v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Search results

Jump to navigation Jump to search
  • {{Tile|☺|4:1}} * {{Tile|X|0:1}} '''[[Immigration|Migrant]]:''' The dwarf has just arrived at your fortres
    7 KB (1,171 words) - 02:54, 13 October 2021
  • ...be observed by pausing the game and pressing {{k|.}}, which causes exactly 1 tick to pass by. The [[adventurer mode]] equivalent is achieved simply by p ...antity of time that varies depending on the game mode. In adventurer mode, 1 tick moves time forward by 0.5 seconds, whereas in fortress mode this cause
    11 KB (1,778 words) - 14:40, 21 February 2023
  • |1||[[fat|glob]], [[seed]], [[alcohol]], powder, extract |1/50||[[Coin]]<sup>1</sup>
    20 KB (2,466 words) - 03:36, 20 December 2022
  • ...levels) Note that containers (cloth and leather bags) are considered Tier 1 materials even though they are produced at a higher tier, because these ite : Tier 1 workshops use Tier 0 materials (animals, ore, wood, plants, bone, etc.).
    24 KB (3,701 words) - 18:43, 22 February 2024
  • ...be observed by pausing the game and pressing {{k|.}}, which causes exactly 1 tick to pass by. The [[adventurer mode]] equivalent is achieved simply by p ...antity of time that varies depending on the game mode. In adventurer mode, 1 tick moves time forward by 0.5 seconds, whereas in fortress mode this cause
    11 KB (1,778 words) - 14:46, 21 February 2023
  • ...[MELTING_POINT:0][BOILING_POINT:1][MAT_FIXED_TEMP:35000][DISPLAY_COLOR:6:0:1] ...[MELTING_POINT:0][BOILING_POINT:1][MAT_FIXED_TEMP:90000][DISPLAY_COLOR:6:0:1]
    10 KB (1,310 words) - 03:17, 20 December 2022
  • ...[MELTING_POINT:0][BOILING_POINT:1][MAT_FIXED_TEMP:35000][DISPLAY_COLOR:6:0:1] ...[MELTING_POINT:0][BOILING_POINT:1][MAT_FIXED_TEMP:90000][DISPLAY_COLOR:6:0:1]
    10 KB (1,310 words) - 01:55, 8 February 2023
  • ...levels) Note that containers (cloth and leather bags) are considered Tier 1 materials even though they are produced at a higher tier. This is because t Tier 1 workshops use Tier 0 materials (animals, ore, wood, plants, bone, etc.).
    18 KB (2,659 words) - 13:08, 7 July 2018
  • | Enemy population triggers || 1 to 300 || Likely affects when invasions occur, and how difficult they are. | Forgotten beast sensitivity || 1 to 100,000 || Performing nature-disrupting actions within the caverns will
    10 KB (1,376 words) - 11:17, 15 March 2024
  • RAM: 1 GB<br /> RAM: 1 GB<br />
    7 KB (959 words) - 05:27, 17 February 2012
  • |1||[[fat|glob]], [[seeds]], [[alcohol]], powder, extract |1/50||[[Coin]]<sup>[1]</sup>
    18 KB (2,267 words) - 20:35, 3 February 2014
  • |style="border:1px #AAA solid;padding:0.2em;"|{{Tile|·|0:0:1}} ...n swarms, flier<br />Can escape from cages by flying between the bars.<sup>1</sup>
    19 KB (2,955 words) - 15:30, 30 June 2021
  • [PICKED_TILE:58][PICKED_COLOR:2:0:1] [SEED:wild squash seed (tropical):wild squash seeds (tropical):0:0:1:PLANT_MAT:SQUASH_TROPICAL:SEED]
    9 KB (1,127 words) - 20:43, 20 March 2019
  • | {{Tile|g|7:1}} [[Goose]] | {{Tile|l|0:1}} [[Loon]]
    11 KB (1,183 words) - 01:35, 18 February 2024
  • |1||[[glob]], [[seeds]], [[alcohol]], powder, extract |1/50||[[Coin]]<sup>[1]</sup>
    18 KB (2,212 words) - 02:40, 2 July 2012
  • ...QUENCY' value determines the likelyhood of them appearing there: generally 1 for not very often, up to 3 for very often (ie. dwarves in mountains). ...e in order, so if you are adding a new playable race you must set its tier 1 higher (4).
    38 KB (6,028 words) - 11:06, 16 January 2022
  • [PICKED_TILE:58][PICKED_COLOR:2:0:1] [DISPLAY_COLOR:5:0:1]
    5 KB (555 words) - 15:45, 1 October 2018
  • |1||[[fat|glob]], [[seed]], [[alcohol]], powder, extract, tree branches |1/50||[[Coin]]<sup>1</sup>
    20 KB (2,409 words) - 19:00, 8 May 2024
  • ...to work). A plot with mixed {{DFtext|Light|6:0:1}} and {{DFtext|Dark|0:0:1}} tiles may show plants as "available" when only a tiny fraction of the til ...message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}). See the article on [[crop]]s for details on the conditions needed to gr
    29 KB (4,713 words) - 01:43, 16 October 2023
  • ...[[white sand]] present has COLOR:7:6:1 and so the actual floor color is 7:1 (white).]] ...display it as dark grey, color 8 (in other words, color 0 with brightness 1).
    28 KB (3,435 words) - 20:08, 23 June 2017

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)