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  • ...e, [[rose gold]] is [[Color schemes|magenta]]) for furniture, color-coding rooms or levers, or artistic constructions (including [[floor]] mosaics). In some ...ion on maximizing value not copied over, as it doesn't seem so relevant in v0.31 with increased utility for some alloys and general increases in metal abund
    22 KB (2,762 words) - 05:07, 17 February 2012
  • {{v0.31:Item quality/Table}} {{v0.31 material metal table head}}
    34 KB (4,681 words) - 21:56, 30 March 2015
  • ...pedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[v0.31:Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructi ...make any of these rooms too big or your miner will take forever to dig the rooms out, especially if he is digging in stone instead of soil. (Digging through
    54 KB (9,560 words) - 12:51, 18 May 2013
  • ...ce, [[rose gold]] is [[Color scheme|magenta]]) for furniture, color-coding rooms or levers, or artistic constructions (including [[floor]] mosaics). {{v0.31 material metal table head}}
    24 KB (3,054 words) - 22:11, 22 December 2022
  • ...ce, [[rose gold]] is [[Color scheme|magenta]]) for furniture, color-coding rooms or levers, or artistic constructions (including [[floor]] mosaics). {{v0.31 material metal table head}}
    25 KB (3,229 words) - 09:21, 31 October 2023
  • ...ce, [[rose gold]] is [[Color scheme|magenta]]) for furniture, color-coding rooms or levers, or artistic constructions (including [[floor]] mosaics). {{v0.31 material metal table head}}
    22 KB (2,743 words) - 11:37, 30 June 2014
  • ...r animal) to ground. For [[v0.31:Fortress_mode|Fortress Mode]], this is [[v0.31:Technical_tricks#More_Game_Options|WALKING_SPREADS_SPATTER_DWF]] and is alr ...can be kept out with a [[Activity_zone#Pen.2FPasture|pen/pasture]] or a [[v0.31:Activity_zone#Pit.2FPond|pit]]. Similarly, setting the [[traffic]] designat
    7 KB (1,199 words) - 20:20, 31 July 2012
  • ...ting from the surface. Each dungeon floor must be filled with rectangular rooms connected by twisting one-tile passages, with an occasional wider hallway, *Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that
    41 KB (7,106 words) - 22:48, 22 February 2016
  • Sadly, the wooden axes of v0.31 make this challenge remarkably easy. All you end up with is a fort that dec ** Hobbit-holes are all on one level - store-rooms, wine-cellars, bedrooms and all.
    63 KB (10,491 words) - 16:07, 26 July 2021
  • ...ar a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only ...s demand (and rightfully belong in) [[tomb]]s, which are coffins made into rooms and assigned to them specifically.
    44 KB (7,730 words) - 22:36, 15 September 2019
  • ...warven economy. This has no effect, since the economy does not function in v0.31. ...fit for a king. This has no effect, since the economy does not function in v0.31.
    15 KB (2,490 words) - 05:16, 25 March 2012
  • ...f the land above is variable. There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses. It's obvious the computer ...man temples. Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends. Like
    68 KB (11,828 words) - 13:20, 3 December 2023
  • ...arch more quickly along the corridor, and waste less time searching in the rooms. .../smf/index.php?topic=122441.0 this topic] for a debate over FPS on 2012 vs v0.31, game settings, and other FPS issues.)
    15 KB (2,380 words) - 18:50, 28 July 2021
  • ...warven economy. This has no effect, since the economy does not function in v0.31. If this is "YES", when the dwarven economy kicks in all rooms will cost nothing, allowing even the poorest of haulers to have a room fit
    16 KB (2,566 words) - 15:19, 29 May 2014
  • ...ep this in mind if you want to improve a specific room or improve multiple rooms! ...on weapon and armor quality, giving the game qualities of an "artifact" in v0.31:
    10 KB (1,627 words) - 20:14, 21 April 2024
  • As of v0.31, burrows seem to allow even better control over moody dwarf's material usag ...l item of its type. Artifact furniture is useful for high value [[noble]] rooms. Artifact weapons in [[weapon trap]]s can also boost a room's value conside
    27 KB (4,330 words) - 18:12, 21 February 2014
  • ...[Dungeon master]] before Exotic Animals will breed {{bug|1677}}, and as of v0.31.03 there's an [http://www.bay12games.com/dwarves/mantisbt/view.php?id=519 o ...n hurt your [[Maximizing framerate|framerate]]. By making a series of 1x1 rooms with doors set to "non-pet-passable", and restraining the animals there, th
    21 KB (3,467 words) - 13:47, 24 December 2022
  • ...s that they'll only use things that are in that burrow - workshops, dining rooms, etc. Note that they'll still gather material from outside the burrow if it ...want to give, pick a target, and watch them go. This is a new feature in v0.31 that allows you to single out a critter for death.
    15 KB (2,668 words) - 03:59, 12 June 2022
  • ...In previous versions lacking [[cavern]]s, this was a serious drawback. In v0.31, brave pioneers can dig down into the caverns to find essentials like water ...much more quickly than stone (x3-x4 faster), and expansive accommodations (rooms) can be achieved quickly even by untrained miners. You will find stone, yo
    43 KB (7,388 words) - 23:13, 18 February 2012
  • ...nnot be [[Smoothing|smooth]]ed, so it is more difficult to make high value rooms, or pierce [[aquifer]]s. Also, since soil cannot be smoothed, soil cannot {{v0.31 soil}}
    4 KB (637 words) - 20:48, 19 October 2016

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