[QUOTE=Pink Spy;45654647]Hey I'm a pretty early beginner. I've got a small for up and running, and I've watched a bunch of tutorials and read guides and tried my best at learning the game. I haven't really run into any issues yet but I'm losing food and drink faster than I can create it. One of the traders came, but I couldn't find any tutorials telling me what to do so he just left and I didn't have anything to give him. Every set of tutorials seems to just tell you the basic stuff to put down and then there's about a million other things to do that I'm supposed to figure out on my own.
This game is so intriguing yet so difficult. I'm sorry if I'm being too vague I just feel really confused about where to go from here.[/QUOTE]
The key thing to do in this situation is to just relax.
The food problem can be solved by making more farms or expanding your current ones. Plump helmets are one of the best early player food sources.
Once you have your food industry going, you're going to want to get a couple stills (1/2) going to make some booze. If you notice your food is lagging behind again, just kill production on alcohol, or make more farms.
For trading, caravans like crafts, and there are some exploity items you can use as trading fodder. It's all on the wiki though.
I would assume you know that you must make things through workshops, the top workshops you are going to use are a mechanics workshop, masons workshop, craftsdwarfs workshop, and woodcutters workshop, and the forge/smeltery/wood furnaces. Dont worry about the last part too much, its later game stuff that you can get into once you are stable.
Most items are produced from those workshops, just navigate around a bit.
[QUOTE=Pink Spy;45654647]Hey I'm a pretty early beginner. I've got a small for up and running, and I've watched a bunch of tutorials and read guides and tried my best at learning the game. I haven't really run into any issues yet but I'm losing food and drink faster than I can create it. One of the traders came, but I couldn't find any tutorials telling me what to do so he just left and I didn't have anything to give him. Every set of tutorials seems to just tell you the basic stuff to put down and then there's about a million other things to do that I'm supposed to figure out on my own.
This game is so intriguing yet so difficult. I'm sorry if I'm being too vague I just feel really confused about where to go from here.[/QUOTE]
We'll address this point by point.
Food & Drink: I'm not sure how much you do or don't know so I'll go through the entire process. When making food or drink, the holy grail of nutrition (and a plant that, if it really existed, would probably solve world hunger within a week) is the plump helmet, a type of underground mushroom. There are three ways to get more of them. The first, and probably least efficient, is trading for them. More on that later. The second is setting it up as a crop. To do this, you need underground soil (i.e not stone, presence of water is irrelevant unless you absolutely positively cannot find any underground soil) and a fair bit of space. After that, you can set up a plot to be tilled by pressing <b>, <p> and resizing the desired area with the uhkm keys. Once the plot is down and a dwarf has come over and actually set the plot up, you then go into the <q> menu and, with the cursor (not mouse cursor) near or over the plot, select Plump helmets to be farmed in every season of the year (abcd selects the season you want to control, + and - selects the crop, Enter confirms, the dwarves will do the rest). Once that's up and running, you should, in theory, have solved hunger in your fort, as plump helmets can be eaten raw and dwarves generously spit the seeds back out for planting. The third way of getting Plump helmets is breaching the natural caverns many Z-levels below you so that spores are released. Once that happens, plump helmets (and many other handy cave plants like pig tail) start growing on any available underground soil that hasn't already been tilled.
Generally, the crop is 100% necessary for the fort to survive, trading for plump helmets in your first year will give you a good boost and wild plump helmets will eventually become your main method of increasing crop yield (though wild helmets will never fully replace crop-grown ones).
Once you have a decent supply of plump helmets, you can build a still using <b><w><l> and brew them into dwarven wine, which is literally more important to dwarves than water. You can also build a kitchen using <b><w><z> and properly cook your helmets, but I tend to not do that, as cooking kills the seed and reduces future crop yield as a result. Brewing retains the seed though.
Water-wise, all you really need is a pipeline to the nearest freshwater supply, a well above the pipe (preferably placed indoors) and, if your water supply is liable to freezing in the winter, a cistern. The rest is down to your logic as a designer and your skill at not drowning your miner.
