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  • ...d mature) of your tame animals, the spawning rates of wild animals, and/or the amount of meat and leather that traders bring. Note that the meat industry involves many materials which can [[rot]], and therefore requ
    37 KB (6,224 words) - 07:11, 21 August 2023
  • ...d mature) of your tame animals, the spawning rates of wild animals, and/or the amount of meat and leather that traders bring. Note that the meat industry involves many materials which can [[rot]], and therefore requ
    37 KB (6,210 words) - 03:41, 20 December 2022
  • ...dy to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:'' :''For an explanation of the interface for starting out, see [[Embark]].''
    49 KB (8,344 words) - 03:59, 20 December 2022
  • ...dy to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:'' :''For an explanation of the interface for starting out, see [[Embark]].''
    49 KB (8,347 words) - 15:27, 26 September 2023
  • ...dy to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:'' :''For an explanation of the interface for starting out, see [[Embark]].''
    48 KB (8,169 words) - 21:16, 5 August 2014
  • ALSO, be sure to include the following format: ...th. A [[chasm]], underground [[river]], or [[hidden fun stuff]] can ensure the fortress is occupied.
    30 KB (5,073 words) - 23:35, 21 June 2024
  • ...or a solid basis to survive the first couple of months or years, check out the aptly named guide on [[your first fortress]]. It includes a basic starting ::''If you're trying to plan the future, try [[what should I build first]]?''
    40 KB (6,591 words) - 04:07, 22 February 2014
  • ...y to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:'' :''For an explanation of the interface for starting out, see [[Embark]].''
    43 KB (7,388 words) - 23:30, 21 June 2024
  • ...echanisms and time when replacing the likes of floodgates, especially when the [[magma|fluid in question]] requires a wide opening. ...terials than a [[construction|constructed]] floor of the same size serving the same purpose. if you want them to raise or lower, they must be linked to a
    20 KB (3,327 words) - 05:23, 3 March 2024
  • ...fspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring. Note that the meat industry involves many materials which can [[rot]] and so requires sli
    28 KB (4,719 words) - 13:48, 23 April 2014
  • ...rol [[flow|fluids]] can save a ton of mechanisms and time, especially when the [[magma|fluid in question]] requires a wide opening. ...terials than a [[construction|constructed]] floor of the same size serving the same purpose. if you want them to raise or lower, they must be linked to a
    20 KB (3,307 words) - 03:11, 20 December 2022
  • ...a long time and may seem like a nuisance, but it is actually the heart of the game. ...activities|activities continue]] even after world generation, as you play the game. ''Dwarf Fortress'' is not only a game, it is a gigantic fantasy world
    16 KB (2,544 words) - 15:19, 13 November 2023
  • ...se it up" in any way. It is ''extremely'' dangerous, [[fun|and has led to the death of many dwarves, and many fortresses]]. '''Lava''' is the same substance. Magma is what it is called underground, while it is called
    19 KB (3,344 words) - 17:29, 4 July 2020
  • ...rol [[flow|fluids]] can save a ton of mechanisms and time, especially when the [[magma|fluid in question]] requires a wide opening. ...e direction points to the side of the bridge which will become a wall when the bridge is raised.
    14 KB (2,333 words) - 12:57, 30 June 2018
  • ...overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages ...estock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gather
    22 KB (3,752 words) - 00:53, 14 October 2023
  • ...ned; a custom creature can have a tier of 3000 and still work even if it's the only custom creature. ...dventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not require
    25 KB (3,935 words) - 15:15, 7 April 2021
  • :''This page is about the creature. For the structure, see [[Wagon (embark)]]'' ...eir capacity and being the only multi-tile creature, wagons are only 1/5th the size (volume) of a dwarf - no wonder they scuttle so easily.
    15 KB (2,395 words) - 17:38, 24 May 2024
  • ...ou should put a new adventure entity above the Dwarves. Not at the end of the file. ...dventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear.
    21 KB (3,286 words) - 13:57, 8 December 2021
  • This page is an in-depth Wiki for the '''Civilization Forge [[Modding|Mod]]'''. ..., stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is
    21 KB (3,661 words) - 20:14, 17 June 2019
  • ...overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages ...estock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gather
    19 KB (3,285 words) - 09:43, 26 December 2022

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