Dwarf Fortress
Cheat Codes:
------------
Submitted by: David K.
Guide to Surviving the First Year:
----------------------------------
Written by Great Dog
I have finals this week. But I have been playing this game for 4 years
almost every day, so I want to give a few macro pointers for new people.
-=Things Your Dwarves Need=-
Move all your stuff into a safe spot, preferably underground.
Then…
You will always need
* Beds.
* Booze.
* Fresh Water Source in case ??? freezes (it can be dirty just get
it done indoors and underground).
* Food source -fish,meat, or veggies/fruit.
-=Kind of important=-
* Make sure your animals are penned under grass if they are the kind
that eat grass.
* Try and aquire cloth of each type, try to have several gems cut and uncut,
and anything else you need for strange moods.
* Build a door, and use it to cover your dwarves hidey hole
(you can manually lock enemies out).
* Designate a broker before autumn
(assuming you are connected to your civ [islands are not]).
* Make some barrels.
* Make some tables.
* Make some chairs.
* Make some wheelbarrows (great for trading and easy to make [although this
version makes them heavy and trade caravans have a weight limit]).
* Make some crafts (for elves).
* Make a manager.
* Make large custom stockpiles that dont include corpses, stone, or wood.
* Make large seperate indoor stockpiles that include stone and wood.
* Make a hidden outdoor stockpile that includes corpses.
* Make a few coffins and manually place them, and designate them as a tomb
so you dont forget.
-=Not important but do it anyway=-
* Make a hospital, figure out how to make hospital staff work in this verison.
* Make a meeting hall.
* Make a temple.
* Make a library.
* Make a military.
* Make well.
* Aquire gypsum plaster.
* Make prepared food with a cook.
* Make a lot of crafts.
-=Cats and Dogs=-
Do not pen Cats and Dogs unless you have several petlocked doors where they
cant see things or go places. your dwarves will constantly have to corral
them back to the pens.
Also, make sure you geld your animals when you have plenty, you can only
geld males, and cannot spay females. There is a good chance your female
animals are already pregnant by the time the last male is gelded, which means
the babies need to be gelded too.
-=Final Notes=-
* Everything that moves slows the game down.
* 200 dwarves is the max, and is way too many
* More than 100 animals pathing is dangerous and dumb.
* Beware cat explosions (so many babies).
* Do not underestimate water. The movement of ground water is so strange
and occult, that to try and govern it will only lead to your eventual
demise. Also water movement slows your game.
Have fun, don’t get into the habit of save scumming, the game is better as
a story game than a construction and management game. The end of your fortress
is a story, and therefore fun.
Useful Tips and Tricks:
-----------------------
Written by Krakun
Collection of tips I’ve learned over the years for Dwarf Fortress.
* If you’re new to the game, I’d suggest starting in a warm biome so you
wont have to get a cistern built before winter.
* Mined stone impedes movement, dump it and reclaim it once cleared out.
* When setting garbage zones, they can be 1 square and infinite in stack.
This is useful for clearing out stone from mined areas into a single stack.
* The same technique can be used to create a destruction zone, by building a
flood gate on the same square, open it, put items into zone, then close the
flood gate. All items occupying that spot will be vaporized.
10 Tips for beginners:
----------------------
* Start with a pre-generated world. Dwarf Fortress allows players to
create their custom worlds, but this can be daunting for beginners.
Instead, try starting with a pre-generated world, which will have a
variety of biomes, resources, and challenges to explore.
* Use the tutorials. Dwarf Fortress includes a series of tutorials to help
players learn the basics of the game. These tutorials cover the building,
farming, crafting, and combat topics and can provide a valuable starting
point for players new to the game.
* Focus on the basics. Dwarf Fortress has many different mechanics and
systems, but beginners must first focus on the basics. Establish a reliable
food supply, build a few workshops, and recruit some dwarves to build your
fortress.
* Explore the world. Dwarf Fortress is set in a vast, interesting world
full of different biomes, resources, and creatures. As your fortress grows,
send out expeditions to explore the surrounding area and gather valuable
resources.
* Manage your dwarves. Your dwarves are the lifeblood of your fortress, and
it is important to manage them carefully. Make sure to assign them to
different tasks, such as farming, crafting, or mining, and keep an eye on
their mood and happiness.
* Build carefully. Dwarf Fortress allows players to build intricate and
complex structures, but planning carefully and building logically are
important. Avoid building too quickly, as this can lead to collapses and
other disasters.
