug out (providing easy access to all the space we’re going to create for our production dwarfs) lets make a massive space for them to stockpile goods. Here’s how much I dug out:

dftutorial83

In case you’re wondering, that’s about a 40×40 box with our first stairs at the bottom. And one nice thing about digging in dirt (which this layer is), is that it doesn’t leave any messy rock around to clutter up our nice stockpiles!

While that’s completing, lets start an important job, making our dining room awesome! You see, dwarfs love to spend time in an attractive meeting hall. Right now mine is packed with loafers. They clearly need a bit more room! A bit of digging will sort that:

dftutorial84

Once the room is expanded, fit doors and some more tables and chairs. Once that’s done you’ll need to do something important, and that’s resize the room. As you may remember we set the room up from one of the tables. But if you “q” over the dining room table now you’ll see it doesn’t fill the space:

dftutorial85

The room will be more “valuable” and widely used if it’s set to be bigger, to fill this space. Lets do that now:

  • Hit “q” and move the X over the table which is setting the room up…
  • Hit “r” for “Resize Room”.
  • Using “alt”+”down arrow” expand the room size till you fill the space:

dftutorial86

  • Hit “enter”

Job done! The room is resized and better. But we want to make it MUCH better because I noticed a dwarf with a red down arrow flashing and when I viewed his info it turned out he was pretty unimpressed with his surroundings. Lets get to impressing him!

How do we do that? Simple! We smooth the walls and then engrave them with fine carvings all about our fortress! To do this:

  • Hit “d”.
  • Hit “s” for “Smooth Stone”.
  • Select the entire dining room and walls using “enter”, move cursor, “enter”.

The room will now look all flashy like this (until you back out of the menu, anyway):

dftutorial87

Any dwarf with the “Stone detailing” labour on will now set about smoothing the walls and floors. The next step, once the space is smooth, is to designate the room to be engraved using “d” and “e”. Engraved walls make dwarfs happy and increase the value of your fortress. You can even look at them by using “k” and hitting enter with the engraving highlighted. Some walls have some quite amusing engravings (randomly generated and based on the history of your dwarfs and your fortress), so it’s worth looking around and finding the good ones. The better the quality of the engraving the more text there is to read, so keep an eye out for the engravings with the metal-bars icon next to them.

With the smoothing under way, lets get back to the piles. In that big space upstairs you can pretty much set up a space for everything it’s possible to make a pile for (except refuse, of course, which we want to be outside). So go do that now. Here’s how mine is laid out.

dftutorial88

Pretty complete huh? Well, almost, I’m sort of tempted to make a stone pile and using custom settings have it as metal ores only. It would make things a bit tidier, but on the other hand probably doesn’t gain me that much efficiency right now. Be very careful with stone stockpiles, hauling stone can consume a heap of your dwarfs’ time, which is a bit pointless.

Hotel Califortress!

We’ve got some new workshops set up, we’ve got some great storage, and we’ve dug down a few levels. Good stuff! Unfortunately, (or fortunately?) you’ve probably had a bunch of immigrants arrive over the course of the past couple of tutorials and they haven’t been assigned anywhere to live. We also don’t have any space dug out for the inevitable arrival of nobles, and these boys and girls are one set of dwarfs that need hard work to keep happy!

Fortunately we’ve dug down a few levels and we have a lot of nice rock down there. So lets go take some time to lay out some great bedrooms for our dwarfs. The majority of your rooms should be 2×2, but lets make some space for nobles too.

Nobles usually want two-to-four rooms. So lets make things easy and give them all four rooms of size 3×3 or so, that should be good enough. Here’s how I have planned out my bedroom level:

dftutorial89

A couple of points. Firstly, the whole right side of my new bedroom level won’t be dug because it’s not connected to the stairs, etc. I’ll connect it up later once we’ve got the left side done. Second, my layout is pretty boring, go and check out some of the bedroom designs on the wiki. I love the fractal pattern! Very efficient! Finally, you’ll notice the big wide corridors for the main arterial routes. Dwarfs need space to move around, remember!

