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  • #REDIRECT [[DF2012:Design strategies]]
    38 bytes (4 words) - 09:23, 15 July 2013
  • ...ice on how to get your soldiers prepared for any threat, see '''[[military design]]'''. ==== Design considerations ====
    31 KB (4,628 words) - 23:17, 19 March 2019
  • ...o the considerations above, it's also important to remember that long-term design strategies can easily be disrupted by the discovery of underground terrain Also, there are several [[Main:Blueprint Library|design idioms]] of common usage like [[pump stack]]s.
    8 KB (1,373 words) - 22:41, 8 April 2014
  • As such, it's a good idea to design all these workshops and their [[stockpile]]s around each other. Farms can It's often efficient to design your stockpiles around workshops to ensure they have the materials they nee
    4 KB (634 words) - 01:34, 31 July 2014
  • ...r defensive plan (but might be adapted or plugged into one), see '''[[trap design]]'''. ...time on the player's part to set up and get working. An efficient military design can offset some of these major issues.
    12 KB (1,819 words) - 15:04, 7 July 2014
  • #REDIRECT [[DF2012:Design strategies]]
    38 bytes (4 words) - 06:03, 3 July 2012
  • #REDIRECT [[v0.34:Stockpile design]]
    36 bytes (4 words) - 01:34, 31 July 2014
  • #REDIRECT [[DF2012:Security design]]
    36 bytes (4 words) - 20:20, 3 April 2012
  • ...n laying out your architecture to protect your military, see '''[[security design]]'''. For specific advice on how to get your soldiers prepared for any thre These are some basic tricks that can be used with most any trap design, basic or complex.
    43 KB (6,759 words) - 05:58, 13 July 2014
  • This design gives workshops easy access to input and output stockpiles. This design makes it easier to contain berserk dwarves.
    15 KB (2,151 words) - 01:40, 26 June 2014
  • ...important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of th ...ur dwarves sleep in a large communal [[dormitory]]. The smallest ''bedroom design'' possible is a corridor with notched spaces for beds.
    31 KB (4,417 words) - 20:54, 15 November 2021

Page text matches

  • ...important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of th ...ur dwarves sleep in a large communal [[dormitory]]. The smallest ''bedroom design'' possible is a corridor with notched spaces for beds.
    31 KB (4,417 words) - 20:54, 15 November 2021
  • There are two incompatible design philosophies associated with creature logic-- mostly, the creatures you use ...and otherwise, lets them wander (in a constrained space). This simplifies design and permits constant evaluation of criteria, but any creature that paces in
    19 KB (3,049 words) - 22:40, 8 April 2014
  • ==== Design 1 ==== ...//www.bay12forums.com/smf/index.php?topic=125679.msg4217863#msg4217863 one design] posted to the forums by gchristopher, a pump can provide power to the roll
    19 KB (3,079 words) - 14:48, 26 May 2017
  • In this design, water flows from an infinite source {{Raw Tile|~|#0F0|#000}} over an outpu ...still limited by the reset period of pressure plates. Given careful enough design and sufficient water pressure, the latency of a write to true can approach
    10 KB (1,527 words) - 11:16, 20 May 2014
  • ...ice on how to get your soldiers prepared for any threat, see '''[[military design]]'''. ==== Design considerations ====
    31 KB (4,628 words) - 23:17, 19 March 2019
  • ...ice on how to get your soldiers prepared for any threat, see '''[[military design]]'''. ...warves as well, so a retractable- or drawbridge is usually included in the design. But a moat with a non-retractable bridge is still potentially useful: It k
    47 KB (7,991 words) - 16:28, 26 July 2021
  • ...o the considerations above, it's also important to remember that long-term design strategies can easily be disrupted by the discovery of underground terrain Also, there are several [[Main:Blueprint Library|design idioms]] of common usage like [[pump stack]]s.
    8 KB (1,373 words) - 22:41, 8 April 2014
  • ...n laying out your architecture to protect your military, see '''[[security design]]'''. For specific advice on how to get your soldiers prepared for any thre These are some basic tricks that can be used with most any trap design, basic or complex.
    43 KB (6,759 words) - 05:58, 13 July 2014
  • ...hich creates a cyclic pattern of on and off signals. The simplest repeater design is a [[dwarf]] pulling a [[lever]] on [[repeat]]. However, numerous fully-a ...hat conserves water, but such systems are complex, when the beauty of this design is its simplicity. If it needs to be stopped for maintenance, one is proba
    12 KB (1,742 words) - 14:29, 5 April 2020
  • This design gives workshops easy access to input and output stockpiles. This design makes it easier to contain berserk dwarves.
    15 KB (2,151 words) - 01:40, 26 June 2014
  • ...ortant implications for [[workshop design|fortress design]] and [[security design]]. ..., ignores any walls or obstacles in the way. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths
    6 KB (1,099 words) - 13:52, 6 September 2017
  • ...s completed in two stages. First a dwarf with the [[architect]] labor must design it. Then a dwarf (the same or a different one) with the appropriate labor m ...t]] generation, to maximize fluid throughput, or for advanced [[repeater]] design.
    19 KB (3,237 words) - 17:46, 20 August 2014
  • |+'''Basic watermill design''' |+'''Dual watermill design'''
    21 KB (3,054 words) - 23:10, 8 April 2014
  • Here's a simple design that keeps you from having to build cages before releasing hostile creature Variations of this design exist, but they all use the same basic principle, that is, all hostiles mus
    11 KB (1,642 words) - 15:40, 28 July 2021
  • ** [[military design|Military Design]] provides specific advice on how to get your soldiers prepared for any thr ** [[Security design|Security Design]] will give you specific suggestions on the physical defenses that will def
    14 KB (2,246 words) - 22:54, 8 April 2014
  • * ''Reusability'': Approaches zero, except for mass storage. Any design other than a large hall requires reconstruction. ...nting single-tile gems. As an added bonus, it is more efficient than a 3×3 design.
    18 KB (2,246 words) - 22:31, 30 March 2024
  • ...doesn't exist a full concept of a fluid-preserving fluid logic gate. Each design working with floodgates or equivalent components in the gates will have to ===Basic Design===
    13 KB (1,972 words) - 22:44, 8 April 2014
  • Fortress design is specific ways of building and planning, game setting changes are changes ====Fortress Design====
    15 KB (2,380 words) - 18:50, 28 July 2021
  • ...r defensive plan (but might be adapted or plugged into one), see '''[[trap design]]'''. ...time on the player's part to set up and get working. An efficient military design can offset some of these major issues.
    12 KB (1,819 words) - 15:04, 7 July 2014
  • ..., alternate construction can result in edge detection or in a [[repeater]] design. ...cally, one solution is to moderate your inputs via an extra AND gate; this design shows how that can be done. When a large number of circuits such as that s
    13 KB (2,012 words) - 22:55, 8 April 2014

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