By Quintin Smith on September 23rd, 2010 at 10:25 am.

So, last week we finally gave MineCraft the love and attention it deserved. Since then I’ve received a bunch of emails telling me I should do Dwarf Fortress next. As in, it’s another deeply unique PC indie game that we haven’t done much coverage on, and it suits a diary perfectly.
You know what? You guys have me wrapped around your little finger. Presenting the Song of Onionbog, Part 1.
That’s the May Green tileset I’m using, if anyone was wondering. I am using it because otherwise, Dwarf Fortress looks like this:

If you don’t know about Dwarf Fortress, it’s a freeware ASCII fantasy management game where you run a camp of dwarven settlers, with a twist. The twist is that the developers, Bay 12 Games, have never stopped adding to it since it came out more than 4 years ago and even today they show no sign of stopping. Understand that Dwarf Fortress was pretty complicated when it came out, so by now the game’s depth is ludicrous. Check out this rudimentary features list. This game models everything from the weather, to wrestling, to madness and moods, to the entire history of your randomly generated world.
Oh, one other thing you should know about Dwarf Fortress. Nobody wins. Ever. The whole game basically amounts to a grand failure engine.
As of three days I hadn’t played Dwarf Fortress, I’d only read about it. Let me tell you about my first six hours with Dwarf Fortress. My first six hours with Dwarf Fortress put me in a worse mood than I’ve been in for six months. Learning to play DF is absolutely as big a pain in the ass as everybody says it is. The interface has a tough job to do, bless it, but getting it to do what you want is like teaching a beetle to cook.
To top it all off the Dwarf Fortress wiki was down for the day, leaving me with nowt but these excellent tutorials and, when they failed me, typing maddened questions into Google with tears in my eyes. “somebody help for fucks sake dwarf fortress how do you irrigate fields”.
But I’m better now. I know the basics. I can tell a dwarf to do a thing, and sometimes they even do it! Let’s get started.

After you’ve had the game generate you a world, the first thing you do in Dwarf Fortress is pick a site for your settlers. This will likely be your first experience with the incredible language that permeates the game. Browsing, I lay eyes on The Named Jungle, The Pregnant Dune, The Swamp of Scenarios and The Dull Hill. You can start wherever you want though, anywhere from a frozen glacier to a haunted beach populated by murderous, amphibious zombie whales. Read that last sentence for me one more time. Amphibious zombie whales.
Since I struggle telling my dwarves where to leave their rubbish, I’ll be choosing somewhere pleasant. Eventually I find a secluded, temperate spot, far away from my world’s omnipresent goblin fortresses. It’s at the mouth of a stream known as ‘Clashchanced the Faint Yarns’, up North in the Swamp of Treasures. So, yes. I’ll be making my home in a swamp. Nevermind. I can stow my dignity- the place has plenty of good soil, lots of trees and other useful foliage, and the surroundings are supposedly “Calm” (as opposed to, say, “Untamed”, “Sinister” or simply “Terrifying”).
Let’s prepare for the journey carefully.

Customising your settlers means deciding on your team’s skills and supplies, although the game still randomly generates their physical and mental attributes. I decide to shunt lots of points into four of my seven dwarves, who I name Aleck, Kerion, Johon and Jiim. Any resemblance to people real or imagined is strictly coincidental.
Aleck: The fort’s killer, Aleck is an axedwarf trained in fighting, dodging and kicking. I consider giving him a point in biting, but decide that would be overkill. Aleck will keep us safe. Will he keep us safe? It says here in Aleck’s fine print that he has “a poor ability to manage social relationships”. As the most dangerous dwarf in the fort, this is worrying.
Kerion: Our master miner and builder, Kerion will carve us our home. Smart, active and slow to tire, but with meagre creativity and a very bad sense of empathy, Kerion’s noble sacrifice of placing himself at our society’s coalface is probably best for everybody.
Johon: Mighty and resolute, yet distant, Johon’s position of grower (and dabbling herbalist) is the most important in the whole fort. Without crops, there’s no food or booze. Without any food or booze, dwarves have been known to get upset. Johon takes inspiration from cave crocodiles, which he admires for their strength.
Jiim: A fat, grumpy dwarf with braided hair, braided sideburns, a braided beard and a long moustache arranged in double-braids, Jiim’s actually the most rounded and personable dwarf in the fort. He takes on the roles of mason, mechanic and trade negotiator. He will be the oil that keeps the fort running quietly.
This team is joined by two women, Tholtig (a carpenter) and Ingish (a brewer), and Tei, peasant miner and cook. I have some points left over and spend them on an extra bucket, as that seems like a practical thing to do (?), a couple of leather vests, and a cat and a kitten to take care of any vermin that live in the swamp.
Fooling around with the Fortress name generator, I come up with Anondudgoth. That’s the Dwarvish. In English? Onionbog.
EMBARK!

“CEASE,” commanded Jiim, bellowingly. The wagon rolled to a stop.
Jiim licked his fearsome lips. He supped the air. “This place,” he said, “will be our home. There is a river, for water, and trees, for murdering. There is a mountain, into which we will strike. We will contrive our fortress here. And we will call it… Onionbog.”
The others exchanged poison glances. “Who made you expedition leader, anyway,” asked Aleck.
“SILENCE AXEDWARF,” exclaimed portly Jiim. “MUST I THRASH YOUR BRAINS AGAINST THIS WAGON?”
As the map loads I discover, to no great surprise, that Jiim has been assigned the role of expedition leader. I have no idea what this means in a practical sense, but presumably if he died it would be a bad thing. I will definitely try and make sure he doesn’t die.
This impossible promise made, I get to work laying down the basics. I’m good at the basics. Kerion and Tei collect the two crappy pickaxes we have on the wagon and start tunneling out some basic rooms. Johon immediately begins playing with the team’s kitten, which acts as a reminder that I should set him to work foraging the local plants.

Let me help you out here. Know that the game shows you things from a top-down perspective. Now:
1: The tunnel entrance to our fortress.
2: Kerion!
3: Tei!
4: Understanding all these triangles is important. They represent upward slopes. An upside-down triangle means a downward slope. So, our fort is being dug horizontally into the steep incline of a hill.
5: A cat!
6: All of these are loose stones, yet to be cleared up because we have nowhere to put them.
Kerion and Tei mainly find olivine (the green stuff), but there’s also some loamy sand (the yellow stuff), thank God. Loamy sand counts as soil, meaning I can use that space for my all-important underground farm. But before I can do that, I have to “muddy” it. Water it, basically. This is somewhat complicated.
“You want what dirty madness?” asked Tholtig.
“I want you to take that bucket,” Jiim repeated, “and tip water on the floor of this chamber.”
“BUT THAT IS DIRTY MADNESS,” screeched Tholtig. Behind her, Tei nodded in stern agreement.
Jiim pinched the mottled flesh at the top of his nose and closed his eyes. He was in terrible pain. He turned to face Kerion, who stood nervously behind him, fingering the grubby pickaxe in his hands. “Alright,” spoke Jiim. “Kerion. Go outside, climb the hill, and dig a chamber directly above this one. Then dig a pit in the floor. Tholtig? You must make a pond in this pit that Kerion will fabricate. Ponds are practical, and can be used for cave-carp or drownings. A fortress must have one.”
The dwarves nodded their approval, and set to work immediately. Staying in the sandy chamber, Jiim watched as within the hour a hole had been punched in the ceiling, and soon buckets of water were coming splashing through.
Jiim stroked his belly, and he worried. It would be a long year.
This is genuinely the simplest method of irrigation in Dwarf Fortress. Telling your dwarves to create a pond in the room directly above your farms, thereby soaking the Earth, then when the ground is good and sodden you tell them to stop and let the water evaporate. That’s the kind of game we’re dealing with here.

More basics. It starts to rain, so I get everyone to shift our food supplies indoors so they don’t start rotting. Kerion and Tei dig some downward staircases, and once they’re down there they begin hollowing out what will become Jiim’s immense stone storage chamber and masonry workshop. I spot skilled miner Kerion taking a nap on the floor while Tei pushes on with the work. Rather than thinking him lazy, I imagine he’s just tired himself out.
Tholtig gets to work chopping down most of the trees around our fort’s entrance, then uses the lumber to throw up an outdoor carpenter’s workshop. Here, she begins producing beds, which I use to create a crude barracks for everybody. No more napping on the floor, lads, it’s bad for morale.
