How does dwarf fortress work




















Franchise: Kitfox Games. Share Embed. This game is not yet available on Steam Planned Release Date: time is subjective. Add to your wishlist and get notified when it becomes available. View Community Hub. About This Game Prepare for the deepest, most intricate simulation of a world that has ever been created. Not just generated geometry -- a whole simulated world. Generated rise and fall of civilizations, personalities, creatures, cultures, etc. Infinite hours of gameplay.

Now with graphics! The legendary Dwarf Fortress is now on Steam! Build a fortress and try to help your dwarves survive, despite threats of starvation, dragons, and madness. Observe what makes your civilization fall into eventual decline, and learn for next time… until something else inevitably goes wrong.

The combat model includes skills, body parts, material properties, aimed attacks, wrestling, pain, nausea, various poison effects, and much more.

Hundreds of animals and monsters, many of which are randomly created for each world, as well as generated poetry, musical forms, instruments, and dances for your dwarves to practice and perform. A dynamic weather model tracks wind, humidity, and air masses to create fronts, clouds, storms, and blizzards. As you move your yellow X over those suggested sites, the info bar on the right will tell you what features are present in that general area, such as sand, soil, minerals, an aquifer, etc.

Choose the one that looks best to you! Your highlighted embark site - the moveable rectangle shown on the leftmost map - may contain multiple biomes.

If so be sure to press F1 , F2 , etc, to take a look at all of them Macs and laptops may require fn - F1 , depending on your settings. Each may have significantly different characteristics. Note that occasionally a site with multiple biomes may contain an aquifer which isn't shown in the info bar due to it not being in the predominant biome the one visible with F1.

If your site has multiple biomes, it is very important to check all of them to avoid surprises like this. Additionally, you can resize your embark area using U M K H. A 4x4 embark the standard is usually reasonable, but you may want to decrease the size to avoid an undesirable biome or if your computer can't handle a 4x4 embark.

See Starting site for more info on why these characteristics are important. If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select Prepare for the journey carefully and see Preparing carefully for instructions. This is completely optional. And preparing carefully makes little difference in the long run, especially without experience as to what to change. Now the Prepare for the Journey screen should appear.

You will be given the choice to either:. Selecting Play Now! If you'd like to get going now, just select that option. At this point, you have embarked, and your dwarves have arrived at their destination.

You will see your dwarves clustered around their wagonful of supplies, somewhere near the center of your map. Immediately hit Space to pause the game unless it is already paused. Do not unpause the game just yet. Take a look around. The mousewheel will zoom the map in and out. Place the cursor on various tiles to familiarize yourself with what the symbols mean. If you get lost, you can press F1 or Fn - F1 on some systems to return to the wagon.

You can define more hotkeys later, to jump quickly to other sites of interest. Notice the terrain features, the vegetation, and any minerals visible.

If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.

Remember that this is more of a simulation than a game. It is not "play balanced", and you can very easily find yourself in impossible situations. That is all part of the fun , because even when you lose, you create an interesting story. Your wagon serves as the initial meeting area for your dwarves.

Since you should have started in a non-freezing, calm low savagery , non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone using i see Temporary Meeting Area below. The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG.

Instead, you designate things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. Some tasks receive a higher priority.

For example, if a dwarf needs to eat, then he will go eat, and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine, but no dwarf has mining as one of his allowed labors, or no dwarf has a pick , then the mining will never get done, and the game will not always advise you of why.

So, what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed such as exactly which rock will be used to make crafts are left up to them though you can specify the details of tasks, such as the material or design, in the d etails menus in workshops.

Fortunately, this is easy to change by modifying your key bindings :. You may have noticed that the UI for managing dwarves is a bit difficult to use. Labors are how you control what types of tasks a dwarf will do. For example, if the Fishing labor is enabled for a dwarf, that dwarf is allowed to engage in fishing.

When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation, thinking that it isn't their job.

Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors such as hauling and cleaning are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of.

Look over your dwarves' assigned labors : Press v View Units then place the cursor on a dwarf. Now, press p - l for "preferences: labors". You can enter each category with Enter except for mining, which is a single labor , toggle each labor off and on with Enter , and get back out with Esc. After exiting the View Units menu, you can use u the units screen to help you locate dwarves.

Hit u , select a dwarf, hit z for "zoom to creature" and you'll automatically be placed in view mode on that dwarf. Then use p - l to get to the labor configuration menu if necessary.

