When inside, you can select what the stockpile will accept and what will be refused. Press t to enter the Custom Settings menu. You can assign custom settings to every stockpile to ease the burden of both dwarves and stockpile sizes. We want a stockpile to store items we came with, without burdening it with stone, wood, and everything that we harvest while we will use said stockpile. On the other side of the tunnel, a 5x5 room WITH SOIL (it will be used for farming, more details on it later)Īfter it’s complete, it should look similar to this.A 5x10 room, with a 1x1 tunnel branching out to the main tunnel, but parallel to the 5x5 room.A 5x5 room, with a 3x1 tunnel, branched out of the main tunnel, preferably close to the entrance.When that’s done, dig out the following rooms: Where, you might ask? That’s what stockpiles are for.įirst off, finish digging that 3x10 tunnel you started earlier. The next step is getting the food, alcohol, and pretty much everything somewhere safe. kitchen food alcohol your first time dwarf fortress tutorialįollowing the old guide, you should have some labors setup, and the preparations have begun. z > Kitchen and then ban COOK on plump helmets to do so. YET ANOTHER PROTIP: You don’t want your cook to use up all your plump helmets for cooking, since it won’t provide any seeds (when eaten raw, they produce spawns which can be planted), and as such you can disable plump helmets for cooking. It’s best to start by cooking Fine meals to train up your cook a bit, and after a while pump Lavish meals. Easy meals take 2 foods and give the least happiness, Fine meals take 3 foods and give average happiness, Lavish take 4 foods, are the hardest to cook but provide massive happiness if cooked well. First of all, you can cook 3 types of meals: Easy, Fine, Lavish. Queue it 5 times for the first batch, though don’t ignore it for too long. Queuing it will give your brewer the labor of extracting alcohol from whatever plant he feels like grabbing (if you harvested plants and got stuff like strawberry, he might as well press alcohol from that too). Most of them will be unavailable, but one, Extract from plants, should be unlocked. When at the still, you will be able to add a new task. Like last time, wait for the buildings to be built, press q and move over the building. PROTIP: After the first immigrant, have 2 different people as cooks and brewers, to maximize production and have less useless Animal Caretakers. Do the same for the Kitchen ( z), and if you don’t have any dwarves with Cooking enabled, do so. A dwarf with the Brewing or Plant Gathering labor will be required to construct the building. For the time being, simply build it out of whatever is the closest material, since you’ll probably deconstruct it later to place it somewhere safer. You will then need to choose what material to build it from. Bring up the building menu again, but this time, enter the workshop menu ( w). First of all, dig out 2 3x3 rooms, preferably close to the farm and the stockpile. Now that the basics of farming are dealt with, let’s pass to the next step: setting up a still to brew alcohol and a kitchen to produce meals. Those are planted seeds, and will grow into purple ♠’s later on. When the planting process is dealt with, your farm should have various “=” on it. Your farmer dwarf will plant the spawns soon enough. Select plump helmets for each season (seasons are switched with a/b/c/d) and then leave it be. Play Now! build gives you 5 of each dwarven seed, plump helmets included. Those grow year-round, can be eaten, cooked and brewed, and overall are a staple food. For your first plot, choose plump helmets. You will be able to choose what seeds to grow during which seasons of the year. As such, press it and align your cursor with the farm plot. q allows you to interact with any building you have built, be it a workshop, a trade depot, even stockpiles. Now it’s time to learn how to use said farms. After a dwarf with the labor Farming (Fields) builds the farm plot, it should look like this. Make a 3x3 farm plot and place it in one of the corners of the room. Unlike designations, which are selected with 2 opposite corners, buildings like farm plots, walls and floors have to have their size adjusted with u/m/k/h, similar to embark size. When you have that room prepped, enter the Buildings tab ( b) and select the Farm Plot ( p). Mud creation can flood your fortress cause massive fun if you don’t know how to do it. If you don’t, you can always try to produce mud, but as a newbie, just settle on finding soil. That one 5x5 room you dug out for farming? It’s time to use it, and even use it to make your first batch of alcohol, as well as setup a kitchen to cook food that decreases your dwarves’ stress.įirst off, make sure you have a 5x5 room with soil inside your base.
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