During all this the cats get on with giving the local wildlife a hard time. Scattered around our fort are the corpses of dragonflies, rats, toads and tiny lizards. I designate a refuse dump outside our entrance, hidden behind a hillock. Corpses and filth left inside the cramped confines of your fortress create ‘miasma’, which makes dwarves miserable. This can graduate to being lethal if, say, your fortress is also under siege, and the dwarves trapped inside start losing their grip on reality.

Alone in the peace and quiet of his masonry chamber, Jiim sets to work chiselling furniture for the fort. That’s not me getting fruity with my descriptions. Dwarf Fortress models noise and boistrousness, with workshops and bedrooms not functioning as well if you put them next to, say, a dining hall. Which is what I build next, actually. Excavating the dining hall-to-be, the boys make a discovery.
Tei heaved his pickaxe into the rock, and, upon pulling it back, found a strange stone staring out at him from the crack.
“Kerion come and look at this strange stone that stares out at me from the crack!” Tei cried.
Kerion marched over to him, wiping his perspiring armpits on Tei’s shoulder, which was Kerion’s privilege and his duty as chief miner. “Tis a jelly opal,” said Kerion.
“A jelly opal,” said Tei. “That is too strange!”
And Kerion turned to face him then, and Tei saw in Kerion’s eyes that same eternal stillness of the stone itself, and Kerion delivered Tei a powerful blow that nobody would ever see. And in that moment, Tei understood. He never disrespected the Earth again.
With the dining room hollowed out I get everybody hauling Jiim’s stone tables and chairs up the stairs to set them in place, which has got to be a massive pain in the ass but my dwarves don’t grumble. Aleck is the first person to use the new dining room, sitting alone at a table with a meal of dried horse intestine.
Outside, the rain clears. Inside, the last of the water in our underground farm has almost evaporated. Soon it’ll be time for Johon to plant his crop of Plump Helmet mushrooms, and then we can set up a kitchen, and a still to make mushroom booze.
Perhaps Onionbog will be alright after all.



23/09/2010 at 10:33 Eclipse says:
hello there :) that tileset looks awesome, can you tell us where to find it and how to install it?
23/09/2010 at 10:37 Quintin Smith says:
Oh, sure! It’s the May Green tileset, recommended to me by Hero Games Journalist Dan Whitehead. Get it here:
http://mayday.w.staszic.waw.pl/df.php
Editing it into the article now.
23/09/2010 at 11:01 HexagonalBolts says:
I’m tingling with anticipation, you lot are perfect to do something like this!
Advance warning though Quintin: Not to sound like an MMO company, but if you want to get in to the meat of Dwarf Fortress it can take a *huge* amount of time simply because of its sheer depth. To even get up to invasions, a crucial part of the game, will require you to have a population of over 100 dwarves…
And then, population requirements aside, there are vast and bewildering arrays of other things that even hardened dwarf fortress players don’t dare dip their toes in to. Windmills, waterwheels, the ominous and spoilerific “hidden fun stuff” (dwarf-pedia it), all the different workshops, the complications that arise from defences, learning how to optimise your fortress and zoning to name but a few… it’s a tricky beast to tackle. But I think that’s also one of the game’s main appeals. It keeps providing new and zany experiences no matter how deep you dig.
23/09/2010 at 11:05 Quintin Smith says:
Yeah, I appreciate just how out of my depth I will soon be. In later instalments I expect I’ll be welcoming advice.
23/09/2010 at 11:19 AndrewC says:
It’s true, Dan Whitehead is so sexy.
23/09/2010 at 11:27 President Weasel says:
I strongly recommend the Lazy Newb Pack from http://www.bay12forums.com/smf/index.php?topic=59026.0
It contains tilesets and handy tools like Dwarf Therapist, which is extremely useful for telling your little mans what they should be doing.
23/09/2010 at 12:28 Ovno says:
I made a DF Noobs Starter thread on the forums last week contains links to tutorials and the Lazy Newb Pack…
http://rockpapershotgun.com/rpsforum/topic.php?id=3400
23/09/2010 at 12:34 Ovno says:
Also don’t forget about StoneSense it vizulisies your world in isometric 3d.
23/09/2010 at 14:18 mlaskus says:
Wow, I just googled StoneSense and it looks incredible.
http://www.bay12forums.com/smf/index.php?topic=43260.0
23/09/2010 at 15:05 Burc says:
Here is my tip to you all:
Mike Mayday added some highlights to the tileset not to long ago, and i am of the opinion that it made it look a lot worse.
If you change the four instances of “mayday.png” to “mayday-sans-highlight.png” in data/init/init.txt you will get to experience a way cleaner graphicsenvironment, where black is really black and not the grey you can see in the screenshots.
In my opinion it’s a lot nicer to look at.
24/09/2010 at 13:28 Bunny says:
@ Hexagonalbolts
As a hardened DF player I can assure you that windmills and waterwheels are actually incredibly easy once you get the hang of it. I’ve breached the HFS many times, also. Granted, I die horrifically every single time, but then that is the best part of the game!”
The learning curve is steep, but once you reach the verdant green shores at the top, it is really worth it
23/09/2010 at 10:38 Chris says:
What tile set are you using?
23/09/2010 at 10:40 Chris says:
Please note I wrote the above comment before the other two comments were up.
23/09/2010 at 10:38 Seraphim2150 says:
So, how many days do we give Onionbog before the dwarfs are all dead or gone mad?
23/09/2010 at 10:41 JB says:
Maybe hours would be a better measure than days? =)
23/09/2010 at 12:28 Rob says:
Just to be safe, I’ll get out my stopwatch.
23/09/2010 at 10:40 Lars Westergren says:
>Tei, peasant miner and cook
Careful with the fanservice, or everyone will demand you put them in the game.
:)
I tried DF some time ago, but I just couldn’t get past the interface. Still looking forward to this series.
23/09/2010 at 10:52 Lars Westergren says:
… can I be in the game?
=)
23/09/2010 at 11:27 stahlwerk says:
Haha, Dorf me pleeze (no, seriously, do it!) :-D
My last fortress was starved by my ineptitude of the irrigation/farming process. I dug channels to two small lakes just above my designated area, but the water didn’t quite reach to the farm, mostly evaporating in the channels. Didn’t know the well/pond trick then. But when I finally had everything irrigated by brute force (where there’s a river, there’s a way), I failed at the farming interface and nothing was ever planted. Well shucks. It was fun, as they say.
23/09/2010 at 11:54 Rinox says:
I would kill to be a dwarf in Quinns’ fortress. Then I’d kill as a dwarf in Quinns fortress. Over a piece of cheese.
23/09/2010 at 15:01 Devenger says:
Then I would kill you over an engraving of an engraving of said cheese.
23/09/2010 at 15:17 Rinox says:
Only if, upon my death, you promise to make an engraving of you standing over my corpse triumphantly while holding the cheese in one hand and the engraving of the engraving of a piece of cheese in the other.
23/09/2010 at 16:04 Tom OBedlam says:
I wanna be a Dorf
i think that was recorded by the Stone Roses right?
23/09/2010 at 16:11 Burningpet says:
Heh, i could settle for being the cat. just unleash the magma on it and were good.
24/09/2010 at 10:47 Tom OBedlam says:
Now I wanna be your Dorf – The Stooges
24/09/2010 at 11:16 HexagonalBolts says:
I think I should be a dwarf for my handy advice. Heh.
23/09/2010 at 10:42 Flaringo says:
Woohoo, Dwarf Fortress!
23/09/2010 at 10:54 Flaringo says:
By the way, I will totally be in the next batch of immigrants, right?
23/09/2010 at 10:44 The_B says:
Most importantly: how is Johon at healing?
23/09/2010 at 10:47 Xercies says:
I’ve been playing the tileset in the Lazy newb set and i actually think that ithat makes it so much easier, also i’ve been watching the 51ippy cup lets play tutorials and basically both of them have been a god send.
Now though, I have a fortress with MILLIONS of stones and i’m not kidding there there is absolutly tons and i have no idea the differences between the types and what i should do with some of them and that.
Also I may have started farming a bit late which makes me worried that my guys will starve to death. The whole game is peaceful so far.