* Defend your fortress. As your fortress grows, it will attract the attention
of various hostile creatures, such as goblins and trolls. Build defenses,
such as walls and traps, to protect your dwarves from these threats.
* Keep track of your resources. Dwarf Fortress has a detailed resource system;
keeping track of your food supplies, stone, and other materials is important.
Make sure to plan and ensure that you have enough resources to meet the needs
of your fortress.
* Learn from your mistakes. Dwarf Fortress can be challenging, and your first
few attempts at building a fortress will likely fail. Don’t be discouraged;
try to learn from your mistakes and use that knowledge to improve your next
fortress.
* Have fun! Above all, Dwarf Fortress is a game, and it is important to
enjoy the experience. Don’t be afraid to experiment and try new things, and
don’t worry too much about making mistakes. With a little practice and
patience, you can build a thriving fortress and have a great time doing it.
Some tips on how to win easily:
-------------------------------
* Start small: Don’t build a huge fortress immediately. Start with a small,
manageable fortress and expand as your dwarves become more experienced and
skilled. This will help you avoid overwhelming yourself and allow you to
learn the game’s mechanics and systems before tackling more challenging tasks.
* Focus on essentials: Make sure your dwarves have access to food, water,
and shelter. These are the most important resources; your fortress will
quickly fail without them. Keep an eye on your food and water stocks, and
ensure that your dwarves have enough to last through the winter. It would
be best to prioritize building bedrooms, kitchens, and other essential
rooms to ensure your dwarves have a place to sleep and eat.
* Manage your resources: In Dwarf Fortress, resources are a limited and
valuable commodity. Keep track of your stocks of food, water, and other
resources, and make sure that you have enough to last through the winter.
Try to produce as much as possible, and prioritize the resources most
important to your fortress’s survival. For example, if you’re low on food,
you might want to focus on farming and animal husbandry to increase your
supplies.
* Prioritize safety: Protecting your dwarves from threats is crucial to the
success of your fortress. Invest in defenses such as walls, traps, and
weapons to protect your fortress from cave-ins, animal attacks, and other
hazards. You should also train your dwarves in combat to defend themselves
and your fortress from invaders.
* Keep your dwarves happy: Unhappy dwarves are more likely to cause problems
and may even abandon your fortress. Make sure that your dwarves have enough
food, alcohol, and entertainment to keep them satisfied. This might mean
building a tavern or a library or organizing festivals and events to lift
their spirits.
* Remember, Dwarf Fortress is a complex and challenging game, and no single
strategy will guarantee success. The best way to win is to experiment,
learn from mistakes, and adapt to your fortress’s challenges. By following
these tips and using your ingenuity, you can build a thriving fortress in
Dwarf Fortress.
How to Copy/Paste Templates for Rooms:
--------------------------------------
Written by draeath
* If you are looking for a template builder or at least a way to copy existing
rooms layouts then you in right place.
* When building furniture, there’s a pop-up in the top left.
* Pick “use nearest” or however it’s worded, and if you want to place several
in succession without reusing the menu, tick the box below it as well.
* This will skip the whole selection process and whichever one is closest will
be chosen to install.
* We also do have macro recording and playback, but I haven’t used it personally.
That’s how people did “templates” before dfhack a-la quickfort.
Digging Deeper Benefits:
------------------------
Written by Frank McFuzz
Whats the point of the building fort at around 30 levels deep.
-=Caverns=-
They have webs, copious and easy-access gems. Sometimes useful metals. However,
building in a cavern is actually much harder to defend, but a well-utilized
cavern can make your wealth skyrocket.
-=Magma Down Lower=-
Magma makes metalsmithing exceptionally easy, as it removes the need for fuel.
This removes a resource cost, as well as removing a logitistical issue of dwarves
needing to go get the fuel and bring it to the shop.
-=Warning! Spoilers!=-
If you’ve been in the metal screens you’ve seen “Make adamantine” so technically
a spoiler technically not. Yeah well. That’s down there, and you want it.
A super endgame “Test my fortress defense” litmus test.
Gameplay Tips for Noobs:
------------------------
* Don’t stress it, you don’t need to keep track on everything that is happening,
just sit back relax and watch the chaos unfold, pause as much as you like, and
Don’t worry about efficiency.
