Skip to content

Latest commit

 

History

History
33 lines (31 loc) · 1.66 KB

dwarf-fortress-brief-checklist.md

File metadata and controls

33 lines (31 loc) · 1.66 KB

Dwarf Fortress Brief Checklist

What to do when establishing a new fort

  • Just turn werebeasts off, period. And turn off cavern dwellers.
  • Chop down a few trees and use the cleared area for a refuse stockpile and also establish a pasture.
  • Start setting work details, including assigning all available picks.
  • Make an entrance that can permit an "airlocked" trade depot using two drawbridges, a serpentine hall of traps, an initial stockpile for everything and a 5x5 shaft for 1x3 stairs.
  • Carve 1x3 passages out of the west and east sides of the shaft and start building 9x9 rooms in a grid with a N-S corridor in between.
  • An agricultural floor should come first with farming on it if possible. If not, establish farming on the entrance floor but put stockpiles and agricultural workshops on a lower level.
  • Put a temporary meeting area on the agricultural floor and maybe move it later.
  • Build an industrial floor and make a 1x1 garbage zone therein. Make wheelbarrows for any stone stockpiles.
  • Gradually move things out of the initial stockpile. (This can be done by moving items from one stockpile to another without disabling those goods in the initial stockpile.)
  • Hotkey locations for "Trade depot", "Agricultural floor" and "Industrial floor" should now be established and so on later.
  • Try to build a well in the agricultural floor which should be easy with an aquifer present.
  • Disable pig tails as a cooking ingredient.
  • Build traps in the entrance passageway and airlock the trade depot and the rest of the fort with bridges linked to levers in the meeting area.
  • Build a bedroom floor and start queueing doors and beds.
  • ...
  • Forbid booze and tallow from cooking.