Also, remember that you will need a lot of new doors and beds for our beautiful hotel. While you’re at it, build a ton of tables and chairs and at least a half dozen coffers, cabinets, armor stands, weapon stands. You’ll find all those items under the masonry workshop menus. Oh, and lets connect up the southern most stairs (the first ones we built way back in tutorial 1 or 2) with this level as well. Construct down stairs from the workshop floor and then designate Up/Down stairs till we’re all connected up.

While that is being built (oh, we’re going to find some jems too, cool!) lets continue with…

The Joy of Traps!

Traps form the majority of many people’s defences, so it’s best we get sorted and make some. First up, we will need a lot of mechanisms, so go find that mechanic’s workshop and fill it’s job queue with mechanisms. They’ll end up in a finished goods pile when done.

Next, go to the Carpenter’s workshop and add a ton of cages (“j” is the shortcut from the “Add Task” menu). Try and get ten built. Add another carpenter’s workshop to your workshop floor if you fancy, makes it easier to queue up more than a few of any item and get things made faster.

While you’re at it, queue up a bunch of booze at the still too, we don’t want to run out, ok!

Now would be a good time to go fiddle with Dwarf Manager. Sort out your profession groups, make sure your diggers have no job other than diggers and your masons and stone details are doing nothing but those jobs, after all, we want them to stay on task and not get distracted, right? Set all the peasants to haul jobs only, remove all hauling jobs but food hauling from your farmers, you get the picture!

Here’s how I’ve got my lads and ladies sorted:

dftutorial90

Couple of interesting points. First up, I’ve got 14 dwarfs assigned to the “Pleb” profession: All they do is haul stuff. The others are grouped around certain jobs – farming, crafting, digging, masonry/stone detailing, etc. In a few situations, for example, my “Foody” class, I have a dwarf who is good at cooking and another who is good at brewing, and to make life easier I’ve turned on both jobs for both dwarfs. Eventually they’ll be great at both, and it saves me a little admin with dozens of production classes. I engage in this sort of rationalisation frequently in my dwarf management.

I’ve also got four dwarfs set to farm, and they only farm and haul food, nothing else. With nothing to distract them they will fill the fields with crops! I’ve also got at least one dwarf in there who has no farming skill, it’s never to soon to start training them up though!

With so many dedicated haulers I can afford to leave some dwarfs to specialise in these various production tasks. But be careful of having to many dwarfs who aren’t doing anything, idle hands are the devil’s plaything, after all! Dwarfs with no jobs will eventually get bored and throw parties that tie up lots of time and dwarfs. If your dwarfs have little to do, set a few making stone blocks (blocks make any item made out of them more valuable and can also be stacked in bins, a great way to remove stone clutter) or have them out their harvesting plants, smoothing stone or whathaveyou. No need to have them lazing about!

Hang on a second.. weren’t we meant to be talking about traps? Yes! I think we were! So, with cages and mechanisms built lets get on and make some cage traps…

Dwarfs and their strange moods!

…or not! Oh dear! Something is going down in dwarf land!

dftutorial91

If you get a dwarf in a strange mood, find them using “u”, looking for their name, and then “c”. You will see the dwarf flashing with a grey exclamation mark (red is very bad, by the way). Follow this dwarf closesly. This dwarf has got a strange mood and is off to claim a workshop to start building some amazing object based on their whim and fancy. We can’t control what they build, all we can do is hope they build something cool and that they can find all the materials they want for their fancy. If not, they go suicidal or homicidal. Oh dear! Lets watch and see what happens. Of course, this event is random, so it might not happen to you at this point in the game, but it will happen sooner or later.

