v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Search results

Jump to navigation Jump to search
  • ...orders can now specify start conditions, restart frequencies, and how many workshops can be used [[40d:Release information/Branch|''Branch'':]] 0.28.181.40d2 thru 0.28.181.40d19:
    25 KB (3,070 words) - 13:35, 17 April 2024
  • ...skill" of that dwarf (see "[[Strange mood#Skills and Workshops|Skills and Workshops]]", below). ...ropriate workshop does not exist. (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf wi
    51 KB (8,136 words) - 13:53, 17 April 2024
  • ...skill" of that dwarf (see "[[Strange mood#Skills and Workshops|Skills and Workshops]]", below). ...ropriate workshop does not exist. (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf wi
    49 KB (7,895 words) - 04:00, 20 December 2022
  • ...st year of gameplay. These tasks are ''selecting a dig site'', ''building workshops'' (and ''marking stockpiles''), ''building lodging'', ''starting farms'', a ===Building workshops===
    57 KB (10,148 words) - 21:12, 5 January 2023
  • ...unchanged from the old versions; until this is updated, please check the [[40d:Workshop design|previous version]] of this article. Laying out your workshops in the most efficient way possible is quite a science. There are several po
    4 KB (690 words) - 09:56, 31 July 2021
  • ...ropriate workshop does not exist. (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf wi ...is [[#Possessed|possessed]]). See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts create
    36 KB (5,674 words) - 02:42, 8 August 2017
  • ...ropriate workshop does not exist. (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf wi ...is [[#Possessed|possessed]]). See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts create
    27 KB (4,330 words) - 18:12, 21 February 2014
  • This guide is based on [[40d:Modding guide|Teldin's guide]], originally created for version 0.27.176.39c === Workshops ===
    70 KB (11,108 words) - 11:28, 19 March 2024
  • :[[40d:Laptop_keyboard|This]] page might help ...ng]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort m
    20 KB (3,202 words) - 01:13, 30 August 2018
  • ...(Figure it out yourself, or see the [[40d:DIY#Minimalist_challenge_build|40d Do it Yourself]] article for a step-by-step "how to".) * House your workshops according to profession, not convenience.
    63 KB (10,491 words) - 16:07, 26 July 2021
  • === Workshops === * Chasms as they were in 40d are gone for the time being, replaced by finite caverns.
    34 KB (5,534 words) - 19:32, 21 February 2023
  • This guide is based on [[40d:Modding guide|Teldin's guide]], originally created for version 0.27.176.39c === Workshops ===
    63 KB (9,874 words) - 03:43, 20 December 2022
  • ...ross-map walks to find something the metric says is a short distance away. Workshops automatically path to the nearest valid raw materials; building things allo *Keep small stockpiles immediately next to workshops. This means Urist McCrafter doesn't have to do very much pathing to find hi
    10 KB (1,608 words) - 03:47, 20 December 2022
  • ...r version 0.27.176.39c (originally put to type by one Teldin; page found [[40d:Modding guide|here]]) and has later been rewritten for 0.31.xx.xx by a few == Workshops ==
    34 KB (5,491 words) - 22:52, 1 March 2016
  • ...ross-map walks to find something the metric says is a short distance away. Workshops automatically path to the nearest valid raw materials; building things allo *Keep small stockpiles immediately next to workshops. This means Urist McCrafter doesn't have to do very much pathing to find hi
    12 KB (1,905 words) - 21:33, 29 March 2024
  • This guide is based on [[40d:Modding guide|Teldin's guide]], originally created for version 0.27.176.39c == Workshops ==
    51 KB (8,103 words) - 09:54, 13 June 2016
  • The function {{k|b}}uild is not only used for building workshops and the like, but also for ''placing'' items like beds, tables and chairs i These values came from the 40d page, by which point the weight system had been rewritten.
    7 KB (1,129 words) - 15:44, 8 December 2011
  • ...ion of or destroy them.{{Verify}} See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692# ...stockpile, allowing the use of stockpile links to distribute the items to workshops or other stockpiles.
    20 KB (3,391 words) - 15:50, 6 August 2021
  • {{Main page progress bar|40d|width=48em}} <div>{{news/40d}}</div>
    5 KB (623 words) - 19:47, 10 March 2014
  • ...y, you can use this [[User:LockeslyLCrit/DiagonalMining.ahk|script]] for [[40d:Utilities##AutoHotKey|AHK]] to mine four diagonal shafts of 140 squares lon * ''Reusability'': Workshops can be easily fitted into the unmined 3x3 areas.
    29 KB (4,118 words) - 22:32, 30 March 2024

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)