


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. 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. Personally I'd go for a royal communal dining hall instead of personal dining rooms, and instead place e.g.(Image credit: Bay12 Games) Dwarven ergonomics Not sure about whether assigning the chair as study would give an advantage or not, as long as the chair is in their dining room it would probably count as the dorf owns it (but again, with overlapping rooms it might work differently). However they would get occational extra happy thoughts from owning a personal chair and table. This means that getting up to royal dining room value for each dorf would be much much harder with personal overlapping dining rooms, compared to a royal communal dining hall.Ī dorf would get the same happy thought from eating in a personal royal dining room compared to a royal dining hall. Overlapping rooms will drop in value, as the total value of the whole room gets divided up (at least it's like that for bedrooms, so I'd assume it's like that for dining rooms as well). Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated)
DWARF FORTRESS TRADING MEALS INSTALL
A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Bi-weekly DF Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Want to start playing? Read this sidebar!
