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Dwarves eat a few meals per season, so use the Work Orders menu to set up a recurring order of Fine Meals, five or six times your number of dwarfs, which will use three units of food and provide pretty good variety to your dwarves.
Dwarf fortress dump everything in a stack full#
Stop before it's more than 2/7 full of water for a nice coating of fertile mud. If you can't get it you'll need to do some dwarven irrigation by making wooden buckets at a carpenter shop, digging a hole with Channel, then designating that space as a Pond in the zones menu. That's easy to get in some biomes, comprising the first few z-levels beneath the earth, and very hard to find in others. To grow proper dwarven crops underground, which you probably started with seeds for, you'll want an underground area with a soil floor: silt, sand, loam, clay, mud, whatever. Dwarven farms are absurdly productive and even a small, unfertilized plot growing Plump Helmets will feed a lot of dwarves. Your farms don't need to be bigger than 2x2 or 4x4. You can place a field on any soil, under Build-W orkshops- Farming-Farm Plot. Your dwarves can theoretically drink water but it'll rapidly make them murderously upset.įarming is pretty straightforward once you get a few quirks out of the way. Your first dwarves can get along for quite a while on fishing, hunting, and foraging in most biomes, picking up wild produce and turning it into booze with the Still you built during the tutorial. (Image credit: Bay12 Games) Food and drink Dwarves are perfectly happy to have their living and eating quarters directly above or below their working spaces. Two rooms or hallways connected by a staircase have, effectively, no tiles between them-a stockpile of metal beneath your blacksmiths can sometimes be better than one beside it. I'm spelling out exact tile movement and emphasizing staircases because a key bit of design in Dwarf Fortress is about making your underground base at least somewhat vertical. Some players base their whole fortress around a central, 3x3 spine staircase, and that's a pretty solid idea for budding fortress architects. Other creatures and dwarves can get in their way, greatly slowing them down, so it's often good to make major hallways 2-3 tiles wide, and build major staircases in 2x2 blocks.
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It doesn't matter if that tile is flat ground, stairs, or a ramp. The only way to guarantee something can't move out of a tile is a perfect box of either natural wall or constructed walls, as even locked doors can be battered down by stronger creatures like trolls.įor a moving dwarf, one tile is one tile. They can move diagonally, and are even able to squeeze between the corners of two filled tiles. Let's get some basics established, too: units move from one tile to another at variable speeds based on their species and the like. (Image credit: Bay12 Games) Dwarven ergonomics
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