Notes for Dwarf Fortress, reminders of some things I tend to forget.
We play with Vanilla! It lacks the sound effect and Dwarf Therapist but is otherwise most integrated, feels natural, and had little distraction.
Git Dwarf Fortress Play Notes.
- (Setup) Necessary Configurations (Vanilla Edition)
- Fullscreen mode: Change
data/init/init.txt
-[WINDOWED:PROMPT]
,[FULLSCREENX:1536]
and[FULLSCREENY:864]
. On Laptop with 150% zooming level we might need to manually adjust resolution as shown here. - A ridiculously hard to read blue text: Change
data/init/colors.txt
-[BLUE_R:32]
,[BLUE_G:80]
and[BLUE_B:64]
;[LBLUE_R:64]
,[LBLUE_G:127]
and[LBLUE_B:258]
.
- Fullscreen mode: Change
- (Todo) Possible Things to Do/Try
- Mechanism
Hotkeys are case sensitive!
Up/Down/Left/Right
: MoveF1
: (Default) Go to embark site>
and<
(Shift+,
orShift+.
): Change view layer; Going one layer up/downk
: InspectESC
: Cancel whatever operation, go back to the root menu
Space
: Continue/Pause
H
(Shift+h
): Show hotkeys
z-Stock
, it's called "Logs".
Put a table somehwere, use q
to create a room. You might place a food stockpile nearby.
Trading Depot is a building, so you build it: bD
. Usual wood/stone materials will do fine.
You can't do that in vanilla DF. Just replace and build a new one. But notice you can use q
to change stockpile (preferences) settings.
In ESC
menu you can export local map at current Z level.
Stockpiles are considered rooms - use R-z
to view them.
z-Stock-Enter-Search-Tab-z
: Status-Stock-Select-View.
Use l
key we can browse locations - but where are those?
Use i
to do a fishing zone.
Does fishing require a fishing rod?
Use uzf
to follow a unit.
b-p
to build (plot), umkh
to resize while building, q
to see available crops. To remove/deconstruct, hover and use q-x
(Issue) u
is for viewing units, so it's not working after construction - you must resize the farmplot when you are building it.
n
to set role; b-c
to make chair; q
on chair to make office.
Just use the same key for creating it: i
then Ctrl-N
. Notice for stockpiles, use t
then Ctrl+N
.
To view zones, use R
.
Use q-x
.
We can use u-v-F1
to assignment F1-F12 to units, thus overriding default F1
for embarking site - the question is, how do we set it back?
Currently I don't know a way to jump directly to the embark site, but you can always do: H-F1-z
to change hotkeys.
Use z
; You can't see time. When you see annoucements a
you can also see time.
q
over bed, r
create room.
u-z-g-b
orv-b
: View available labours;u-z-p
set new labours.- jobs like mining, wood cutting and hunting requires tools; And other jobs may require workshop (such jobs are designated by workshops directly) or facilities.
- (Season) You can't get water from ice without magma. So do in a fort before winter hits dig out something like 3x3 and channel a few layers down (2 - 5) and designate it as a pond and fill it with water. if you have buckets and idle dwarfs they will fill it up. Then setup a well and poof, you'll have a water source available over winter time. (Can dwarfs drink directly from such ponds?)
- Map Generation: Choose a small map if just for fun; It's much quicker.
- Embarking:
- First things to do:
- Create stockpiles for various functions: wood, food, furniture.
- Assign basic activity zones: fishing, meeting, hospital, pasture.
- Creating basic livable fortress: bedrooms, office, inn/dinning hall.
- Several other things to do:
- Tame animals
- Establish trading depot
- Activities are assigned either through designation, zone/room, building, or jobs. The key is to become familiar with what you can do, and how (through what interface) - and maybe practice a lot🤣.
Replace Colors.txt
[BLACK_R:21]
[BLACK_G:19]
[BLACK_B:15]
[BLUE_R:45]
[BLUE_G:90]
[BLUE_B:160]
[GREEN_R:80]
[GREEN_G:135]
[GREEN_B:20]
[CYAN_R:25]
[CYAN_G:140]
[CYAN_B:140]
[RED_R:160]
[RED_G:20]
[RED_B:10]
[MAGENTA_R:135]
[MAGENTA_G:60]
[MAGENTA_B:130]
[BROWN_R:150]
[BROWN_G:75]
[BROWN_B:55]
[LGRAY_R:178]
[LGRAY_G:175]
[LGRAY_B:172]
[DGRAY_R:116]
[DGRAY_G:110]
[DGRAY_B:113]
[LBLUE_R:105]
[LBLUE_G:135]
[LBLUE_B:225]
[LGREEN_R:125]
[LGREEN_G:185]
[LGREEN_B:55]
[LCYAN_R:60]
[LCYAN_G:205]
[LCYAN_B:190]
[LRED_R:220]
[LRED_G:50]
[LRED_B:20]
[LMAGENTA_R:190]
[LMAGENTA_G:110]
[LMAGENTA_B:185]
[YELLOW_R:230]
[YELLOW_G:170]
[YELLOW_B:30]
[WHITE_R:232]
[WHITE_G:227]
[WHITE_B:232]
Refuse is for biowastes; Garbage dump is for d-b-d
(when an area is marked this way, things are dumped to Garbage dump).
What's the difference between bedroom and hospital?
What's the difference between dining room and meeting hall?
Locations are more for attracting travellers.
First we want to get a big picture of what is already going on.
Use i
to view available zones.