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- 16:32, 4 September 2009 diff hist -25 m 40d:Bridge
- 16:31, 4 September 2009 diff hist +81 40d:Road →Building: obstructions do NOT block construction unless it splits it in separate pieces; also, just use "area" in the formula (and note that, oddly enough, it does include obstructed tiles)
- 16:20, 4 September 2009 diff hist +21 40d:Bridge it's not 1/3, but 1/4
- 16:01, 4 September 2009 diff hist -23 40d:Farming →Increasing yield: tested with surface farm plots of sizes 1 throuh 20, and the pattern is very clear - 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6
- 15:49, 4 September 2009 diff hist +246 40d Talk:Farming →Double-check
- 15:48, 4 September 2009 diff hist -23 40d:Refuse stockpile →Details
- 21:11, 3 September 2009 diff hist +1 40d:Road bars give smooth roads (i.e. +++++++++ instead of ≈≈≈≈≈≈≈≈)
- 21:09, 3 September 2009 diff hist +20 40d:Irrigation →De-Irrigation: furniture also works for de-irrigating, with the added bonus of it not removing smoothness or engravings
- 21:07, 3 September 2009 diff hist 0 m 40d:Irrigation →Further Testing
- 17:57, 3 September 2009 diff hist +220 40d Talk:Farming →Fertilization
- 17:54, 3 September 2009 diff hist -53 40d:Farming →Increasing yield: all above-ground plots can be fertilized (though expensive), but underground plots can NOT be fertilized unless at least 1 tile is muddy
- 15:23, 3 September 2009 diff hist +39 40d:Troll
- 15:21, 3 September 2009 diff hist +130 40d:Dwarven atom smasher →Immune Creatures: vermin are also immune
- 14:00, 3 September 2009 diff hist +380 40d:Bridge on a hunch, I tried doing this, and it actually worked
- 14:00, 3 September 2009 diff hist +971 40d Talk:Bridge →Deconstruction Scaffold: new section
- 13:46, 3 September 2009 diff hist -183 40d:Bridge an operating retracting bridge is really just a trapdoor; also, areas under bridges are ALWAYS indoors, retracted or not, but they are NOT subterranean and thus dwawill cancel jobs when ordered inside
- 13:14, 3 September 2009 diff hist 0 m 40d Talk:Liaison →Dwarven Liaison becomes Advisor?
- 13:14, 3 September 2009 diff hist +264 40d Talk:Liaison →Dwarven Liaison becomes Advisor?: new section
- 13:13, 3 September 2009 diff hist +7 40d:Liaison →Interaction: can't assign the leader
- 13:06, 3 September 2009 diff hist -84 40d:Liaison →Interaction
- 13:04, 3 September 2009 diff hist -4 m 40d:Liaison →Arrival and Departure: liaisons can be female, you know
- 13:01, 3 September 2009 diff hist +36 40d:One-way →Video Example: the reason for the restricted traffic zone is just to illustrate that there's no other path, since they end up going through it anyways
- 23:10, 2 September 2009 diff hist +214 m 40d Talk:Mud →Safe Removal
- 22:04, 2 September 2009 diff hist +229 40d Talk:Mud
- 21:34, 2 September 2009 diff hist +120 40d Talk:Olmman
- 16:30, 2 September 2009 diff hist +251 40d Talk:Construction →Material construction cost
- 16:26, 2 September 2009 diff hist -402 m 40d:Mud forgot to remove this part
- 16:24, 2 September 2009 diff hist +719 40d:Mud built a statue on a muddy engraving, and the mud disappeared - was even able to unmuddy a brook tile!
- 15:21, 2 September 2009 diff hist +29 m 40d Talk:Mist →AncientEnemy's mist generator
- 15:20, 2 September 2009 diff hist +990 40d Talk:Mist →AncientEnemy's mist generator: a useful enhancement
- 15:02, 2 September 2009 diff hist +7 m 40d:How do I increase the value of a room →Trap
- 15:02, 2 September 2009 diff hist +422 40d:How do I increase the value of a room →Weapon Trap: not only weapon traps, but spike traps too
- 14:51, 2 September 2009 diff hist -172 40d:How do I increase the value of a room →Lever: simplify
- 14:47, 2 September 2009 diff hist +13 m 40d:How do I increase the value of a room →Material
- 13:59, 2 September 2009 diff hist +861 40d:How do I increase the value of a room reorganize, add a few other methods
- 13:34, 2 September 2009 diff hist +67 m 40d:Room →Saving on noble's rooms
- 13:32, 2 September 2009 diff hist +143 40d:Room →The room: this is quite outdated - build a floor over an engraving and you'll DESTROY the engraving, which counts as art defacement
- 05:20, 2 September 2009 diff hist +237 40d:Tile attributes →Light Above Ground vs Dark Subterranean
- 20:50, 1 September 2009 diff hist -1,123 40d:Lake the staircase water multiplication bug was fixed long ago
- 20:29, 1 September 2009 diff hist +134 40d:Herbalist minor cleanup - also, there's one nice advantage to having herbalists
- 19:15, 1 September 2009 diff hist +42 40d:Road dirt roads don't "disappear after a year" - they just remove all grass, shrubs, and saplings, at which point they start regrowing
- 19:11, 1 September 2009 diff hist -18 40d:Irrigation →De-Irrigation: simplify; also, this doesn't really seem like a bug
- 15:07, 1 September 2009 diff hist +456 40d Talk:Fire imp →verify?
- 14:55, 1 September 2009 diff hist +36 40d:Kiln if you build a kiln using metal bars (and you can), it'll be finished by a metalsmith, not a mason
- 14:52, 1 September 2009 diff hist +49 40d:Furnace operator reword a bit
- 14:50, 1 September 2009 diff hist +66 40d:Magma smelter screw pump == channel filled to 7/7 in days rather than months
- 22:16, 31 August 2009 diff hist -8 40d:Advisor doesn't do a damn thing
- 22:15, 31 August 2009 diff hist +226 40d Talk:Advisor
- 22:14, 31 August 2009 diff hist +41 40d:King →Non-dwarven Rulers
- 22:09, 31 August 2009 diff hist +551 40d Talk:Office