Right, my dwarf, Endok Oltarisos has rushed off to claim a leather workshop. No surprise, he’s a tanner after all. Once he claims the workshop you can “q” and see the status of the workshop, and if you wait, it will scroll through what items the dwarf is looking for. Endok is looking for “stacked leather” and “skeletons”. I’m not sure if I’ve got any. I’ll find out pretty quickly though, the dwarf will either run off and start fetching stuff, or sit in the workshop, seemingly doing nothing…

dftutorial92

Well, the leather isn’t a problem, I just bought a ton from a trader, and the bones, I think he’s grabbed some from the refuse pile. Thankfully, my worries about the dwarf not getting stuff are put to rest when I get this message:

dftutorial93

Endok has begun a mysterious construction! Great! Now we just wait and see what crazy object the dwarf produces. With luck it will be useful!

dftutorial94

..or maybe not! Our dwarf has made a cap, a simple hat, out of dog leather! Damn! On the plus side though the dwarf has become a legendary tanner. If they gain skill from a mood it often leaves them “Legendary”, which is pretty neat. With legendary skill I could use Endok to make leather armour and it would be as good as metal armour, handy.

Lets look at the item. If we hit “l” we get a “list” of artefacts. With only one artefact there’s no list, so we can go straight in to hitting “v” to “View”.

Behold! Triberiddle, the dog leather cap (click on the picture here if you can’t read the text)!

dftutorial95

A nice hat depicting when one of the trade caravan guards shot a goblin. No one will wear it though, it’s an artefact, only champions consider themselves important enough to grab artifacts from stock piles.

We were lucky this time with our moody dwarf. He was able to get everything he needed to make his artifact. If he couldn’t find it he would go quite crazy in the workshop, or if a suitable workshop isn’t available, in his room. When you see the dwarf start to go crazy (flashing down arrows and not moving from their workshop are a good sign) it’s time to either assign the dwarf some war dogs (more on that later) or to construct some walls and wall them in to their workshop, or to lock the door on their quarters. At some point the dwarf will go beserk and either get attacked by nearby military dwarfs or war dogs, or if locked inside, slowly starve to death.

If the crazy dwarf is ignored they will destroy stuff and attack dwarfs, probably killing a couple before they are put down, so watch those moody stunties closely!

…Hang on a second, weren’t we supposed to be doing something about traps? Bugger! We’re out of time. How about next time? OK? Seriously? I really promise we’ll get to traps, ok!

The Complete and Utter Newby Tutorial for Dwarf Fortress – Part 8: “It’s a trap!”

Categories: Fantasy, Tutorial Tags:
  1. Charlie
    March 14, 2009 at 7:36 am

    Any idea how to get Dwarf Manager to work on Windows XP 64 I found something about editing the checksum but cant seem to change the file when i open it 😦

  2. Nuuk
    March 15, 2009 at 9:17 am

    Before I installed .NET 3.5 as linked on the DM website I got some nonsense crashmessage that seemed unrelated to .NET, so make sure to install it.

    Also on winXP 64.

  3. Charlie
    March 17, 2009 at 9:30 am

    Thanks I didnt even notice that it needed that doh!
    Btw dwarf manager seems to stop working for me if im running firefox but works fine if i shut firefox down. just a head up to anyone else that might be having troubles.

  4. IceFenrir
    March 17, 2009 at 11:33 pm

    None of my dwarves seem to want to build the Leatherworks or Farmer’s Workshop. All the rest are complete, but the dwarves idle while those two tasks are ignored.

    • March 18, 2009 at 12:56 am

      You need to enable the leatherworking and food processing labours. Tutorial 6 explains this in some detail 🙂

  5. IceFenrir
    March 18, 2009 at 1:57 am

    Ah, thanks. I didn’t even notice that they had been built after I made my own labour groups, but I guess that explains why.

    And thanks for the awesome tutorial. I’m hooked on Dwarf Fortress thanks to you. 🙂

  6. Met
    March 31, 2009 at 10:46 pm

    In that room for stockpiles, there is one unnamed pile under the animal stockpile and over the armor stockpile. What is that stockpile for?

