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  • ...tissue layer common to most [[cv:creature|creature]]s. Different types of creatures have different types of skin. * Most mundane creatures have raw hide, which displays in-game as '''skin'''. This is the only type
    760 bytes (120 words) - 12:21, 29 December 2013
  • ...milked for an [[cv:alcohol|alcoholic drink]] that can also be made into [[cv:cheese|cheese]]. Boozebelly Goats require a [[cv:pasture|pasture]] to survive. A 3x3 grid on grassy or mossy tiles is suffic
    764 bytes (118 words) - 20:59, 5 September 2013
  • <p style="text-align: center; font-weight: bold;">[[cv:Main Page|Click here to view the main page for vanilla Dwarf Fortress]]</p> ...r 1000 [[creature]]s and up to 35 [[races]]. It includes a selection of [[cv:utilities|utilities]] and two playable race plugins ([[Orc Fortress]] and [
    4 KB (609 words) - 02:37, 18 April 2019
  • ...mpreys, bull sharks, giant orcas and other [[DF2014:Sea_monster|wondrous]] creatures). ...pain was revised in 0.43.05, with thresholds significantly buffed for most creatures. Now a high willpower/toughness can and will prevent your adventurer (and e
    64 KB (10,849 words) - 18:31, 2 December 2020
  • ...ut short, leaving out most of the [[cv:fortress mode|fortress mode]] and [[cv:adventure mode|adventure mode]] villainy, to hasten the Premium release. ...world will behave (from only humans, to a world filled with the strangest creatures), it is expected to be a complete overhaul of the game that will dramatical
    6 KB (895 words) - 19:50, 8 August 2023
  • :More conglomerating - reading over the [[cv:Military_guide|military guide]] page it seems like the latter could easily ...using hidden notes. Notably we need more info in teaching. Hopefully the [[cv:Military_guide|quick guide]] has served its purpose now. --[[User:Retro|Ret
    41 KB (7,043 words) - 16:17, 17 February 2012
  • {{cv}} ...warf Fortress'' that have the shape of a human, or are humans mixed with [[cv:Animal_people|another type of creature]] thus creating a living hybrid.
    245 members (7 subcategories, 0 files) - 01:39, 16 December 2022
  • ...s, templates - ''especially'' if templates exist for that page type! (spec creatures, workshops, etc.) ...mplate:Creatures]] and [[Template:Workshops]] to name a few. Buildings and Creatures are both large (maybe excessively so) and none of them seem to follow the s
    40 KB (6,659 words) - 04:53, 3 January 2024
  • ...to date [[cv:Hare_man|rabbit women]] twice their size. They are also not [[cv:alcohol|alcoholics]]. {{Creatures}}
    1 KB (172 words) - 20:28, 25 April 2024
  • ...to date [[cv:Hare_man|rabbit women]] twice their size. They are also not [[cv:alcohol|alcoholics]]. {{Creatures}}
    1 KB (162 words) - 03:52, 20 December 2022
  • * 4 [[cv:Armor stand|Armor stand]]s * 4 [[cv:Weapon rack|Weapon rack]]s
    1 KB (186 words) - 18:54, 6 May 2013
  • ...irst being of the form "CV" or "V", and the second being of the form "C", "CV", or "CVC" (where "C" is a consonant and "V" is a vowel). Thus, all words a .../entity_default.txt'' to GEN_DIVINE, it's possible to make newly-generated creatures of that type use the same names as angels.
    3 KB (521 words) - 09:24, 3 August 2023
  • ...aterlings]], which are used to generate unlimited [[cv:Magma|Magma]] and [[cv:Water|Water]], respectively. To do so, you will need to pasture the Changel {{Creatures}}
    2 KB (295 words) - 13:57, 3 September 2013
  • ...e skin of a creature, for the article on hiding items and buildings, see [[cv:Hide_Items_or_Buildings|Hide Items or Buildings]].'' ...Skin''' is a tissue layer common to most [[creature]]s. Different types of creatures have different types of skin.
    3 KB (473 words) - 16:21, 24 February 2024
  • ...e skin of a creature, for the article on hiding items and buildings, see [[cv:Hide_Items_or_Buildings|Hide Items or Buildings]].'' ...Skin''' is a tissue layer common to most [[creature]]s. Different types of creatures have different types of skin.
    3 KB (460 words) - 03:57, 20 December 2022
  • ...ved, but the strike through the uncertain material remained. Screen it for cv accuracy, and remove the strike, in whole or part.--[[User:Albedo|Albedo]] ...ed through the vertical bars and would trap creatures behind them) and the creatures would keep ending up on the opposite side of the bars. I see no way for the
    4 KB (681 words) - 23:09, 7 December 2010
  • {{cv}} ...le or no knowledge of how to tame exotic pets, resulting in poorly-trained creatures until your animal trainer develops the necessary knowledge through practice
    355 members (0 subcategories, 0 files) - 00:45, 4 March 2021
  • {{cv}} ...arves]], such as [[speech]] and high-level reasoning. Most of the humanoid creatures in ''Dwarf Fortress'' can develop [[civilization]]s. Most humanoids can be
    238 members (0 subcategories, 0 files) - 04:23, 8 December 2022
  • {{cv|DF2012|Creatures by attribute}} {{vercat|DF2012|Creatures by attribute|Creatures}}
    40 members (40 subcategories, 0 files) - 03:04, 2 July 2014
  • {{cv|DF2012|Steals food}} {{vercat|DF2012|Steals food|Creatures by attribute}}
    3 members (0 subcategories, 0 files) - 03:06, 2 July 2014

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