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  • # After claiming a workshop, the dwarf will set about collecting the required materials for their artifact. If the dwarf remains idle inside the workshop, it's be # Once all materials have been gathered, the game will once again pause and center, and the mood
    33 KB (5,122 words) - 15:05, 11 March 2024
  • ''Dirt roads are very quick to construct'' and require neither materials nor any skill on the part of the builder, but will disappear each spring an ...f using rough stone, as you cannot see which stone is which when selecting materials for your road, but using blocks can make this significantly simpler.
    9 KB (1,589 words) - 15:41, 17 December 2014
  • ...s''' are the wide array of base items needed to create objects. Different materials have different base [[Value#Material multipliers|value multipliers]] which ...nto [[weapon]]s and [[armor]]. This (alone) doesn't necessarily give these materials a higher base value, but it may make them worth more to you and your fortre
    2 KB (377 words) - 12:22, 19 July 2012
  • ...{{k|w}}orkshop, then choose which workshop you would like to build and the materials you would like to use in its construction. Your cursor will now change into ...uling]] jobs for those materials set. Dwarves work more efficiently if the materials for their workshop are nearby.
    7 KB (1,225 words) - 21:57, 6 January 2014
  • ====Raw materials==== ...rtle produces [[shell]] and [[bone]]s when eaten, which can be used as raw materials for other things you need, including armor, crossbows, and crossbow bolts.
    41 KB (7,264 words) - 22:15, 28 July 2021
  • ...ves will spend more time in their [[workshop]]s and less time dragging raw materials or finished products to the appropriate '''[[stockpile]]'''. * A dwarf working at a workshop will gather the raw materials needed to produce wanted goods. However, produced goods require the appropr
    8 KB (1,366 words) - 15:45, 8 December 2011
  • ...ps and smelters, catapults, and impending construction projects have their materials close at hand. Be aware that these things can use up a lot of stone very q With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed,
    18 KB (2,989 words) - 14:21, 24 June 2022
  • Each dwarf prefers particular materials, objects, animals, and foods. These types may or may not be generally thou * Various materials:
    9 KB (1,365 words) - 23:37, 27 July 2020
  • ...ed to construct the artifact, you can also use {{k|t}} to see exactly what materials have been tasked (although some may be tasked to be [[haul]]ed away). It's worth noting that artifacts ''can'' be made out of materials that normally could not produce the base [[furniture]] or item in question.
    8 KB (1,330 words) - 14:01, 4 August 2020
  • ...ion against [[damage]], including damage from heat and cold weather. Some materials have a better protection value than others - metal is better than leather ( ==Materials==
    11 KB (1,864 words) - 10:24, 11 May 2018
  • ...es that require architecture, it is the architect who carries the building materials to the site and clears it of debris. The architect's time can be minimised ...ot]] or a [[support]]) will all be built at the same rate, once the needed materials are all assembled.
    5 KB (700 words) - 22:17, 4 March 2014
  • ...ial]]s that surround it plus improvements (such as [[engraving]]) to those materials. See [[room]] for a more complete discussion of these values, and [[How do ===Items with no quality, made of special materials===
    13 KB (1,650 words) - 21:41, 11 May 2022
  • ==Magma-proof Materials== ...are immune to magma. [[Artifact]]s cannot be destroyed, regardless of what materials they are made of.
    4 KB (706 words) - 21:15, 5 December 2013
  • ...e''' is an umbrella term for different [[workshop]]s that are used to heat materials, and that often produce only intermediary products, items that are then use :*''Materials used:'' [[wood]]
    2 KB (299 words) - 15:44, 8 December 2011
  • Materials : Allow No Materials
    123 KB (19,038 words) - 13:55, 10 November 2022
  • ==Materials== Most materials can be used to make trade goods. On occasion, a [[dwarf]] in a [[strange m
    7 KB (1,065 words) - 17:52, 17 May 2013
  • ...ial]]s that surround it plus improvements (such as [[engraving]]) to those materials. See [[room]] for a more complete discussion of these values, and [[How do ...s ([[furniture]], [[armor]], [[bolts]], etc.) – but not intermediate materials ([[bar]]s, [[block]]s, etc. except [[cloth]], which does have quality level
    18 KB (2,023 words) - 17:12, 13 December 2023
  • Better materials provide better protection, according to the following table: ...nd any other material not listed). The net effect of non-standard "other" materials used to create artifact armors (and weapons) during strange moods is not kn
    18 KB (2,742 words) - 13:58, 2 November 2021
  • An object may be decorated with any number of materials, provided the materials are of different types. For example, you can decorate an object with turtl ...den doors) your artisan Rumpelstiltskin style, complete with workshop, the materials you want him to use and the objects you want decorated to ensure proper con
    4 KB (636 words) - 21:39, 15 June 2012
  • == Density of Materials ==
    1 KB (125 words) - 22:29, 13 March 2014

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