    • April 1, 2009 at 9:01 am

      Er, I can’t remember because I’m a bit drunk right now. I suggest you make a pile for everything. Check what you’ve “piled” already and make sure you’ve got enough of everything to keep all your piles active. If you fill a pile, add more!

  7. JediExterm
    April 2, 2009 at 11:00 am

    I was looking at it, and the mechanisms actually end up in the furniture pile. Just letting you all know. Thanks so much for this tutorial, it’s amazing.

  8. Mark
    April 15, 2009 at 6:01 pm

    Just as I reached the part where one of your dwarfs went mad one of mine went mad…I just couldn’t figure out what the hell he wanted…rock…stone…bone WAT!?

    Lost a very good craftsdwarf 😦

    • Mark
      April 15, 2009 at 6:03 pm

      Oh he was possessed, poor buggar.

  9. Graham
    April 16, 2009 at 9:25 pm

    what level are the bedrooms on?

    • Thomascpp
      April 24, 2009 at 5:45 am

      I was jut about to ask that myself!

  10. Pyrofyr
    April 18, 2009 at 7:33 pm

    Gah, I’m having a problem, everytime I try and resize a room it doesn’t stop at the doors like yours does, it expands past the dining room and into the hallway (which is totally unacceptable D=)

    Oh, and just thought it would be agood idea to add to your guide some ways to fix common mistakes people might make, like let’s say you put a chair in the wrong place and want to get rid of it, things like that.

    Speaking of which, I made more than one table a ‘dining room’, how do I revoke the other table’s ‘room’ status?

    • Pyrofyr
      April 18, 2009 at 7:35 pm

      Hah, no wonder why. I set my doors to ‘internal’ earlier so it was overspilling. :S

  11. Daniel Klein
    June 17, 2009 at 5:05 pm

    I’m loving your tutorial so far. One question, I’m not quite sure I’ve got what you said about save problems. What I’m experiencing is that I can’t seem to save through the ESC – Save game menu. There is a folder called “current”, but that folder is empty. The most recent save I have is my last autosave (and that’s horribly out of date :/ Just lost a good hour’s worth of playing) What am I doing wrong?

    • June 18, 2009 at 6:30 am

      The whole save process is really annoying. You can only save on exit for one, and secondly, can’t really create backup saves unless you go copy and paste existing save folders. I am unable to accurately answer your question so I suggest you head over to the Dwarf Fortress forum and ask the gods there?

    • Thomas
      June 19, 2009 at 1:23 am

      The save will be in the folder “region1”. “current” only contains temps.

  12. Stephen
    September 10, 2009 at 6:56 pm

    Alright, so it seems I expanded my fortress pretty quickly, so I got to this tutorial much earlier than you were expecting. So now I’m just going about some daily business, making busywork for my dwarfs until I get some immigrants. It was still summer when I got to this page of the tutorial, so I think it’s probably okay to kill some time.

    One question, though: one of my miners is flashing, to a slightly darker color. I can’t figure out what that means. She’s been flashing like this since the fall, and it’s almost now.

    • Liz
      September 24, 2009 at 4:23 am

      Stephen, a flashing dwarf means the dwarf is legendary in a skill (mining, in your case). Now can someone please answer my question: what does a blue, downward pointing arrow that alternates with my dwarf’s image mean?

    • September 24, 2009 at 9:24 am

      Blue down arrow means either thirsty, or depressed. Perhaps both? 😉

  13. melkor
    December 12, 2009 at 3:43 pm

    i have a dwarf that has a purple flashing arrow and it says its being possessed what do i do to make him ‘not possessed’ again

    • December 13, 2009 at 4:31 am

      Go and check the Wiki. I do mention strange moods somewhere in this tutorial, read that bit as well!

