The first trade caravan in Autumn is your lifesaver: get the temporary trade depot built ASAP (& make sure it has access!) before you get involved in other priorities & forget!
After that, set some dwarves to harvest berries & chop trees. Once you have the logs you can build a still & kitchen. Fishing may be useful but most fisherdwarves prefer to fish rather than do anything else

If you have them set up assign at least 1 pure cleaner (ie not fisher/cleaner) to every fisher at the start, to make sure the fish caught are actually processed into useable ingredients for your cook
Hunters won't hunt anything without ammo & a butcher's shop. If you're going that route don't forget to set up a tannery too!
DON'T FORGET that workshops (& barracks, trade depots, beds etc) are inherently temporary: once you have the space/infrastructure in place you can (deconstruct if you wish &) build more permanent replacements
Meanwhile your miners can be digging suitable, more permanent & defensible places for you to hide in & set up your industry. Nothing will grow on solid rock, so make sure your farming areas have clay, loam, soil or similar surfaces (irrigation over rock is explained in the wiki if you want to try) so they can plant your underground food sources, such as plump helmets
Food plants have 2 relevant 'biome' (I use the term loosely deliberately) attributes currently: underground/overground & edible/inedible. These are modified by the plant's use (eg may be overground/inedible but can be milled/processed into dye or eaten by livestock). I won't go into details as the wiki explains it far better, but be aware that your plump helmets need to be farmed underground: they won't grow aboveground
TURN OFF cooking for any ingredient you can use. Brewing/milling/processing produces seeds; cooking does not. You will need those seeds!