Even if no dwarves have the corresponding skills, ensure the following labors are set as specified:. It's important to disable fishing and hunting until you have your initial fort completed — dwarves with these labors enabled will constantly be outside attempting to perform them.

When you're first starting out you don't want dwarves wandering around alone where they can get killed in addition, they won't be doing anything useful, like hauling. Note that any unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower-quality goods in a given time period, but they will gain skill points as they do so. As you now know, you can't control your dwarves directly.

So how do you tell them to get inside your newly dug rooms? Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.

The d esignations menu allows you to select areas to dig. There are multiple methods of digging:. This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can be many tiles wide. After you press d to designate, make sure it's set to "Standard" in the settings at the bottom, rather than "Marker only.

If it's set to "Marker only", the designation will not be carried out. Note that channeling can be dangerous. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward ramp , which is not enough for dwarves to leave the pit.

Dwarves can climb out in some circumstances, but this is unreliable. This diagram shows the cross-section side view of 1x1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of "downward ramps" can be confusing as there is no such thing - the down arrow indicates a ramp on the level below.

Dwarves in the first pit can walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope. In short, channels particularly channels multiple z-levels deep can be dangerous. Digging an entryway from the surface level is one of the few times you'll ever need to channel. Stairs can also be used for an entryway, but channels allow wagons entry to your fortress.

If your wagon is near a cliff or hill generally speaking, any difference in levels, usually shown by the existence of natural ramps , you can just designate a tunnel to mine d - d into the cliff to create an entryway. This will be your entryway. Your entryway defines the boundary between your safe and protected inner fort, and the big, bad, outside world. You want this to be your only entrance, so that you only have to worry about defending this one opening. A somewhat-outdated video guide to starting a fortress can be found here.

Note that this applies to v0. Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily:. The next time you designate an area for mining, both of your miners should start working assuming they're not busy doing something else.

Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to three tiles wide from the entrance of the new room to the outside entry.

At the end of the entry tunnel, dig a small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway. Apart from wagon access 3 tiles wide , the trade depot 5x5 , and other workshops 3x3 , there are no fixed dimensions you need to worry about. The practical maximum size is limited by how long it takes your miners to dig the rooms out, especially if they're digging in stone instead of soil digging through soil is much faster.

Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone if you haven't already , and digging will become slower. In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3x3 per floor staircase 9 stairs! For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide.

However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. While mining, take care to avoid digging into water. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood.

However, it is safe to mine next to underground water, as long as you leave at least one "wall" tile between them see the picture to the right.

You can also mine one z-level under a body of water for example, mining under a river , but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed "damp" tiles tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not.

Stockpiles are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a general purpose stockpile for your first storage area:.

Once you exit the stockpiles menu and unpause, you should see dwarves running off to haul everything from your wagon into the new stockpile area. It is particularly important to keep wood, stone, refuse, and corpses out of your general purpose stockpile , so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile.

Note: When assigning stockpiles, you should make sure they're in a vacant area i. Dwarves will not haul items to occupied tiles, so make sure the area is vacant and already mined out before assigning a stockpile. In Dwarf Fortress, every z-level is composed of a floor and a wall or "space between floors". The confusingly named "down" and "up" stairs have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls.

Designate a downward stairway in the room you dug out for the stairwell not the 5x5 room that you dug out earlier with d - j.

Notice that after your miner digs the stairway, it doesn't automatically create another stairway on the z-level below. Because of the down stairway that was dug, this tile is now accessible to miners. For now just dig down one level; we will deepen the stairwell later. On the second z-level below ground the one below the stockpile level, which you just reached with the staircase , dig a short, 3-tile wide passageway this only needs to be tiles long.

Past that, dig out a room between 5x5 and 7x7, leaving room to enlarge it in at least one direction in the future. Using the i key, create an activity zone in the room you just created, filling the entire room be careful not to make this too small lest your overcrowded animals start fighting.

This works much like creating a stockpile except that you draw the rectangle before defining what the area is for. Draw the rectangle, filling the entire room, and set it to be a m eeting area. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble. NOTE: Again, make sure your activity zones is already mined out before attempting to designated the meeting area.

Outside your fort entrance, use p followed by r to create a stock p ile for r efuse at least 5x5 in size. This should be outside in the open or you will have problems with Miasma. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, use q on the general stockpile and check its s ettings to make sure refuse has been disabled. To keep functioning, your dwarves require constant supplies of food and drink. You can use the z stock screen to monitor how much food and drink are available.

