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  • ...layers]] under the surface, some of which may contain [[Aquifer]]s. Other surface features that are significant, but which aren't biomes strictly speaking, a ...urface, so it will change if you move the map around a map with a non-flat surface, even if you don't press {{K|<}} or {{K|>}}.
    64 KB (10,735 words) - 21:26, 12 August 2014
  • * Don't gather plants except those you plant yourself. * Trade for plants and wood only with the elves; they understand your environmental code.
    63 KB (10,491 words) - 16:07, 26 July 2021
  • PLANTS Plants
    311 KB (47,240 words) - 11:27, 4 October 2011
  • ...:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channelling out the roof above the desired plot and then constru ...le on [[crop]]s for details on the conditions needed to grow the available plants.
    12 KB (2,023 words) - 01:41, 16 October 2023
  • ...ur own [[plants]] from seeds and brew the products. (Keep in mind not all plants can be brewed - don't plant dimple cups and expect to make alcohol). In ad It is possible to make all your alcohol by harvesting aboveground plants, if highly inefficient. It also only works in biomes with collectable plan
    43 KB (7,388 words) - 23:13, 18 February 2012
  • First, go one level beneath the surface ({{K|>}} to go down a level), since we'll be growing underground crops (whe == Surface farming ==
    11 KB (1,975 words) - 18:46, 28 July 2021
  • ...verns in adventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them. The top of the first cavern usually resides about 10-11 z-levels below the surface.
    13 KB (2,226 words) - 19:31, 31 July 2012
  • ...e parameters because many of them have different defaults depending on the surface area available. ...h drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.
    63 KB (9,936 words) - 15:59, 13 July 2017
  • == Other Designations: cutting trees, gathering plants == ...|t}}, and mark a big swath around the wagon. Then do it again with "gather plants", {{k|p}}. Your dwarves will quickly go to work on these tasks.
    44 KB (7,730 words) - 22:36, 15 September 2019
  • ...ure above a [[magma|magma pipe]] and [[engraving|engrave]] every available surface. The temple should be as opulent as possible. In the temple, build a retr ...ld not be exposed to the caverns, but the caverns should be exposed to the surface to free the fun creatures. The dungeon must go down until it reaches HFS.
    41 KB (7,106 words) - 22:48, 22 February 2016
  • ...ng shrubs also serves to provide a supply of [[seed]]s for use in planting surface [[crop]]s, such as [[longland grass]] and [[wild strawberry|wild strawberri ...less of their skill; underground shrubs, however, will always yield usable plants. There is usually plenty of available vegetation however, so designate a wi
    3 KB (485 words) - 15:27, 23 July 2013
  • ...independently of the others, so we'll set a few of them to working on the surface while two of the others dig around underground. Use {{K|t}} to select {{DF ...area around the wagon for clear cutting. You ''could'' select the entire surface for logging, but since your dwarves are all morons your lumberjack would go
    9 KB (1,575 words) - 18:43, 8 December 2011
  • ...rkuta's leaders). Have them haul the stone and metal they mine back to the surface and ship the raw materials off to the Motherland. Import only food, booze, ...with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse abo
    41 KB (6,700 words) - 12:31, 21 March 2022
  • The default plants are stored in the plant_standard.txt file, while grasses are stored in plan These tokens are specified for all plants and define their most basic characteristics.
    10 KB (1,474 words) - 03:12, 30 December 2011
  • ...not always - you can have a complete medieval-style castle complex on the surface. But each point of entry should be hardened against attack. Don't make more ===Surface jobs===
    43 KB (7,277 words) - 16:28, 26 July 2021
  • # Ripe farm plants won't be harvested if there's nowhere to put them. ...h every single relevant item of it's type selected. However, we only want plants and seeds to go here. The easiest way to do this is to turn off everything
    7 KB (1,302 words) - 18:39, 8 December 2011
  • ...iotic area with homogeneous features, characterized by distinctive [[plant|plants]], [[creatures|animal species]] and [[climate]]. ...devoid of trees, and lacking a river. Very hot climates may see all their surface water quickly evaporate, making finding a water supply more dangerous, as u
    26 KB (4,447 words) - 19:39, 9 February 2022
  • ...pplies. You'll need the extra bags to hold the [[seed]]s from the surface plants that your [[herbalist]] gathered from [[shrub]]s. ...r's workshop is done interact with it ({{K|q}}) and add a {{DFtext|Process Plants (to Bag)}} ({{K|a}}-{{K|b}}) job four times. This will produce four bags o
    5 KB (944 words) - 18:38, 8 December 2011
  • ...iff near the wagon, [[channel]] out a small rectangle (perhaps 3x3) on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then ...dig down a bit if you have more than one z-level of sand/clay/soil on the surface.
    54 KB (9,560 words) - 12:51, 18 May 2013
  • ...[[river]] or [[pool]], but it is often easier to [[trading|trade]] for the plants or [[seed|seeds]] from a (non-dwarven) [[caravan]], especially an [[elf|elv ...processing|processed into threads]] at a [[Farmer's workshop]]. Processing plants will yield both Rope reed thread and seeds. Rope reed thread can then be [[
    987 bytes (148 words) - 17:22, 8 December 2011

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