* The walls are not square even though they look like it, they are hexagons, and
dwarfs and other creatures can and will go sideways through them.
* Survival comes third on the list, not first.
* Don’t make a tiny fortress, be ambitious, go big! and make something Grand and
magnificent.
* Focus on fulfilling your wacky dreams, experiment, capture monsters, play with
the physics, and remember the wise words of lord farquaad from shrek “Some of
you may die, but that is a sacrifice i am willing to make”
* Remember your fortress IS your tomb, the goal is to have the best tomb of them all,
* Google the diffrent stone types you find on the dwarf fortress wiki, it’s both
practical and fun.
* Don’t focus on too many dwarfs, find a single one you like and follow him around
from time to time.
How to Wrangle a Prisoner Properly:
-----------------------------------
Written by love
Welcome, do you want to learn how to be a prison warden, or break any sort of
ethical standard by letting your dwarves automatically pulp an immobile opponent?
You came to the right place.
How to wrangle stupid green goblins or any other prisoners using ropes, chains, cages:
* Cage trap that idiot, easily done. Just build a cage trap. It’s seriously that
simple.
* Unforbid the cage so it gets pulled into the stockpile, it’s a trade good now
not a person.
* Open the citizen menu, go to others, select the happy new denizen, go to items.
* Click the items tab, individually open anything that could potentially hurt
your precious population, click the dumpster icon.
* Things will be pulled from that fool’s grubby hands, straight through the cage
(remember to unforbid the gear from your dump zone. Free stuff is free stuff.).
* Build a pasture zone, add a chain or rope or cage.
* Assign the dude to the object via the rabbit with a plus sign button (very cute),
watch him get beaten.
* Enjoy subject expiration.
Tips and Tricks on Stockpiles and Storage:
------------------------------------------
Written by McOrigin
I never do quanum stockpiles.
I start with a big stockpile for everything (except stone, wood, mechanism, ..),
to get stuff underground as soon as possible.
Next is a larger wood stockpile outside the entrace to collect every log as soon
as it’s cut:
* You want larger logging operations with mass hauling protected by your military
instead of a precious carpeter to run over the map into a agitated giant elephant…
have smaller stockpiles with selected wood inside to “take” from that large stockpile
and each gives to a carpenter workshop. You want willow bins and cages for their weigth,
maybe oaks of for barrels for the role play, and everything else is turned into
charcoal for me).
Next are some smaller stockpile to separate some stuff that will not be used for
some time:
* All gems, all cloth, all leather. Those can be in future bedrooms at the end of a
aisle, 3×4 is more than enough at the beginning.
-=Food is the first caterory that I separate early=-
* Drinks and prepared meals get a dedicated stockpile each, close to the big dining room.
Kitchen and still are close by and receive larger input stockpiles on the floor above
of below, thus kitchern personell has short trips: Meat, * Plants, Cheese, Eggs, each
a dedicated and named (!) stockpile. A furniture stockpile for barrels nearby is next.
* Create barrels and bins as soon as posible to compress gems, cloth, and food.
* A general seed storage to sell all unwanted seed bags does not allow any barrels.
* Dedicated seed stockpiles for my crops are organized with an collecting stockpile
without barrels which give to a small long term storage stockpile with barrels
enabled wich does not accept from everywhere.
-=Those can be organized with little space=-
* 1×1 for long term storage with 1 barrel, 1×2 feeding stockpiles without barrel is
one row of dedicated seed stockpiles per type.
* As you need some variety in booze, starting with several dwarven drinks is preferred,
in addition set up a surface farm for some support drinks. Preferrably those that do
not create a “plant” in addition to the brewable crop (fisher berries, blackberreis,
raspberries and many others are good, strawberries are bad).
You will need quite some bags for seeds. Leather works fine before your cloth industry is up.
More complex production chains like the metal or cloth industry I ususally set up with
“give to” stockpiles to control material flow. HJowever, a workshop taking one ressource
from such a stockpile will need every ressource from a giving stockpile:
* My first wood furnace has a dedicated wood stockpile giving to it and a stockpile for
charcoal on the other side, taking from it.
* My first smelter takes from the charcoal and an ore oder unprocessed fuel (lignite /
bituminous coal) stockpile. Depending on what I have it makes metal (copper, bronze,
brass) or it processes fuel.
A larger stockpile for coke is on the next floor.
More smelters are set up for specific jobs: process fuel, melt down metal object, etc.
and work is organized with production tasks with conditions.