Luckily, your dwarves will eat almost everything raw, including plants. For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a soil layer including sand, clay, loam, silt, peat, and ooze accessible from inside your existing fortress. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.

Use b - p to build a 3x3 farm plot in the room you just created. Notice that some types of buildings as well as most constructions are not designated corner-to-corner like digging designations, stockpiles, or activity zones.

Instead, you define the length and width of the building using u m k h and position it with the directional keys. Use u m k k to make the plot 3x3 and position it in the room, ideally near the wall to leave space for more plots later on. Remember that you must enable the Farming Fields labour for at least one dwarf or the farm plot won't get built and farming will not take place.

If you selected "Play Now" earlier then you will start with a dwarf with farming enabled. Esc out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use q to set the plot to grow plump helmets during all seasons. Select with enter. Later, if you are curious what is planted in each plot this season and how much, select the View Items in Buildings command t and move to the farm plot.

Note that a default embark starts with five plump helmet seeds — for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.

Occasionally, even with a working plump helmet farm, you may experience food shortages. For now, you should have plenty of food on hand left over from embarking. However, if you ever run low on food, there are a few ways to obtain more:.

A : Not at all! It just ended up being really good code for 64 bit conversion due to our other practices, entirely by accident. What do you use and how do you keep it efficient? A : Yeah, the base algorithm is only part of it. Generally, people have used approaches that add various larger structures on top of the map to cut corners, and because of the changing map, these just take too long to maintain, or are otherwise a hassle. So our approach has been to just keep track of connected components reachable by walking.

These are pretty easy to update even when the map changes quickly, though it does involve some flood-filling. In combat and a few other situations, we use short-range flood fills with their actual logic to give them some advantages though. More specific overlays can track their pathing properties and then you path through the overlays instead of the tiles , but they are hard and slow to maintain as the map changes.

There are various other ideas floating around, like tracking stairs, or doing some limited path caching, and there are probably some gains to be made there. A : Sure!

Some of them lasted for days, some for multiple years. They are mostly other games, almost always in other genres, but there are also a few DF helper projects, like the myth generator prototype. If so, any favorites? A : Ha ha, nope! Q : You have the most interesting release notes. That was the one where the cats were showing up dead all over the tavern floor, and it turned out they were ingesting spilled alcohol when they cleaned their paws.

One number was off in the ingest-while-cleaning code, and it sent them through all the symptoms of alcohol poisoning which we added when we spruced up venomous creatures. She eventually gave up adventuring, settled down and died of old age. Her son, Uda, became high-priest of the Temple Of Bodices, and her daughter Iki moved out of the city to become a farmer You want a dwarf? There's your goddamn dwarf. You want better graphics?

Screw you. Dwarves can do lots of stuff. Like digging. Can you dig? Hell no. Play Dwarf Fortress. The illustrated epic of Bronzemurder , a fortress. Later on, continued by Oilfurnace. A s soon as she could raise a hammer at the age of twelve, Tholtig had joined her parents and grandparents on the battlefield.

The dwarves had no choice, for their losses were so great that they needed every pair of hammer-wielding arms they could find. By the time she ascended the throne in , she had slain 48 elves and a Cyclops, but the amount of dwarves left capable of wielding a weapon numbered less than ten.

Nonetheless, she led them to victory in her first assault against the elves, but it was a Pyrrhic victory that saw the deaths of two of her children, including her eldest son.

Example of map of a generated world. It's like playing god with sentient legos. Ast Sozadmebzuth seems to be quite happy for a dwarfess with 7 children who just lost her husband. But then again, she can handle stress. Also, notice the magma. Magma is a very important solution to many, many problems.

When in doubt, use magma. And as we continue on how it does not look, lets see A player-constructed dam of quite colossal proportions: 30 meters tall. But it still does not show us how the game actually looks In fact, you can actually play the game looking like this.

On this screenshot, you can see dwarves in a dining hall, a nearby storage with barrells of food and drinks and some small bedrooms. This one is pretty close. As you can see, the game is quite customizable: The default look might be ascii, but it is quite easy to change it to something else. This is how it looks in default configuration. Grassy plain with a few trees. Dead goblins and dwarves. Pools of blood and one survivor teal smiley. I set out into the world, and promptly took a disliking to elves.



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