Its an absolutly great game everyone should if they want to try it, watch thse tutorial videos and get the lazy newb pack.
23/09/2010 at 10:48 pakoito says:
It’s 16 hours of tutorials IIRC, right? It’s not even up to the new cave systems.
23/09/2010 at 11:08 HexagonalBolts says:
A vast majority of stones are just there for realism – they all essentially do the same job. It is only these ones that are important:
- Metal ores, usually obvious from a different style in the tile pack and used to make metal.
- Obsidian, signals lava, more valuable than other stones, may be used to make swords
- “Flux” stones, (calcite, chalk, dolomite, limestone and marble) are more valuable and may be used to create pig iron (required for steal) at the smelter
- Coal, for furnaces
- And bauxite, it is the only magma-proof stone, and required for use in mechanisms in contraptions that will come in to contact with lava.
23/09/2010 at 12:59 Bluebreaker says:
About magma safe, that doesn’t hold anymore.
There are currently plenty of stones that are magma safe.
23/09/2010 at 13:08 Henk says:
With the new versions (the one in the article) there are a lot more magma-proof stones, and bauxite isn’t special anymore.
23/09/2010 at 13:13 StarDrowned says:
Unless he’s playing an old version, there are a lot more magma-proof stones now. Since Toady changed it, I’ve had to look up nearly every stone I find to see if it’s magma-proof or not.
Quinns, I’m going to have to make a suggestion, nay, a DEMAND!
Dig down. The caverns that you find are really neat, and since Toady implemented them, have been the highlight of my dwarfing.
Right when I start, I generally find a good, flat, low point and dig my way down until I find the caves. I then scout as much of the cavern without truly entering it, via mine shafts above, breaking holes in the cavern ceiling or high up in the walls to peek down. Once I find a good spot that I can wall off without too much trouble, I move in. If you want an organized home, it’s not ideal, but if you want a lot of real estate without having to dig for years, it’s great. Also, you’ll almost always find water down there. And eventually, magma.
For bonus points, embark near a volcano and delve down beside that. Magma forges on any floor of your fortress, plus it’s easy to make obsidian farms with all the underground lakes around.
Of course, I have to work fast, because I completely neglect everything until I find my subterranean home. You’ll have some grumpy, starving dwarves if you’re not careful. They might as well get used to the feeling now.
Time to STRIKE THE EARTH!
23/09/2010 at 13:19 StarDrowned says:
Just wanted to add, all open ground in natural caves is naturally muddied. Sure, you’re probably about 15 floors underground, but its still the best place to farm.
23/09/2010 at 10:47 Eclipse says:
Btw, Dwarf Fortress has probably the worst interface ever created in gaming history. Ok the game is deep but the interface is just as shitty as you can get, I don’t even remind any dos game supporting mouse or not with a worst interface. and I’ve played tons of complex strategy and simulation games back then in the 486 era.
23/09/2010 at 10:48 Snall says:
Tileset? Sellout!
24/09/2010 at 17:08 Alex says:
Ya dude actually would be easier to start with ascii. Easier to tell a red dwarf from a yellow dwarf, vs trying to distinguish a miniature axe or some such.
23/09/2010 at 10:49 demonarm says:
Just throwing an idea into the room: Dwarf Fortress with the Minecraft engine?
23/09/2010 at 10:53 Lars Westergren says:
Yes, you are not the first to have realized the awesome possibilities.
There is a DF -> Minecraft map exporting tool already. But porting the complex simulation mechanics of DF would take rather a lot more of work I think….
23/09/2010 at 10:57 Snall says:
Not to mention can you imagine how slowly it would run even on a top-end machine? It would take years just to make it run decently on a friggin Quad-core beast. (Not saying it wouldnt be super duper Subversion awesome though, cause it would be)
23/09/2010 at 11:12 MadTinkerer says:
Someone’s already figured out how to import DF maps into Minecraft. Don’t have the link handy, though.
23/09/2010 at 11:24 Lars Westergren says:
“DF to Minecraft utility”
http://www.bay12forums.com/smf/index.php?topic=64473.0
23/09/2010 at 11:26 Lars Westergren says:
>Not to mention can you imagine how slowly it would run even on a top-end machine?
Umm, not necessarily. Java *can* be pretty fast if you do it right, and from what I have heard the DF code is pretty messy and unoptimized (not to take away from the amazing accomplishment of the game).
23/09/2010 at 11:34 Snall says:
Both games are not overly (hah) optimized…together…no. Like I said it would take years to mesh them well enough to use by 99% of people (Imo obviously).
24/09/2010 at 09:15 demonarm says:
Thanks for pointing out the utility, gentlemen!
23/09/2010 at 10:51 alh_p says:
Quintin you beautifull b*stard, I also started playing Dwarf fortress last week and suffered the same ignominy at the hands of the merciless “maintenance of the Dwarf fortress wiki”. I salute your good writing sir.
23/09/2010 at 10:52 misterk says:
“A fat, grumpy dwarf with braided hair, braided sideburns, a braided beard and a long moustache arranged in double-braids”
and in the game!
..I don’t care that it doesn’t make sense.
I feel like dwarf fortress is one of those games with a blisteringly hard difficulty curves that those who spend their time making their life rubbish learning it rather than having fun feel compelled to tell everyone else how amazing it is. Same with DOTA.
23/09/2010 at 10:53 Tei says:
Knowing a bit of DF, I think the miner that share mi name will survive long and become legendary, and one day will claim I MINE IN MY MINE AND WHAT I MINE IS MINE!, and will be killed by all other dwards :D
Littel he know that dwarfs are communist, and share all things. COMMUNIST DWARFS!, I tell you.
23/09/2010 at 10:57 Huggster says:
Get back to digging and stop talking.
*punches in face*
23/09/2010 at 11:51 Rinox says:
Best comment reply ever
23/09/2010 at 16:15 Burningpet says:
Seconded, best comment reply ever.
23/09/2010 at 10:56 Baboonanza says:
Um, unless it’s changed recently you don’t have to irrigate loamy sand or soil, only bare rock.
I find the interface is not that bad once you’ve got used to it. When you’ve memorised the key presses it’s faster than using a mouse would be more most actions. The notable exception to that is the managment of large number of dwarves, which gets to be a complete pain.
23/09/2010 at 11:02 Quintin Smith says:
It has been changed recently, I think. Irrigation is pretty much mandatory for underground farms now.
23/09/2010 at 11:11 HexagonalBolts says:
Quintin’s right, it changed for “DF2010″. I think I remember hearing it was actually a bug but it made the game more fun so it stuck.
23/09/2010 at 11:14 Mr Pink says:
It is indeed a bug, as confirmed by the current DF wiki page on farming. Certainly makes the early game a bit more challenging, so maybe it’s not a bad thing.
23/09/2010 at 11:25 Daniel Klein says:
The way I usually go about farming in DF2010 is to find a small pond in the countryside near my fort and then bravely tunneling into that pond from below. You may need to close the hole again if you’re in very rainy territory (or just build drains into your field) as otherwise your farm may be flooded every now and then.
23/09/2010 at 11:30 Redem says:
You do have to irrigate everything you dig out, but you can build a farm on any sort of surface, doesn’t need to be soil any more. Also, you can build farms without irrigation on any soil outside, or if you dig down into the caverns.
Secondly, I prefer to drain a lake into a farm complex, or use some floodgates to drain some water out of a river, a bucket brigade takes up too much time in the early game, time your dwarves could be using to dig and drink and other dwarfy things.
23/09/2010 at 11:39 alh_p says:
If you play the version on which the tutorial which Quintin refers to is based (http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/) , you don’t have to irrigate your fields – or at least I haven’t and i’ve still been able to cultivate plenty o’ plump helms.
23/09/2010 at 11:40 President Weasel says:
I always start my fort near some sort of pond. Dig out a room next to the pond, channel through the wall (preferably tow or three squares wide so you get a good flow), watch as water floods the room, build a wall between the pond and the farm so baddies can’t get in, wait for evaporation, farm.
So far I’ve never had to use the buckets-and-hole trick.
23/09/2010 at 13:34 jalf says:
Oh yeah, it definitely changed. I’ve got a string of 4-5 starved-to-death fortresses to prove that irrigation suddenly no longer worked the way it used to…
23/09/2010 at 15:53 The Great Wayne says:
Myself i remember making a system with dual doors and levers to irrigate my farms with the water from a local lake, like a tide gate.