To sort what needs to be melted from what is to be kept, I usually go for steel as soon
as possible. Creating that wealth can be dangerous though.
* Two small (1 x4) dedicated steel weapon and armor stockpiles accept only steel items
with top 3 qualities. That’s what is to be kept for now. Quality is more restricted
as the instustry keeps going.
* A “steel scrap stockpile” accepts the corresponding lower qualities for smelting.
* A “metal scrap stockpile” accepts all metal weapons and armor not made of steel and
not of artifact quality. As I use wood bins only, I can easily designate all the stuff
to get molten.
* If you ever are lucky to find non usable steel item, it might end up in the non-scrap
stockpile and might need to be designated for recycling by hand. Not a big issue usually.
* Metal recycling of “goblinite” may give a lot of different metal bars. I usually collect
them all in a larger stockpile and separate later. iron and steel get a dedicated
stockpile early, pig iron is just an interim product and is never stored. I use gold
and brass for most furniture and other items and put all other metals bars into long
term storage further away. You may use copper or brass barrels if your map lacks wood,
copper bolts are good enough for hunting and may be used for training too. Fiddling
with ammo in the current version is… not worth it in my opinion.
Pig Iron Guide:
---------------
Pig iron is mostly used in the production of steel, but it can also be employed in
structures that permit the use of bars and have no restrictions on the kind of bars
that can be used.
These are the ingredients you need to make Pig Iron (its recipe),
and how to get them:
* Pig Iron Recipe = Iron Bar + Flux Stone + Coal Bar
Iron Bar: Except for hematite, which is occasionally found in igneous extrusive layers,
all three of the iron ores—hematite, magnetite, and limonite—can only be found in
sedimentary strata. Four iron bars can be made from any of these iron ores by melting
them in a smelter.
Flux Stone: Sedimentary strata made of limestone, dolomite, and chalk can contain
significant amounts of iron-bearing ore. Since marble is a metamorphic layer, it can
be found in virtually any habitat. In contrast to sedimentary layers, marble can also
be found in the same biome as igneous extrusive strata (i.e., close to volcanoes).
Coal Bar: A dwarf with the ability to do wood burning labor turns wood logs into
charcoal in a wood furnace. One unit of either charcoal or coke is necessary in the
reaction as a source of carbon when melting pig iron or steel at any location. Once
more, there is no difference.
Once you have gathered all the ingredients you can created Pig Iron at a smelter by a
dwarf with the furnace operating labor activated
-=Pig Iron Uses=-
Pig iron is mostly used as a component in the production of steel, but it can also be
used in structures that permit the use of bars and have no restrictions on the kind of
bars that can be used. It cannot, however, be used to create any other goods. Although
the manager must place an order before the option may be used at the forge, it is still
possible to stud other items with pig iron.
Pig iron can be preferred by dwarves, and they will thrive in a space with pig iron
walls and flooring. Having a couple extra pig iron bars on hand could be moderately
helpful in odd moods.
How to Quickly Bump a Work Order:
---------------------------------
I’ll use workshop orders to prioritize a work order instead of the work orders menu.
When the task appears on the task page after the work order is validated, check the
exclamation point and that task becomes the most important job, no matter how many
other work orders you have.
(It’s industry specific, so making rock cabinets won’t have a globally higher priority
than making booze, unless your booze maker is also your cabinet maker).
For instance, I want a never ending supply of raw green glass for my jewlers to cut,
limit of 100.
I have 5 regular glass furnaces and 5 magma glass furnaces. So in the regular glass
furnaces I create a shop work order to collect sand. That means when the sand order
hits, it will create 5 hauling jobs for 5 different dwarves until the sandbag stockpile
hits it’s limit. I put those orders from each shop so I can have better control over
how important the sand hauling is. Since the shop orders are low in the Orders page,
they don’t interfere too much with other hauling tasks. But if I suddenly have a need
for 50 pieces of furniture, I can just click on the exclamation point in the shop menu
and those hauling tasks are now the most important tasks in the haul queue. With the
furniture, if I want to make 10 statues, 10 cabinets, and 10 boxes, I’ll do those on
the general orders screen and when they get validated and assigned to the shops then
I’ll use the exclamation points again, that stops the production of raw glass. But if
I’m training a glassmaker from dabbling and I don’t want him making furniture, I’ll go
into that forges work orders menu and set the number of General work orders to zero
and clear the task menu of anything not raw green glass.