Trading: Traders are pretty dumb when you really get down to it. The first things you'll need before trading is a broker and a trading depot. First, build the trading depot using <b><D> (that capital is important). Make sure that a 3x3 wagon can path its way into the depot. You assign someone as a broker by going into the <n> menu, highlighting the broker position and choosing the most qualified dwarf, who is always at the top of the list. If no-one out of your dwarves has any relevant skills (rare, but it happens), I tend to assign either my expedition leader or someone I don't see having a decent job in the near future, say, a milker.
Once you have a broker, all that's left is actually making the goods to trade. Trading boulders can work in a pinch, but what you really want to do for your first year is build a craftdwarf's workshop with <b><w><r> and set it to build rock crafts. As many as you can before the carts get to your fort.
Once the traders actually arrive, select your trading depot using <q> and move goods to it. Use the subsequent menu to move everything under "Crafts" to the depot. Then press escape to go back to the <q> menu and press <r> once there. This tells your broker to get off his lazy ass and greet the traders. Once both your goods and the trader's have been unloaded, you can trade with them using the <q> menu and pressing <t> inside it. The rest should be relatively straightforward. Trader's goods on the left, yours on the right, monetary value is the "##*" looking value (if your broker's got low or no skills, he may not know what money is, and therefore you'll have to guess the right prices) and weight is the "##π" looking value. Don't try and con the traders or they may actually send the mafia after you and break your fucking legs.
Also, while trading, you can either straight sell for profit, or offer whatever you've marked for trade as a gift. Offer enough gifts and you may be selected to be upgraded into a throne fortress. Trade/offer too much and, while you and the trader will get lodesemone, you'll attract more thieves and other such nonsense.
If I've soft soil and extra time I always make four farmplots and rotate them so each is only used for half the year. Not exactly sure how bad soil deprivation is but if it's anything like Banished then they'll be dead within a few years.
[editline]11th August 2014[/editline]
[QUOTE=Pilotguy97;45654969]Water-wise, all you really need is a pipeline to the nearest freshwater supply, a well above the pipe (preferably placed indoors) and, if your water supply is liable to freezing in the winter, a cistern.[/QUOTE]
I almost always make camp at the mouth of a brook and just use that, how important is water actually?
[QUOTE=ScottyWired;45655342]I almost always make camp at the mouth of a brook and just use that, how important is water actually?[/QUOTE]
Dwarves in hospital aren't allowed to drink anything but water (I like to think it acts like whiskey for them, since actual alcohol seems to act like water) and water's good to have if you're running low on alcohol. Dwarves also get sad thoughts from the lack of a well.
All-in-all, it's important, but alcohol's still a higher priority.
[QUOTE=ScottyWired;45655342]If I've soft soil and extra time I always make four farmplots and rotate them so each is only used for half the year. Not exactly sure how bad soil deprivation is but if it's anything like Banished then they'll be dead within a few years.
[editline]11th August 2014[/editline]
I almost always make camp at the mouth of a brook and just use that, how important is water actually?[/QUOTE]
You can't over-farm the soil, so that's not an issue
a 10x10 plot of plump helmets can support your fortress indefinitely, and is typically all you need for food production
guys i think my mason is magic, he keeps making walls out of seemingly random materials instead of the material i tell him.
right now my walls are made out of coral, (nondescript) rock, unknown material, iron, rhyolite (what he's supposed to be making the walls out of) and fucking amber
[QUOTE=No_0ne;45659933]guys i think my mason is magic, he keeps making walls out of seemingly random materials instead of the material i tell him.
right now my walls are made out of coral, (nondescript) rock, unknown material, iron, rhyolite (what he's supposed to be making the walls out of) and fucking amber[/QUOTE]
Don't worry here's a fix
[url]http://www.bay12games.com/dwarves/[/url]
well it was pretty convenient while it lasted
[QUOTE=No_0ne;45659933]guys i think my mason is magic, he keeps making walls out of seemingly random materials instead of the material i tell him.
right now my walls are made out of coral, (nondescript) rock, unknown material, iron, rhyolite (what he's supposed to be making the walls out of) and fucking amber[/QUOTE]
Sounds like a dwarven SCP. Call the foundation for FUN.