I’d close door 1 (the one fortress side), open door 2 (the one water side) let the water pour in quickly then close door 2 and open door 1 to let farmers in. It’s a bit more complicated, but it can irrigate large farms very quick provided you have a large enough water source without risking drowning an entire level of the fortress. And it’s more classy.
Of course, remember to put the levers in the corridor outside the whole room. You’d be surprised how many times I had to try at first to get this system right when I first started DF :p
23/09/2010 at 10:57 Schaulustiger says:
Oh, this will be great. I just have to resist to not install DF again. I’ll be happily following all the tutorials again, building and mining and then quit when trying to manage the likes of 40 dwarves. Damn you and your horrible interface, Dwarf Fortress!
23/09/2010 at 13:51 Burc says:
The answer is DwarfTherapist. Without it, managing more than 20 dwarfs is a pain. With it: It a breeze.
23/09/2010 at 11:00 CMaster says:
Keeping with the injoke theme:
What are the odds on the fortress having Iron shortages?
I mean, it is in a swamp.
23/09/2010 at 13:04 Malibu Stacey says:
in 31.xx? About zero. There’s so much ore in every embark you end up not knowing what to do with it all.
There’ll be magnetite coming out of every mineshaft soon enough.
23/09/2010 at 19:39 Unaco says:
I thought Quinns rectified his Iron deficiency in the MineCraft diary? Or did he lose all of that?
23/09/2010 at 11:01 Flaringo says:
For anyone who’s having problems managing lots of silly dwarves, I bring you Dwarf Therapist (with 31.12 support)
http://www.mediafire.com/?q4tnm2kc0yiuq74
23/09/2010 at 11:48 Norskov says:
Dwarf TheRapist 0.6.1 has been released and supports both 31.13 and some of the older versions.
http://code.google.com/p/dwarftherapist/downloads/detail?name=DwarfTherapist-0.6.1.zip
23/09/2010 at 19:53 SheffieldSteel says:
Now it just needs to be combined with Dwarf Analyst…
24/09/2010 at 02:21 merc says:
Arrested Development reference for the win.
24/09/2010 at 02:24 InVinoVeritas says:
I thought it was a Celebrity Jeopardy reference, myself.
23/09/2010 at 11:01 pierec says:
Great stuff, I love reading about Dwarf Fortress.
23/09/2010 at 11:02 Morte says:
as about the only person in the entire world who didn’t ‘get’ minecraft, I am very interested to read this, this is more my thing. Dwarfs.
23/09/2010 at 11:33 drewski says:
I don’t *get* Minecraft either.
23/09/2010 at 14:20 Boris says:
That makes three of us then.
OT: YES! Finally! The press not just throwing up articles about “this obscure game you should know about but we cba to look into enough to write anything sensible”, but actually playing it. Good stuff.
23/09/2010 at 16:17 Fumarole says:
You three didn’t have Legos as kids, did you?
23/09/2010 at 22:06 SheffieldSteel says:
THE. WORD. IS. LEGO. >:-[
24/09/2010 at 01:05 Boris says:
Sure I did. But today I can have more fun with 3D and/or graphics software, which doesn’t limit my imagination to a set bunch of rules.
And I agree. Lego. Not legos. Isn’t that the fried stuff from hungary you eat with sourcream, red onion and caviar?
24/09/2010 at 16:16 Malibu Stacey says:
“Sure I did. But today I can have more fun with 3D and/or graphics software, which doesn’t limit my imagination to a set bunch of rules”
Irony overload detected. Please restart the system & try again.
23/09/2010 at 11:07 Jerricho says:
I’ve had the same fort running for months now after reclaiming it from a Goblin horde as well as several forgotten beasts and Rutherers and Crundles and a few trolls which all simultaneously attacked.
Most recently it was under siege for 4 game years. Amazingly the Dwarves haven’t gone mad and killed each other yet although the fort itself has proved to be something of a widowmaker thus far. I had to build a new graveyard.
I’m trying to build a pumpstack at present from an underground sea to a tiny water feature in the dining room. Totally worth it.
23/09/2010 at 11:08 Item! says:
Ah good old DF, I love to read these kind of diaries/play-throughs.
Can’t abide playing the damn thing myself of course, but the world is an infinitely better place for it’s existence.
23/09/2010 at 11:10 Anonymous Non-ASCII Coward says:
A slightly prettier tileset (IMHO, YMMV) is Ironhand’s tileset: http://www.bay12forums.com/smf/index.php?topic=53180.0 Ignore the picture of the day.
It’s also as easy to install as Mayday’s, just extract and play. Strangely, it also mods in llamas. This makes me think of the Maxis of the SimCity 2000 era, which is cool.
23/09/2010 at 11:11 Anonymous Non-ASCII Coward says:
Erm, by ignoring the picture of the day I meant that the tileset is actually prettier than the picture of the day suggests. :)
23/09/2010 at 11:23 Quintin Smith says:
Ah yes, I tried that, but didn’t like it because it made the text V E R Y F A R A P A R T
23/09/2010 at 11:16 Lobotomist says:
Wait!
Talking about tilesets, why nobody mentions “Stonesense” isometric tileset ?!
http://www.bay12forums.com/smf/index.php?topic=43260.0
Just look at this screenshot
http://i.imgur.com/WT0jH.png
23/09/2010 at 11:24 Harlander says:
It’s not a tileset, is why. It’s some sort of ludicrous memory-prober and external visualisation doohickey.
It’s also awesome, but that’s beside the point I think. You can’t yet play the game through it.
23/09/2010 at 11:28 Quintin Smith says:
Yeah. It’s cool, but I’m trying to give people a stronger sense of what it’s like to play the game than most Dwarf Fortress AARs. Besides, I wouldn’t want to tread on the toes of the excellent Bravemule:
http://www.bravemule.com/
23/09/2010 at 14:24 Norskov says:
The illustrations accompanying the story(Bravemule) are just amazing.
23/09/2010 at 11:20 Gesadt says:
yea as one of the posters said get the lazy newb pack, it has tilesets bunch of other useful utuilities like stonesense which generates your world into for your viewing pleasure. get it here
23/09/2010 at 11:29 Quintin Smith says:
No! No! Sci-fi robot font! No!
24/09/2010 at 00:13 Collic says:
You really should get dwarf therapist, though. You will find managing dwarves a lot easier with it, and without you’ll go nuts once you have to manage upwards of 30 of them. In DF2010 you’ll get to those numbers pretty soon, too.
23/09/2010 at 11:23 K says:
> Perhaps Onionbog will be alright after all.
HAHAHAHAHAHA!!! Doomed! You are all doomed!!!
I would play a ton of DF it had an interface that was as “easy to use” as Visual Studio. Have you seen VS? Shortkeys usually need three to four buttons, because there are too many functions for 102 keys with only two of them pressed…
23/09/2010 at 11:26 Harlander says:
It’s more like vi than VS.. endless sequences of commands, rather than chords.
23/09/2010 at 11:47 K says:
True, that is the better comparison. I’d prefer to play DF with vi or emacs still. Those are complicated, but usable.
23/09/2010 at 12:52 Harlander says:
I found DF easier to get a handle on than vi, actually, because you can have a list of the key codes onscreen at all times.
23/09/2010 at 18:29 pepper says:
My most sincere apology’s wont be enough:
EMACS!
23/09/2010 at 11:27 luce says:
Must depend what version you play because in DF2010 there are like 20 different magma safe stones. Otherwise my mica magma smelters/forges would be melting.
23/09/2010 at 13:49 Koozer says:
a mica forge? Hnngh my inner geologist is crying.
23/09/2010 at 15:35 Sassenach says:
Cry into one of these handy cinnabar mugs one of my dwarves made earlier.
23/09/2010 at 11:28 Ragepyro says:
http://www.bay12forums.com/smf/index.php?topic=64473.0
Would be the link to the DF -> Minecraft converter.
23/09/2010 at 11:31 Daniel Klein says:
You’re going to need to start creating some wealth for trading, Quintin. I find the easiest way to do that is stonecrafting. If you can spare a dwarf most of the time (which usually you can), set him up as a stonecrafter and deactivate all other labour. He’ll learn very quickly and start crafting valuable trinkets in no time. Additionally, since you’ve already found gemstones, the best way to turn those into even more money is to set them into valuable stonecrafts. Come your first trade caravan (usually in the autumn) you’ll have more than enough shiny stuff to trade with.