  14. melkor
    December 13, 2009 at 8:25 am

    thx for the wiki page. i have read th strange mood but i dident know that ‘possessed’ also was a strange mood.

    anyway thx a lot

  15. Weresmilodon
    December 31, 2009 at 10:48 pm

    I wasn’t sure about that unnamed pile, but i assume it’s for Coins? The only other piles left are Graveyard and Stone. I figure Graveyard would go somewhere else, and Stone would be bigger. Not sure how much space Coins take yet.

    • January 2, 2010 at 4:46 am

      Best not make piles for coins, I believe, as they are largely clutter anyway and piles = more hauling jobs. Check the wiki for the definitive answer.

    • Weresmilodon
      January 2, 2010 at 2:34 pm

      Yeah, I’ve read up some on the wiki. I doubt I’ll ever use coins in the current state, but that was the only pile i thought was even remotely possible to place there.

    • Netr0
      February 21, 2010 at 12:19 am

      Finished Goods, I believe that was the missing pile.

    • Weresmilodon
      February 21, 2010 at 1:01 am

      No, Finished Goods is in the top middle right.

  16. Alex
    January 9, 2010 at 10:03 pm

    You showed us how to make the rooms and offices for nobles, but you never showed us what to do with that stuff. I’m lost, I don’t know what to do, also all my dwarves are going fey and throwing tantrums because a few dwarves died in an ambush, which by the way I don’t know how to tell dwarves to fight yet. And I can’t get them to finish my mechanic’s workshop which I told them to make a few years ago. (and yes I made sure it was inactive not suspended)

    • January 10, 2010 at 9:35 am

      Assign the room to the noble you want and unfortunately I can’t control the arrival of bad guys. Read ahead to the military tutorial! As for tantrums that is just life in a dwarf fortress! Remember the designer’s motto: “Losing is fun!”. As for the worskhop – make sure that someone with the mechanic skill on doesn’t have other jobs on that are keeping him or her busy.

  17. Flyguy
    February 19, 2010 at 12:12 am

    Any program or autometed ingame method for setting up dwarfs bedrooms? Also, how about knowing whichever bed/bedroom is now free due to loss of the dwarf who used to own it?

    • February 19, 2010 at 10:43 am

      If you read the comments on the tutorial with the bedrooms you will see you no longer need to assign a bedroom to a dwarf, just make them, set them up as bedrooms and dwarfs will find them and occupy them on their own.

  18. Flyguy
    February 19, 2010 at 1:48 am

    At this point one of the dwarfs went berseck and killed many others and animals. I dont know why.., any way to stop this?

    • February 19, 2010 at 3:31 am

      Kill him! Best to read on about dwarf management and moods.

    • AutumnMoon1031
      February 16, 2011 at 4:32 pm

      I’ve found if the little bugger goes into a mood in a workshop, and I don’t have what he’s looking for (gems, early on, if I’m remembering correctly), build a wall around the workshop! S/He can’t get out, runs around in circles, and eventually calms down. You can de-construct the wall (‘d’, then ‘n’) and let the little bastard out – or leave him/her in there and let them starve to death. If the scamp is in his/her own bedroom, lock the door so they can’t get out until the tantrum is over.

      I believe this is the worlds most complicated homeless shelter for 2 year olds, lol

  19. OoobyDooo
    April 17, 2010 at 8:19 pm

    Hey, for some reason i’m having problems seeing the images in your tutorial, they only half load. anyone have any idea what to do? They won’t load in IE7 or firefox 😦

    • April 18, 2010 at 7:38 pm

      Not sure what is going on with that. Could be a wordpress problem or something at your end.

  20. Brilliant
    May 2, 2010 at 6:58 pm

    Thanks so much for putting up this guide! I’m commenting on this chapter because this is where my tutorial fortress got attacked by goblins and wiped out, after much drama and hilarity. I’m going to read ahead to the military section before I start over, haha 😛

  21. BlueAthame
    July 6, 2010 at 11:18 pm

    Loving the tutorial so far. I just have one main problem, when the elf caravan came to trade I tried to give them something in a wooden bin ( I DID read the part of the guide that said not do do just that, but I forgot). I’m a tad worried about what’s going to happen in the future. Am I going to have to worry about a seige?