Once I got this method down, I’ve never clicked on that priority arrow again.
Quick Newbie Tip: Cage Your Animals:
------------------------------------
It is something that took me a while to “discover”, but now I won’t go without.
-=Why You Need to Cage Your Animals=-
* This is specially useful if you have a bunch of them and have fps problems.
* Keep just your breeding pair outside, should you still want to be able to reproduce.
-=Some other advantages=-
* They won’t starve to death, don’t worry.
* Won’t reproduce – so no gelding – but will give birth should they be pregnant
prior to the incarceration.
* The cage is infinite, you can fit all of them in just one.
* Dorfs don’t need to chase them around when marked to butcher/train.
* No impact on FPS due to pathing.
How to Plant All The Year Around:
---------------------------------
Written by HMIMH
Do You Want to Plant Pigtails All The Year Around?
Simple tutorial. Works for any crop!
-=Editing the Crop=-
I will easily show how to have pigtails all the year around in Dwarf Fortress.
1. Go to Dwarf Fortress\data\vanilla\vanilla_plants\objects
2. Open the file "plant_standard.txt"
3. Search in the document for the words "PLANT:GRASS_TAIL_PIG"
4. If you scroll down a bit you will see "[SUMMER][AUTUMN]"
replace or add for "[SPRING][SUMMER][AUTUMN][WINTER]"
Now you can plant pigtails all year around. Congratulations!
Tips to Collect Water for Winter:
---------------------------------
You make a citern underground, with a well (underground as well) over it.
You shouldn’t need that much water in most cases if you brew drinks for your dwarves.
They don’t like drinking water so usually only injured or jailed dwarves will be
brought water to drink.
You can’t store water in barrels no, you need to dig/build a proper citern, preferably
several z-levels to avoid taking water from the bottom level.
It doesn’t need to be big, 3×3 is more than enough even for fairly large forts as long
as it’s 2-3 levels high.
To take the water there you can always get the water from the ponds by digging canals
(just corridors meant for the water really) and/or pumps.
Tips to Keep Your Dwarves Happy:
--------------------------------
* Make Temples with good wealth. Smooth / Detailed walls and maybe a golden altar +
statues. Try your best with the major gods and make smaller ones for the non-
important ones.
* Make sure you have a tavern and its close to your kitchen / mug stockpile.
* Having good rooms makes happy dwarves. Cabinet + Chest.
* If you are really having a hard time desperate times come for desperate measures.
Use the Justice system. punishing guilty dwarves generates happy thoughts for
witnesses / family of dwarves. Believe it or not it can help stop a Tamptrum spiral.
Just be careful because sometimes your guards will Kill your dwarves in mass if
you don’t have a decent justice system set up.
* Make good food.
* Mist generator “too complicated imo, not needed”.
Tips for Sinister Embark:
-------------------------
* You will need to set up some sort of shelter really fast (ideally within the first
week you should have somewhere either underground or under a roof for your dwarves
to escape any nasty weather).
* I tend to bring enough building materials, generally 60 – 100 logs, to build a small
hut around and over the wagon while my miner digs down a couple levels and then digs
out a room that has space for some workshops.
* Once I have a carpenter’s workshop, my first order there is a door, so that I can
lock out wild animals. It isn’t perfect, but it will stop many threats, and at least
slow down the rest a little bit.
* If I get a quiet period later, I’ll replace the walls with ones made from stone blocks,
and replace simple doors and hatches with bridges.
* Don’t plan your food sources around meat & animals. About 50% of evil biomes are
reanimating, and having a Yak turn into an undead monster rather than lunch can be
a great source of fun.
* P.S. Don’t use hunters and don’t let your dwarves die.
 |
|
CheatBook DataBase 2025 is a freeware cheat code tracker that makes hints, tips, tricks
and cheats (for PC Cheats, Walkthroughs, PSP, Sega, iPhone, Wii U, Playstation, Playstation
2, XBox, Playstation 3, Nintendo 64, DVD, Gameboy Advance, Gameboy Color,
N-Gage, Nintendo DS, gamecube, XBox 360, Dreamcast, Super Nintendo) easily
accessible from one central location. (Release date January 11, 2025)
- All Cheats and Codes inside from the first CHEATBOOK January 1998 until today.
More Infos |
| | |
|