23/09/2010 at 11:32 Web Cole says:
I call dibs on the first useless immigrant peasant! :P
23/09/2010 at 11:34 Malagate says:
Quinns, in a swamp, with dwarves? Unless that’s an actual mountain he’s digging into, he may well not be “Iron Quinns” in this game…oh and has dearest Quinns checked for an aquifier? Those being very common in swamps, there could be great potential for “fun” here if there is. Double fun if the inevitable goblins show up with swamp-only mobs called Rapto-I mean “Beakdogs”.
Strike the earth good and hard Ironless-for-now-Quinns, even though you brought along crappy tools instead of bringing along your own ore and fuel to forge badass tools to start with, I’m sure you’ll have lots of “fun”.
23/09/2010 at 11:36 President Weasel says:
At some point your fort will be attacked by goblins. Hopefully by this point you will have lockable doors at your entrance, and/or a drawbridge worked by a lever.
However the first time it happened to me, I couldn’t for the life of me find the “get inside the fort, you wee numpties! baddies are outside!” command. I got help:
————–
There used to be a really easy button for this but recently it’s been made a bit more complicated.
Press these keys:
w (define burrows)
a (add burrows)
Enter (define this burrow)
paint an area by pressing enter, moving the cursor and pressing enter again
Escape, Escape (leave burrows menu)
m (military)
a (alerts)
Right, right (should take you to Inactive alert’s Burrow 1. Inactive should read CIV next to it)
Enter (A letter should appear next to Burrow 1)
Now all your civilian dwarves will rush over to the burrow you defined. Burrows are great, by the way. They can also be defined across multiple Z-levels.
———————
My favourite thing so far in Dwarf Fortress is the Danger Room that you can create to train up your military. With thanks to Jeepers on the eurogamer forum, who got it from the Bay 12 forums:
I set up 9 wooden training spears (it’s under Traps, vertical spike or spear) circled around my barracks-making Weapons Rack. Link these up to a lever and have someone pull that lever constantly. As your soldiers carry out their normal sparring, they’ll also rapidly improve their Dodge, Block and Armour-using skills. You can get these stats to Legendary in a season or so, which helps their fighting skills massively.
23/09/2010 at 12:32 Dozer says:
And also gets rid of babies and pets!
I think this is a bug. Babies wounded by the wooden training spears when their mother was training in the Danger Room don’t get taken to the Hospital and fixed. They have to wait until they become self-propelling Children, and then my chief medical dwarf (notable for having no medical skills) refuses to do anything.
23/09/2010 at 13:16 Xercies says:
How do you make gates/drawbridges, the only thing I can find are doors which only let you build next to walls and i’m guessing aren’t very good at defence.
23/09/2010 at 13:46 Malagate says:
@Xercies, if I recall correctly, to build a bridge it’s [b] then [g], from there you can position it and change its size, then when you place it you choose which direction you want it to raise (or choose no direction if you just want it to retract), then choose the stones and it’s ready to be built. Which takes ages. I think it needs a mason and an architect to boot.
Still, once ready all you need to do is link it up to a level or pressure plate and you’ll be ready to make lots of fun with bridges!
23/09/2010 at 13:54 President Weasel says:
curse you, captcha! you stole my post. must remember to copy the post first just in case.
You can link doors and hatches, bridges, floodgates, spear traps, and complicated machinery to levers using mechanisms. 1 mechanism to build the lever, then Q the lever and use two more mechanisms to connect it to anything at any distance using hte power of quantum entanglement.
A door connected to a lever can be shut firmly in the enemy’s face (but some baddies can smash things). A drawbridge (which is just a bridge connected to a lever) over a moat or deep ditch, especially if it raises up in such a way as to cover the entrance to your fort and foil flying baddies, is an excellent defence.
the Danger Room kills babies, so move any baby mommas out of the militia. It kills pets, so don;t assign pets and war dogs to your militia.
Some pets will try to get in anyway because they are idiots. You can pet-proof doors using Q, but the pets tend to wait until a Dorf opens the door and then sneak in.
I have decided this is a feature rather than a bug: forts get overrun by cats anyway, so a combination danger room and cat mincer is actually quite handy.
I’d recommend attaching any war animals to an archer squad instead of your melee bods, since they should be training in a separate room anyway and the animals will be a handy meat shield for them.
23/09/2010 at 11:48 neofit says:
When it gets a proper visual feedback system like the isometric Stonesense “tileset”, windows and mouse controls, I’ll pay an AAA price for it. Until then, well, there are a LOT of other games to play. ASCII-pseudographics and keyboard commands are too much work. Unless you’re a welder (Monty Python reference) maybe… I spend too much time at work in a telnet or ssh window to spend my free time in one afterwards :).
23/09/2010 at 12:05 sexyresults says:
Oh stoneset tilest with a good interface, makes me giddy with thought and sad with realism
23/09/2010 at 11:57 sexyresults says:
Cannot wait for more
23/09/2010 at 12:02 Theory says:
It’s a shame you’re starting now. There are a bunch of major bugs in the latest version, including ridiculous urban sprawl covering half the world (sounds like you’ve discovered that already), a ridiculous overabundance of minerals (perhaps not an issue in a swamp), and creatures being able to attack/interrupt from 20 or more z-levels away (again, the swamp probably saves you).
But to make this post a little more positive, here’s how to punch through the aquifer beneath your swamp.
# Build a mechanist’s workshop and create a lever and four extra mechanisms. If you can’t find enough stone above the aquifer you’ll have to trade a caravan for some.
# Mine and channel out a plug of land, the taller the better. Mine out *two* levels of earth beneath it, creating supports (press b,S) at both levels and linking them to your lever (lever > Link to Support).
# Once the plug is completely free-standing, except for your supports, pull the lever. They will disappear and plug of earth will collapse, crashing through the aquifer and creating a dry “chimney” in which you can create stairs to reach the rock below. Zing!
23/09/2010 at 12:07 Ian says:
Obligatory I-still-need-to-give-this-a-try comment.
23/09/2010 at 12:14 Brulleks says:
No no no no no no no.
You’ve already got me to buy Minecraft and thereby desecrated what little outside life I had left, you’re not going to get me into this now as well.
Palms firmly over eyes. La la la la la la la.
23/09/2010 at 12:21 Lambchops says:
Couldn’t get into Dwarf Fortress in the slightest myself but I’m looking forward to reading about more dwarven adventures.
23/09/2010 at 12:38 Oozo says:
Ah, Dwarf Fortress, you had me smirk lately. You see, there’s an animation film festival in Switzerland that lately warmed up to video games. So they do make some sort of exposition each year, where they put different games on display for fleeting passersby to stop and have a look.
This year’s topic was “indie game aesthetics”, and among other games like “Samorost”, “Gesundheit!”, “Crayon Physics Deluxe”, “The Path” or the “Sword&Sorcery EP”, they also chose Dwarf Fortress…
I guess somebody thought that the ASCII-graphics would look neat as a counter-point to Modern Warfare, or something – still, a game less fit for that sort of “pick up and there you go”-approach they were aiming for would be hard to find.
So I smirked, arrogant bastard that I am.
23/09/2010 at 12:44 Caleb367 says:
Hey, you been thinkin’ about putting in Stonesense and / or Dwarf Therapist? They’re two third party utilities which respectively render the game window in isometric view (with GRAPHICS! Still not playable from there, but makes for excellent screenshots and general what’s-going-on) and manages dwarves by monitoring their actual job, status, mood and so on.
Oh, by the way: can’t wait to see what horrible doom awaits your happy fortress.
23/09/2010 at 12:46 Dozer says:
Norska is using the correct capitalisation too!
23/09/2010 at 13:00 ZephyrSB says:
…prefers second screenshot.
I dunno what it is about tilesets, but I just can’t absorb the information from all that visual noise, particularly the dwarf/creature sprites. A bold, block colour smiley face I can absorb and understand quickly, but a bunch of sprites skittering about only differing by a few pixels? I just don’t seem to be able to do it.
Granted, I don’t use curses. I’ve melded a few of the clearer sqaure font sets together, with the addition of a few symbols – but it’s still an ascii-like square-tile appearance…
23/09/2010 at 13:11 Tupimus says:
Bauxite isn’t the only magma-proof stone around any more – hasn’t been since 2D days. Consult the wiki.