  22. Ethan
    July 14, 2010 at 10:28 pm

    I just had a dwarf go crazy and get taken out by another dwarf. Now he is a corpse in my dining room that spawns Miasma every now and then. Right now my Dwarfs refuse to take it out and it keeps flooding the place with gas. Any ideas?

    • AutumnMoon1031
      February 16, 2011 at 4:24 pm

      Better late than never, hopefully, but you have to build a graveyard (under ‘p’ for piles, then ‘y’ for graveyard) somewhere outside, and make sure you haven’t turned off “Burial” in the Dwarf Manager – I believe they all have this hauling-(skill?) on by default.

      Hope this helps!

  23. Carter
    December 2, 2010 at 10:08 pm

    I have gotten to this point and whenever I assign a task my dwarves will start it and then cancel in the middle of it to go get a drink, and sometimes they will do this say 5 time while making one drink at the brewery, its the same with going to bed and eating. I had a bunch of immigrants come (14 dwarves atm (got a ranger, 3 gem setters, a weapon-smith, some peasants, and some children (and no cats huzza!))). This is crippling my fort, all my dwarves are ecstatic about their own rooms, the nice dinning room, their jobs, the architecture, (they all hate flies which i cant figure out how to get rid of) and they just stand there and do nothing even if there is a job that they are supposed to do.

    • Carter
      December 2, 2010 at 10:10 pm

      Oh i also got a butcher but I haven’t given him a shop yet due to it creating Miasma. and I posted this on the wrong page im on part 6 and they still are lazy oafs!

      Other than this, I have to say you have made the best DF tutorial I have ever seen.

    • December 3, 2010 at 3:27 am

      That is odd! Hmm. You could enclose the butcher outside, pop a rubbish dump next to him, and bam, no miasma problem and some healthy sunshine!

  24. Carter
    December 10, 2010 at 12:00 am

    What Z levels did you build the Storage Level on, and what one was the Rooms built on?

    I am kinda lost when it comes to what level your building _____ on.

    • December 10, 2010 at 8:48 am

      Um, I think 142? It’s not super important, You can find lava one way or the other 😉

  25. Snateraar
    January 4, 2011 at 8:00 pm

    Great tutorial!
    But, during this chapter one of my weaver dwarfs went berserk..Fun was imminent 😉

    • Snateraar
      January 4, 2011 at 8:03 pm

      Good thing he got shot within one minute though 😛

  26. shane
    January 12, 2011 at 3:16 am

    okay i know this is an old post but i have to tell someone :p my amorsmith was the first to become withdrawn just now and what did he make? a set of bonejade and aluminum chainmail….. priced at…. 386,400… FTW

    • January 12, 2011 at 4:07 am

      Lol that is awesome!

  27. SDW
    July 24, 2011 at 2:36 am

    Oh noes, there’s “miasma” on my workshop’s floor. It seems to come from the butcher’s shop. How do I stop it?

    • July 24, 2011 at 3:03 am

      You need to designate an area to be a rubbish pile, it needs to be outside or with access to the open air.

  28. SDW
    July 24, 2011 at 3:15 am

    You mean a refuse? I already have one outside. Well anyway, I halted all animal butchering activities for now and it seems under control. Would it be better to move the butcher’s shop outside next to the refuse pile?

    • July 24, 2011 at 3:30 am

      Or closer, at least, or have more hauler dwarfs hauling trash.

  29. SDW
    July 24, 2011 at 3:46 am

    Weird… I keep getting miasma every now and then. And all of my “labor” dwarfs have trash hauling on. Well, fortunately, a bunch of immigrants just arrived to save the day. I’ll make a butcher’s shop upstairs and make sure they’re keeping the place clean.