[QUOTE=axelord157;45661365]Sounds like a dwarven SCP. Call the foundation for FUN.[/QUOTE]
the FUNdation
Now someone has to build a fortress dedicated to capturing and containing all FBs, Monsters, and created Artifacts in properly built and monitored cells.
Once the basic containment is done play as a dwarf adventurer from that fort and go out into the world with a strike team to gather more artifacts and creatures.
I now know why SCP looks down on class-D personell.
D stands for Dwarf.
God damn guys.
I just picked up Dwarf Fortress again since they released the 2014 version and this whole new trees system kind of tripped me out at first but I got used to it pretty quickly. That is until about halfway into finishing up my starter fort I looked outside and there was red everywhere. I literally thought it was fuckin raining blood.
Turns out it was just leaves falling down from the new trees. :v:
[QUOTE=Nikita;45662386]I now know why SCP looks down on class-D personell.
D stands for Dwarf.[/QUOTE]
Gotta take it over and change it to E. DEATH TO ALL WOODFUCKERS!
[QUOTE=kimr120;45663014]Gotta take it over and change it to E. DEATH TO ALL WOODFUCKERS![/QUOTE]
Oh yeh, forgot that stipulation and Mod bonus. Mod in Elves as a capturable, tamable tag, so they can be caged and used as E-Class Personnel.
Emergency release of 40.08, there were a couple of massive new bugs in .07 where esc crashed the game and constructions didn't use any materials.
[url]http://www.bay12games.com/dwarves/[/url]
[QUOTE=WitheredGryphon;45662672]God damn guys.
I just picked up Dwarf Fortress again since they released the 2014 version and this whole new trees system kind of tripped me out at first but I got used to it pretty quickly. That is until about halfway into finishing up my starter fort I looked outside and there was red everywhere. I literally thought it was fuckin raining blood.
Turns out it was just leaves falling down from the new trees. :v:[/QUOTE]
to me it's just free wood, the surface looks colorful as fuck from the trees too
[IMG]http://puu.sh/aOCvp/fe34818148.png[/IMG]
Gotta ask what ASCII set and color settings that is because I've been looking for something close to the original but with a little more smoothness in a square tileset.
[QUOTE=DanRatherman;45664110]Gotta ask what ASCII set and color settings that is because I've been looking for something close to the original but with a little more smoothness in a square tileset.[/QUOTE]
Vehrid 4 10x10x2 (but just search up Vehrid, it comes with like three tilesets and many color codes, I used Natural)
also, when you do find it, you'll find the tileset at version 6, not 4. I personally don't like it (they changed the font type) but feel free to ask me if you don't like it either. (I couldn't redownload the old versions)
If you could upload your copy that would be nice. They also changed the dwarf icons to odd little symbols, that while cool, aren't what I would usually look for.
[QUOTE=DanRatherman;45664435]If you could upload your copy that would be nice. They also changed the dwarf icons to odd little symbols, that while cool, aren't what I would usually look for.[/QUOTE]
Hope this is what you're looking for
[URL]https://docs.google.com/file/d/0BwfxFXcveX_qU3I2QkM4Z0VYWlk/preview[/URL]
[QUOTE=Private Zoglow;45666969][img_thumb]http://i.imgur.com/Jdw4tup.png?1[/img_thumb]
ouch[/QUOTE]
And yet, it's still softer then the standard beds the immigrants have to sleep on.
[QUOTE=Private Zoglow;45666969][img_thumb]http://i.imgur.com/Jdw4tup.png?1[/img_thumb]
ouch[/QUOTE]
Put it in a jail cell.
It's fitting and since it's an artifact that the prisoner can admire, it's practical too!
[QUOTE=DanRatherman;45662174]Now someone has to build a fortress dedicated to capturing and containing all FBs, Monsters, and created Artifacts in properly built and monitored cells.
Once the basic containment is done play as a dwarf adventurer from that fort and go out into the world with a strike team to gather more artifacts and creatures.[/QUOTE]
I want to try this.
Its going to fail horribly but that's why they call it the FUNdation.
[QUOTE=Jrose14;45673338]I want to try this.
Its going to fail horribly but that's why they call it the FUNdation.[/QUOTE]
Containment breaches are like half the fun though so it's alright
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