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  • ...then are automatically filled by haulers whenever the items appear on the map. '''NOTE:''' Bulk dumping designates ''all'' items on the tiles for dumping, even built [[furniture]], the construction materials making up
    7 KB (1,233 words) - 03:25, 20 December 2022
  • ...her types of minable tiles include [[soil]], [[sand]], and [[clay]]; these tiles do not produce loose stones when mined. ...e primary indicator of what kind of [[ore]]s you are likely to find on the map, as well as a sign of [[volcano|volcanic]] activity.
    20 KB (2,860 words) - 04:00, 20 December 2022
  • As designed (5 tiles of non-triggering water, 1 tile of triggering water), this setup triggers r ...etween the two pressure plates drives this system in his attempts to reach map edge through paths {{Raw Tile|¢p|#F00|#000}}. {{Raw Tile|^|#FF0|#000}} is
    14 KB (2,068 words) - 03:53, 20 December 2022
  • ...ll [[tree]]s. It (''currently'') does not form the actual material of tree tiles, which are composed of generic [[plant]] material, but is instead dropped f Saplings will randomly appear in above-ground [[soil]], only if the tiles underneath them are unmined and have at least another z-level of open space
    20 KB (2,724 words) - 14:32, 3 February 2023
  • ...ross the body of water during the filling, they will be interrupted by any tiles of [4/7] water sloshing around. Magma, of course, can also flow across a dw ...can reduce the amount of water in motion and/or block frequently-inundated tiles with a [[statue]] or [[fortification]].
    2 KB (368 words) - 03:20, 20 December 2022
  • '''Pebbles''' are a naturally-occurring [[map tile]] found commonly across the surface of the world near [[river]]s and [ ...ebbles can be designated for [[smoothing]]. Smoothed-out pebbles turn into tiles of that rock type, and can then be [[Engraver|engraved]], which is useful e
    897 bytes (141 words) - 03:48, 20 December 2022
  • ...will be much closer when they're downstairs one floor, than if they're 20 tiles away down the hallway. Also note that, with the default [[tilesets|tileset] ...ignated drinking zones) or a [[fishing]] zone, remember that only walkable tiles are valid - you need only mark the shore.
    10 KB (1,793 words) - 03:35, 20 December 2022
  • ...ver's original tiles (or perform some [[DFHack]] trickery to mark your new tiles as being part of the river).{{cite forum|147408/5942325}} ...are fishing from is connected to a "water source" tile on the edge of the map.
    4 KB (617 words) - 23:15, 11 March 2024
  • ...quipment if it lands where your dwarves can't go. If it's within a couple tiles of such a location, it's recommended you wait until the wagon is 100% empty ...g area, your dwarves and animals will wander aimlessly across ''the entire map''. Depending on where you embarked, this will be either a nuisance or dange
    5 KB (780 words) - 04:06, 20 December 2022
  • A '''ramp''' is a map feature that allows dwarves, [[wagon]]s, and other [[creature]]s to move be More formally, a usable ramp requires four tiles:
    8 KB (1,440 words) - 03:51, 20 December 2022
  • ...Weather, Temperature, and Time. You can also press {{k|s}} to cover every map tile in snow, {{k|m}} to make everything muddy, and {{k|x}} to remove all m ...l not change the dimensions of the arena; they can only change the initial tiles and fluids present.
    10 KB (1,590 words) - 19:08, 16 October 2023
  • * {{K|Tab}}: Move this menu/map - Moves the menu/map into another arrangement ** {{k|y}} to recenter the map on your fort
    25 KB (4,026 words) - 03:42, 20 December 2022
  • ...|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are si | Switch between the world map and additional info
    31 KB (5,165 words) - 02:51, 20 December 2022
  • Almost all workshops measure 3 tiles square, 3×3, but a few are 5×5, or even a single tile. Not all squares of ...is from the basic raw materials that can be found throughout your average map. A Tier-1 workshop processes raw materials directly; a Tier-2 workshop proc
    18 KB (2,665 words) - 04:08, 20 December 2022
  • ** A dwarf will clear the tiles where he/she builds from all scattered objects ('''stone !!!''') before sta ...to walk a lot of tiles to reach the forest, depending on the fortress and map layout. A stone hauler, on the other hand, might be chosen because of her s
    11 KB (1,717 words) - 04:47, 29 January 2023
  • As long as at least one tile of clay is available on your fortress map, you will be able to harvest clay infinitely. Collected clay appears as a b ...to create clay soil tiles in areas where there are no naturally occurring tiles. When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows
    21 KB (3,381 words) - 03:14, 20 December 2022
  • ...release have been fixed, and large beasts should move off the edge of the map again. Over in adventure mode, inappropriate creatures shouldn't yell 'iden *Stopped inaccessible pile tiles from stopping bin/barrel placement throughout pile
    2 KB (280 words) - 11:05, 11 January 2018
  • Once mining, a dwarf will automatically continue on to mine any connected tiles (on the same level) designated for mining, even diagonally, rather than shi ...vel before moving on to another - even to the point of moving far across a map to do so. They seem to mine top levels over lower ones. If no mining-design
    3 KB (559 words) - 03:43, 20 December 2022
  • [[Image:unknown tile.png|thumb|center|500px|Unknown tiles. There is a second unknown tile above the cursor as well, and it looks the {{Category|Map tiles}}
    605 bytes (93 words) - 04:05, 20 December 2022
  • ...hair]]). Corpses must be within the necromancer's line of sight – about 15 tiles – to be animated. Necromancers do this by gesturing; raising of the dead ...[[immigration|migrant wave]], but only if their tower or town is within 20 tiles of your fortress. As such, picking a location within that distance of such
    37 KB (6,081 words) - 22:22, 28 November 2023

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