    • July 24, 2011 at 5:32 am

      You could always dig a vertical shaft above the workshop to the surface to let the miasma out, but maybe wall off the entrance above so creatures don’t go down!

  30. October 30, 2011 at 3:28 pm

    Love this tutorial! Anyways, I have a little problem. One of my dwarves has taken a mason’s workshop for himself and wants some shells and a quarry… What do I do? He’s my trade broker and I’d rather not lose him 😦 BTW, the human caravan just left, and I couldn’t find any shells on them… HELP! P.S.: If things get really bad, how do I assign war dogs?

    • October 30, 2011 at 6:32 pm

      The easiest way to find out what is going on is to go to The DF wiki and look up “moods”

  31. Domitian
    January 1, 2012 at 5:47 am

    I may have missed it, but how do i assign all four rooms of a Nobles quarter to the Noble? Do the quarter need a door between each room? I know i can’t use the bed to assign the whole area as a bedroom or the office will cause a negative thought.

    Thanks in advance and congrats on creating something that newbs like me are still using years later!

    • January 1, 2012 at 5:57 am

      No problem! Doors aren’t required, but are aesthetically pleasing. To specify the other rooms roomify a table in one, a chair in the other and a weapons or is it armor rack in the final. Or was it a coffin? And assign the owner to the noble in question. This will give each noble a study, dining room and…. another room for their private use and general happiness.

    • Domitian
      January 1, 2012 at 5:24 pm

      Awesome, thank you! Now to prepare for the inevitable goblin attack (Summer #2 and no action so far … thank god)

  32. Coolbreeze78
    May 27, 2012 at 7:10 pm

    Tell the publisher to put a rush on the printing! I’m getting close to being done with the tutorials and need more! ^.^

    • Coolbreeze78
      May 29, 2012 at 7:21 pm

      Dude! I didn’t know that the eBook was already available for download. Geez I would have bought it a week ago if I had known. Anyway I bought the combo eBook and print. I look forward to reading it! Thanks for making a concise guide to the game!

    • May 29, 2012 at 9:12 pm

      No problem!

      The book was only out yesterday, so you’re not missing much. Hope you enjoy it!

    • Coolbreeze78
      May 31, 2012 at 4:36 pm

      I am really liking the book so far. The only thing I don’t care for as much is the use of the standard ASCII tile set as opposed to the one you use in this series of tutorials. When deciding to purchase the book it was mainly due to the visuals that you use in these tutorials and I was expecting something similar.

      To me it’s very hard on the eyes from a visual standpoint as well as difficult to ascertain what the actual symbols represent. When showing examples of your constructions, for example in figure 3-4, the inside and outside just sort of blend blandly together. I guess it could just be that I am not used to seeing the game in it’s original state.

      I am not so much concerned about the differences in your tile set and the one I use as far as knowing what each image represents as I can use “k” to look in game. But more from a teaching perspective. To me, being a visual learner, I think the images should easily convey to the reader a clear representation of the topic discussed. In this case the images are really confusing and make it hard to pick out what you are trying to show. (This isn’t your fault of course as this is how the game was made.)

      Other than that you seem to have a very in depth handle over the material and I look forward to learning more and getting to a point where I feel comfortable enough to dive into the game play on my own!

    • June 1, 2012 at 5:11 pm

      Thanks for the comments! I was torn on how to do screenshots. If I chose a tileset then the book would rely on the tileset being in existance and current for its entire lifespan. It might also make rights and copyright more complex. Also, the base game is what a lot of people will see – especially if they don’t go straight to the Lazy Newb Pack and using a tileset would add confusion. On the other hand, it is often easier to see items in a tileset than in the base game. Tough choice, but we went for the shots as they are now. Hopefully they won’t present too much of a barrier to you.

  1. March 10, 2009 at 12:34 am
  2. March 10, 2009 at 12:51 am
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