And Cobaltite isn’t an usable ore. Refrain making crafts from the crap, however. It has triple the weight of ordinary, non-economic stone, making your dwarves slower to haul the things.
23/09/2010 at 13:20 ZephyrSB says:
…but it’s such a pretty shade of blue….
23/09/2010 at 13:13 Mandf says:
The worse interface belongs to Space Station 13. Dwarf Fortress interface is not SO horrible.
23/09/2010 at 13:47 Harlander says:
True that! SS13 beats DF’s interface hands down in the awfulness stakes.
23/09/2010 at 13:18 Sporknight says:
@Morte
The appeal to Minecraft is in physically building your fortress with your own hands. In DF, you set about designating what you’d like your dwarves to build, and if you’re lucky they’ll get around to it when they’re not busy sleeping, drinking, eating, or moving rocks around.
In Minecraft, however, you actually get to lay, rock by rock, your own home in this strange, lonely world. It’s a lot more visceral, and the payoff feels a lot greater. Instead of “I told my dwarves to build this”, it’s “I cut down the trees and carved the rocks *myself* to build this house/statue/castle/etc.”
23/09/2010 at 17:37 Jhoosier says:
True, but there’s something to being able to say, “I successfully persuaded those good-for-nothings to build this.” They’re both building games, but in DF I like being able to have several projects going at once, whereas with Minecraft I can only do one at a time. Maybe I want to build my underwater box AND the lavafall in the sky.
23/09/2010 at 13:27 ix says:
All the other commenters seem to be people who have already played this. I really couldn’t make much from the screenshots. It’s top-down, okay, but it seems to work with a strange sort of double perspective for the outside and the inside together? Is it aerial view outside and cross-section view inside?
Not to be annoying here, I’m sure it makes sense when you play, but I had some trouble connecting what I read in the story to the actual screenshots.
23/09/2010 at 13:45 jalf says:
Yep, what you see is a cross-section, basically a flag slice of the world. You can move the camera up or down a Z-level to see other layers
So the blank black (or dark grey it looks like, in this tileset) areas are basically the middle of a mountain.
Also as noted in the article he found a bunch of green stone, so you can’t assume that green stuff == grass. :)
23/09/2010 at 13:45 Harlander says:
It’s top-down everywhere; basically a flat planar slice through the world. Inside, you see either stone or floors depending on whether they’ve been dug out or not.
Ground outside is pretty much just another kind of floor.
That any help?
23/09/2010 at 13:50 ix says:
So, just to be clear, the pond that they make on a level atop the chamber for the farm is never actually shown?
Also, shouldn’t farms have a light source?
23/09/2010 at 14:00 Harlander says:
I don’t think the pond was shown, no.
Dwarven crops are things which can grow in the absense of light or in low-light conditions. Other crops in the game have to be planted in the sunlight, though.
23/09/2010 at 17:41 Jhoosier says:
ix: Quinns never actually created a pond. He designated a pond area, which basically tells your dwarves to dump buckets of water into it. Since they were dumping it into a hole above the farm area, water couldn’t accumulate. It’s another of those weird definition problems DF has.
23/09/2010 at 13:38 jarvoll says:
Bauxite is no longer the only magma-safe stone. There are heaps of them now – check the wiki.
23/09/2010 at 13:53 groovychainsaw says:
Dwarf fortress only gets exciting when either 1. Your dwarves start rebelling against your orders (strange moods/starvation/personal issue/additction to monkey-skin slippers) or 2. You get attacked by ‘things’.
Whatever you do, once you’re reasonably well established, starting engraving the walls and floor. The dwarves will write their stories of their notable memories of the fort in the engravings, sometimes these are priceless and things that completely passed you by, and imbue your dwarves with a lot more character. I had them drawing pictures of ‘”Knrgar the kobold trouser thief” caught running away with the leader’s trousers’ EVERYWHERE. Which is naturally hilarious.
23/09/2010 at 14:20 Kid A says:
Yes, but the thing is, those little (or in the case of goblin sieges, large) unexpected events are pretty much what makes the game. It’s not about settling into a routine and grinding along until something too big comes along – it’s about bouncing from one mini-disaster to the next, until you finally lo-er, have fun.
23/09/2010 at 14:24 Mattressi says:
Tell me you started with an anvil, right? If not, you need to ensure you learn how to trade before the next caravan comes so you can get one. Otherwise, no metalworking for you. I learnt this the hard way :(
23/09/2010 at 14:36 Thingus says:
I’m amazed (after a cursoroy glance at the comments) that no-one’s mentioned Boatmurded yet; http://lparchive.org/LetsPlay/Boatmurdered/
Now, a two-gate lava-based anti-elephant doomsday device should be the first thing on any pioneer’s agenda.
24/09/2010 at 00:15 Collic says:
I always assume everyone is already aware of it. It’s dwarf fortresses most well known story, afterall. Still, if anyone hasn’t read it, you really should.
23/09/2010 at 14:58 Zippy says:
I didn’t ‘get’ minecraft either, i punched a tree hundreds of times and nothing happened. Got bored, stopped trying.
23/09/2010 at 15:32 Friend says:
That is perhaps because of the fact that you need to hold down the left mouse button on a single block in order to mine it.
23/09/2010 at 17:52 Clovis says:
Good grief!
23/09/2010 at 21:54 RedFred says:
And he counted!
23/09/2010 at 15:10 starclaws says:
Tile sets are a requirement… There are some tile sets that just remove the damn blockyness of the original letters and objects and that’s it. Smoothing out the lettering and lines and making them more clear is all I needed to help me understand the game a little more. That and lots of wiki time, tutorial videos, and Google. As well as moving the caves deeper into the earth so I didn’t hit them every time.
23/09/2010 at 15:12 Michael says:
I’ve read this site since just after it started up.
This is easily the article that I have enjoyed the most.
I don’t play DF, but might start. Keep writing!
23/09/2010 at 16:19 omicron says:
You have more than one cat. Therefore, you are dead.
23/09/2010 at 16:43 protorp says:
I was thinking that too – does cat-aggedon slowdown still happen? It’s several versions on from my last doomed jaunt these days.
23/09/2010 at 17:38 President Weasel says:
I think it depends on the PC, but I’ve had a fair few cats running round and a couple of hundred Dorfs without suffering death by framerate, although I had noticed something of a drop in speed.
The dual purpose training room and cat murderiser as described earlier should be helpful in stemming the flood of cats, as will butchering the ones who aren’t already pets. The cat murderiser doesn’t make exceptions for pets, so that’s simultaneously useful (cats who are pets can’t escape the slaughter) and unhelpful (Dorfs who lose a pet can get sad, and you never know when one sad Dorf will be the last straw that starts a Tantrum Spiral and dooms your fort.)
24/09/2010 at 05:03 Redd says:
damn, i was hoping to be the first to 2cat.
24/09/2010 at 08:55 Jhoosier says:
The key to surviving cat-aggedon is to only bring one cat. If it’s a male, let it roam free. If it’s female, lock it up and/or butcher it. Then proceed to cage-then-butcher every stray female cat that enters your fort. It’s somewhat time-consuming, but if you cage them as kittens they won’t attach to any dwarf and you can slaughter them at your leisure before they grow into cats and start breeding. Leave 5-10 males free to run around, and you’ll be ok
It’s brutal, but drastic times and all that. Not to mention you can decorate all your trade goods with cat leather to up the value
23/09/2010 at 16:22 El_MUERkO says:
I started playing DF after a previous article on here linked to the the story of Boatmurdered.
My most successful Fort had 50+ residents before it’s inevitable doom.
I await the merger of Minecraft and Dwarf Fortress into the greatest, most addictive coop game ever!
23/09/2010 at 16:23 Ramsar says:
The 2010 version of DF is indeed rumored to have quite a lot of bugs. Luckily it is still possible to play the 40d version (http://www.bay12games.com/dwarves/older_versions.html). Most of the tutorials around are still based on this version.
23/09/2010 at 16:29 Taillefer says:
Tei should have his own room with the lady Dwarves, and you can all be his slaves.
