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  • :''This article refers to "hide" in terms of removing items or buildings from view, for the article on creature skin, see [[cv:skin|Skin]].'' You can '''hide and unhide Items and Buildings''' using the designation menu or look mode.
    1 KB (264 words) - 03:33, 20 December 2022

Page text matches

  • insufficient justice buildings : Buildings
    795 KB (120,124 words) - 03:34, 25 February 2020
  • ...elf with the '''(View Unit - Preferences - Labor)''' submenu, the '''Query buildings''' menu, the '''Designate''' menu, and the '''Build''' menu. ...ng/resting upon them. The menu displays [[Creatures]], Objects, [[Building|Buildings]], [[Map tile]]s in that order. You can use the {{k|+}} {{k|-}} keys to bro
    13 KB (2,225 words) - 03:16, 20 December 2022
  • ...e constructed; its only effect is to influence the [[quality]] of designed buildings. Building designer skill influences the [[quality]] of "designed" buildings (those listed below). The total quality of the building is determined by t
    4 KB (550 words) - 03:11, 20 December 2022
  • ...n two varieties, the first being annoying, and the second dangerous. Most buildings will be "toppled" (deconstructed), leaving the building material or furnitu ...this tag are gifted with an incredible ability to sense exactly where your buildings are, and will generally charge a building from 10 tiles away, with the exce
    9 KB (1,378 words) - 03:11, 20 December 2022
  • ...etal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or v ...The important thing to keep in mind is that for humans, drafty, damp stone buildings are sometimes a functional necessity, not something they prefer.
    84 KB (13,988 words) - 03:49, 20 December 2022
  • | [[Reclaim|Reclaim items/buildings]] | [[Forbid|Forbid items/buildings]]
    16 KB (2,359 words) - 03:16, 20 December 2022
  • ...eds to be. As each migration wave comes you're going to need more and more buildings. Protip; you're going to need a caste of dedicated builders. ...of a series), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!
    63 KB (10,704 words) - 20:24, 15 January 2023
  • * Constructed buildings will have remained standing, including small buildings like [[cage]]s and [[bed]]s. [[Building]]s, like items, must be reclaimed b **Items in buildings preserve their integrity. Thread intentionally cluttered into looms to avoi
    12 KB (1,982 words) - 00:27, 21 December 2022
  • ...key while within the {{k|q}} menu. You can also use {{k|t}}:View Items in Buildings to look at the items currently stored within an individual building as well ...k|d}}:Designations-{{k|n}}:Remove Construction key. For more detail on how buildings and constructions interact, please see the [[Construction]] article.
    3 KB (475 words) - 03:11, 20 December 2022
  • ...arming|farm plot]] in the room you just created. Notice that some types of buildings (as well as most constructions) are not designated corner-to-corner like di ...ch, select the [[Controls_guide#View_items_in_buildings.2C_t|View Items in Buildings]] command {{K|t}} and move to the farm plot.
    94 KB (16,288 words) - 19:50, 3 January 2023
  • ...This allows limiting the choices offered to you by deliberately forbidding buildings you don't wish to link. ...s been linked to a lever by finding the building under {{k|R}} "View Rooms/Buildings" and then selecting {{k|t}} "Zoom to building items". A device that is act
    13 KB (2,216 words) - 03:38, 20 December 2022
  • **{{K|c}}: Reclaim Items/Buildings - Mark area of objects to be [[Reclaim|claimed]]. **{{K|f}}: Forbid Items/Buildings - Mark area of objects to be [[forbid]]den.
    8 KB (1,324 words) - 03:19, 20 December 2022
  • :''This article refers to "hide" in terms of removing items or buildings from view, for the article on creature skin, see [[cv:skin|Skin]].'' You can '''hide and unhide Items and Buildings''' using the designation menu or look mode.
    1 KB (264 words) - 03:33, 20 December 2022
  • ...t have been [[Architect|designed]] using metal bars or metal blocks. These buildings can include [[trade depot]]s, [[bridge]]s, [[furnace]]s, and [[well]]s. ''( ...ing "metalsmith" skill (e.g. weaponsmithing). The [[quality]] of any such buildings is based off this skill alone. {{Bug|4899}}
    2 KB (352 words) - 03:42, 20 December 2022
  • Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at lea ...ere is an obstacle to their path, which may be a wall or even furniture or buildings like a door, they will not derail and respect the curve, anyway. Derailing
    93 KB (15,231 words) - 15:00, 15 December 2023
  • {{Buildings}} {{Category|Buildings}}
    8 KB (1,247 words) - 03:24, 20 December 2022
  • ...roblems, even if they are over open space. They will also support adjacent buildings. Channels cannot be designated on buildings (including stockpiles). However, if a ''ramp'' is dug below one, the floor
    8 KB (1,440 words) - 03:51, 20 December 2022
  • '''Building tokens''' control the functionality of custom buildings. All custom buildings are defined as objects of type BUILDING_WORKSHOP or BUILDING_FURNACE; works
    8 KB (1,202 words) - 03:11, 20 December 2022
  • == View Rooms/Buildings ==
    9 KB (1,543 words) - 03:54, 20 December 2022
  • ...on-dragonfire-safe doors immune as long as they remain closed. Objects and buildings (and creatures) made out of [[slade]] are also immune to dragonfire, since
    4 KB (496 words) - 03:19, 20 December 2022

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