23/09/2010 at 16:52 0graham0 says:
Just in case you haven’t seen the dwarven computer: http://www.bay12forums.com/smf/index.php?topic=49641.0
23/09/2010 at 17:01 Moonracer says:
While I love Dwarf Fortress and am psyched to read this hopefully ongoing dwarf adventure I must admit that the complexity of the game often inhibits (while being the reason for) ones ability to enjoy the many smaller stories. Also, I think these narrated game diaries are a big part of the “gaming as art/story” argument.
Most players will see the ground irrigation challenge as a fortress management/design issue. They will not see it as “story” until it is spelled out with dialogue and embellished narration. When your fort needs more beds and all the trees are chopped down. or when a dwarf is killed hunting and your other dwarves are getting upset because you haven’t built proper burial chambers it is easier for people to get caught up in the game play than it is to see admire the story that has come out of the game’s complexity.
I think this need for more active viewing makes a lot of games (not just dwarf fortress) stand out as something very different from books and movies and closer to something like a painting where not everything is spelled out and you really need to think and read into things.
23/09/2010 at 17:23 Davie says:
Quinns does Dwarf Fortress. It must be my birthday.
Which makes me wonder what happened to the last nine months…
23/09/2010 at 17:50 Ricc says:
Just started playing DF a few weeks ago. I’m so happy you are doing a diary about it! :)
I’m currently sticking very closely to the “The Complete and Utter Newby Tutorials” (wich have been linked to on RPS before). Very useful for beginners, but not using the latest version of DF (so no Stonesense). I’d still recommend them, though. Starting my first own design and discovering DF2010′s new features will be an awesome adventure on it’s own. :)
23/09/2010 at 17:52 nuh uh no way says:
TEI GET OUT OF QUINNS’ VIDEO GAME!
23/09/2010 at 17:54 Casimir's Blake says:
Troll time!
No, seriously, I find it utterly hilarious that there are people here that couldn’t get into Minecraft because they couldn’t work out how to hold a bloody mouse button down to do something. Minecraft has far less depth than DF, granted, but its interface is totally immediate (the gameplay still has a learning curve, but at least it isn’t bloody difficult just to move around and mine things). And, really, what is so hard about holding a mouse button down?
Reading about Dwarf Fortress, let alone playing it makes me want to gouge my eyes out. It strikes me as being beyond the realms of the over-convoluted. A needlessly complicated, messy collection of strategy, management and “roguelike” (and god-knows what else). I look at those screenshots (and I’m not even talking about the ASCII), and begin reading what Quentin has to do to … “do” things, and just glaze over. No not my eyes, all of me glazes over.
I suppose for those of you that truly have no lives whatsoever, DF is the ultimate, and only worthy timesink. Go nuts. Minecraft at least lets you save and return at any point, and that’s useful: I have an album to finish… >.<
(But thanks to Quentin for an article that is, I should stress, up to the usual RPS standards. It's convinced me I never ever want to touch this thing again, for fear of losing any semblance of a life or social circle.)
23/09/2010 at 18:07 Mattressi says:
Err…you know that you can save in Dwarf Fortress too, right? It’s save system is very much the same as Minecraft Alpha. Also, learning to play it is a time-sink, but once you’ve learnt how to play it, you can spend as little time as you want on it. It’s the game that I go to when I get bored of my other games (though Minecraft has recently taken that place). I don’t play DF very frequently and see no need to. I enjoy playing it, but it doesn’t somehow command my whole life. I can build a much larger base and do far more things in DF than in Minecraft (not that Minecraft is bad, just pointing out that it really isn’t a time-sink). Hell, I’ve spent the better part of the last 3 days making two incredibly tiny houses plus a small minecart track in Minecraft, while it takes me less than five minutes to get a decent sized base established in DF.
I really love both games, but I don’t like that you insult people who play DF. Minecraft takes up much more of your life and gives back less (in terms of game development like base size…but obviously it has much more in the way of graphics).
23/09/2010 at 19:21 Clovis says:
Five minutes? What? I’m pretty much a DF novice, but I don’t see how that could be possible. Do you mean that it takes 5 minutes to mark all the “mine” orders?
I do agree that if you’re pretty good with the interface that you can design a pretty fancy base faster in DF if you have plenty of dwarves. You’re just one guy in minecraft. But “establishing” a new base in DF takes awhile; you only get a few dwarves to work with.
23/09/2010 at 20:51 Casimir's Blake says:
Disclaimer: I absolutely loathed my time with this game and never want to touch it again. Because it takes up too much time and I don’t find it even slightly fun. That does not mean you or anyone else can’t or shouldn’t play it, I’m not THAT stuck up.
Because neither would I claim that Minecraft is perfect, it likely never will be. I’ve half-stopped playing it because I have begun to find too much repetition in its randomness. But that will hopefully change and improve. DF is likely always going to be an enigmatic mess, though it sucks a lot less than the endless grind of pretty much any MMO RPG. I would never accuse DF of being soulless. Just utterly tiresome.
23/09/2010 at 17:57 nuh uh no way says:
on a [more] serious note, i’ve tried to get into dwarf fortress a few times – three? four? – but always gave up quickly. might be time to take another swing at this.
23/09/2010 at 18:06 Torgen says:
I haven’t gone back to DF since the last major update. All this about burrows and zones and stuff pushed the complexity past my threshold of “worth it”
23/09/2010 at 18:50 President Weasel says:
burrows seem heinously complicated, and then suddenly (probably with the second one you make) you’ll have an epiphany and really they’re confusing to explain but actually quite easy to do, and they’re actually quite handy.
you can make cubes over multiple z levels, add different sized areas per level to the same burrow, make one small area on one level a separate burrow… takes a couple of minutes to set one up at first, but once you grasp the interface it’s simple to set up a specific area you can restrict your dwarfs to in times of danger, so they won’t keep running into the goblins because the guy they just killed had nicer socks or because they think they should be picking up the body and moving it to the graveyard.
23/09/2010 at 18:20 haircute says:
Stopped reading as soon as you said you’re using a tilepack. Boo.
23/09/2010 at 18:38 Driadan says:
They are incomplete, but for begginers is an up to date introduction to DF, mix it with the AAR tutorials and you are good to go:
http://www.reddit.com/r/DwarfFortress101/
23/09/2010 at 18:53 Adam T says:
In the Swamp! Well done, Mr. Quintin Smith!
http://en.wikipedia.org/wiki/Bog_iron
23/09/2010 at 19:14 Marcin says:
I think I may enjoy reading about other people’s DF shenanigans than actually playing the thing. Dig on, Onionbog!
23/09/2010 at 20:04 Rinox says:
What is it with people praying to the ASCII God? It’s the same game, and God knows it’s a lot easier to get into than the original appearance of the game. Any DF fan should applaud tilesets for making the game more accessible and this more widespread.
23/09/2010 at 20:05 Rinox says:
Reply fail. Was @ Haircute
23/09/2010 at 20:49 Ricc says:
@Rinox:
It’s a kind of “Look, I can read the Matrix!” snobbery, I suspect.
23/09/2010 at 19:18 Layne Staley Is Not Dead says:
I have tried and tried and tried and tried, to learn how to play this game. And it’s the most frustrating and overwhelming experience I’ve ever had with a game.
I have always found, reading others play experience were far more entertaining, and less painful.
23/09/2010 at 19:36 EthZee says:
I volunteer for Second Goblin with Spear.
23/09/2010 at 20:50 Jharakn says:
For more dwark fortress related crazyness check out Oilfurnace (http://www.timdenee.com/oilfurnace/)
23/09/2010 at 21:18 jalf says:
Btw, is anyone able to explain DF’s versioning convention to me?
So we’re at 31.13 now, yes? And a year ago or so, we were playing 40.x?
Is there some kind of logic here that I’m missing?
24/09/2010 at 16:08 Malibu Stacey says:
Old version was v0.28.181.40d.
Current version is v0.31.14
Just because people referred to the old version as “40d” doesn’t make the versioning any different to normal versioning conventions.
25/09/2010 at 13:36 jalf says:
oo, I see. Thanks!
23/09/2010 at 21:40 TooNu says:
Hello!
Fantastic timing on this, really truly fantastic timing because I started laying angband and Dwarf Fortress a few days ago. I can’t believe my luck that you are doing this, it’s awesome.
Though I have a worry, what happens if your fort is successull and you can’t ever quit, what are you going to do then?
23/09/2010 at 22:09 jalf says:
Your fort isn’t going to stay successful. So the question never arises.
24/09/2010 at 14:02 Junior says:
Then it’s time to order the Big Red Lever pulled.
23/09/2010 at 21:41 James says:
@Casimir’s Blake
Claiming the game is fine for people who “have no lives whatsoever” sounds more than a little stuck up. Maybe you’re just stupid and didn’t realize that? It’s cool.
23/09/2010 at 22:13 Aldehyde says:
I have a really hard time knowing what it is I am looking at in those pictures.
Other than that, though, the game sounds pretty cool.
23/09/2010 at 22:14 Vinraith says:
I really do need to get into Dwarf Fortress. I’m sure I’d love it if I pushed past the interface, but I have this psychological defect that insists I play the stuff I paid for before I devote time to something freeware, and a coinciding defect that ensures I keep buying crap even when I haven’t cleared out my backlog. The result is that I’ve been saying “I’ll try DF as soon as I’m done with this game I’m playing” for the last few years.
23/09/2010 at 23:23 President Weasel says:
pay for it, then. Give the author £10, I did.
Suddenly it’s a game you paid for, and you can play it.
24/09/2010 at 00:26 Collic says:
The best thing to do is start with the old dwarf fortress 40d version, at least to learn the game. Then play through the blow by blow tutorial by DF 2020 is getting there, but it’s easier to learn with the most bug-free version, then you can try out 2010 for the cool new stuff it adds. You won’t be left wanting for new things to learn starting with 40d.
Every dwarf fortress players also needs the obligatory two gui extensions running while playing, dwarf therapist and windows task manager.
24/09/2010 at 00:27 Collic says:
damnit, url fail, the link does still work, though…
24/09/2010 at 01:10 Vinraith says:
@President Weasel
That’s a really good idea, actually. My somewhat warped reasoning is satisfied, an excellent indie developer gets some money, everybody wins.
@Collic
Thanks for the advice and the link, I’ll keep it in mind.
23/09/2010 at 22:18 threedliams says:
Small hint: instead of building a large room to house all your stone for use in the mason’s workshop, define a one tile garbage zone instead. This way, your dwarves don’t waste all of their time running to pick up stone to fill up your stockpile (since hauling is a rather high priority task) and it takes up a lot less space. You can instead designate stones for dumping using “k” to view and “d” to dump individually, or use d-b-d and then select a large area to tell the dwarves to dump all stone (and any other objects) in the single space. You can then just reclaim the space by using d-b-c and selecting your garbage dump, allowing you to use all the stone stored there as well as any other objects you may have designated along the way. Hopefully your fortress lasts past part 2!
23/09/2010 at 22:49 grasskit says:
also known as quantum stockpile alongside other fine wonders such as dwarven atom smasher
23/09/2010 at 23:46 Paul says:
http://lmgtfy.com/?q=somebody+help+for+fucks+sake+dwarf+fortress+how+do+you+irrigate+fields
24/09/2010 at 09:21 adonf says:
the first answer points to this page, congratulations you just invented recursivity !
23/09/2010 at 23:55 jboy_2009 says:
The thing I love about both Dwarf Fortress and MineCraft is that they make me giggle. The other day in MineCraft I saw a cow commit suicide by jumping off a huge cliff. “Haha, stupid cow.” The last time I played DF I wanted to set up a zoo but the trapper could only catch toads. When I put one of the toads in a cage a child decided to throw a party for it. I guess the toad was pretty disgusting because soon the floor was covered in vomit, but that didn’t kill the party at all.
24/09/2010 at 00:03 threedliams says:
I agree, some of the best video game moments, in my opinion, come not from events scripted by the creator, but instead from quirky, randomly-generated happenings.
24/09/2010 at 00:16 Karandraz says:
Quinns!
If your just getting to grips with DF these tutorial videos really help!
http://www.youtube.com/user/captnduck
Enjoy :)
24/09/2010 at 02:03 MycoRunner says:
“Dwarf Fortress models noise and boistrousness, with workshops and bedrooms not functioning as well if you put them next to, say, a dining hall.”
Is this true? What other unknown things affect efficiency?
24/09/2010 at 02:26 President Weasel says:
put your bedrooms a couple of levels away from your workshops (or a few corridors away).
Out your dining room somewhere there are stone walls and floors, not earth. Then smooth the stone, and later engrave it. Do the same for the bedrooms. Your engraver will get to the point where he starts doodling masterpieces on the walls.
Dwarfs have an interesting value system. “Sad because best friend killed by goblins” is cancelled out by “recently ate in a legendary dining room” leaving a satisfied dwarf.
24/09/2010 at 02:06 FRIENDLYUNIT says:
MOAR
24/09/2010 at 03:03 pipman3000 says:
lol name a dwarf dongfart butts or you aren’t a true gamer.
build a giant dong or because if you dont you might as well be a console gamer.
24/09/2010 at 05:13 leafdot says:
Query – anybody spent any time with the “adventure” part of the game? If so, how is it? If not, why not? I have yet to try it, thinking I should figure out the interface on the fort-building part, first, but seeing as how I’ve never had more than a couple dozen dwarves before starvation and madness kicks in, I’m not sure that will ever happen. But the possibility of a world that big & consistent still intrigues me..
24/09/2010 at 06:11 Moonracer says:
adventure mode is pretty empty still, but getting better I hear. I tried it once in 40d version and got lost trying to figure out how to find my old fortress, then got killed by a pack of wolves. I’m guessing adventure will remain only for the most die hard (amongst DF fans) for quite some time. But it is a pretty promising element of the game.
I also agree with others that it is better to learn the game by playing the 40d version. It is very stable and enjoyable.
24/09/2010 at 08:05 threedliams says:
At this point, adventure mode is, as mentioned, rather baren. There is not much to do in relation to normal roguelike features aside from the occasional difficult to find quest and random monster grinding. That being said, adventure mode is a really fun way to go back and revisit an old fortress that was destroyed by goblins, or megabeasts, or any other type of fun. It’s nice to go through and have to dodge through your old traps and get to see all of your old furniture scattered about. Another cool feature about this is the ability to read the history of the fortress through any engravings you may have done, and having information on your fortress added to the “Legends” mode as you discover. Toady has recently said that he is going to begin working hard on improving adventure mode, since there isn’t much to do at this time, and has outlined ambitious plans for more skills and the addition of roles on the dev page: http://www.bay12games.com/dwarves/dev.html
Also, I agree that 40d is a really great stable version, and a nice way to learn without the added curve of a more complicated military system and more difficult farming requirements, both of which are crucial elements to any good fortress.
24/09/2010 at 09:09 Jhoosier says:
I found it completely pointless the few times I tried it out. The interface and everything is even more impenetrable than the fortress part. I love DF so much that I can’t play it for fear of losing myself to it, but I won’t touch adventure with a 10m pole.
24/09/2010 at 11:12 saphroneth says:
I should probably point out here that the development team is ONE MAN IN HIS SPARE TIME.
He is awesome.
24/09/2010 at 16:12 Malibu Stacey says:
Hi bug fixing skills are legendary. He set up a bug tracker, people submit bugs, gameplay breaking bugs go ignored while new features get added.
24/09/2010 at 19:12 Ninja says:
I’m too spoiled by fancy interfaces to get into this game :(
If they ever update it to the isometric overhead view (As in, all the time) I’ll definitely play it, but until then I’ll just enjoy reading these diaries.
24/09/2010 at 21:11 sinister agent says:
Okay, I’ve got:
Starvation – 1 : 9
Goblins – 2 : 3
Wildlife – 4 : 9
Flooding – 1 : 2
Tantrum spiral – 2 : 17
Metal shortage – Evens
25/09/2010 at 03:16 Pianosaurus says:
@Quintin: I find it interesting how every time you accidentally misspelled Kerion’s name, you did so in exactly the same way. You wouldn’t happen to know someone called Kieron, perchance?
27/09/2010 at 07:26 MadZab says:
The stonesense-GFX-Package does that to dwarf fortress. Thank me, for I have just destroyed your (non dwarf-fortress-)life. ;)
01/10/2010 at 15:21 Tuumi says:
No, they wouldnt be smelting. (Nor would the be burning).
Magma proof stone is needed only on items that are submerged in lava/magma. Ie. floodgates when down, mechanisms to operate them, pumps (in theory they aint submerged)