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  • ...k|Enter}}. On the next page, highlight a civilization that shows up on the map as mostly blue omegas {{DFtext|Ω|1:7:1}}, and {{k|Enter}}.'''}} ...be determined by most of the [[Site#Site_Types|site symbols]] shown on the map; dwarven are mostly {{DFtext|Ω|1:7:1}}, human are mostly {{DFtext|#|1:7:1}
    43 KB (7,414 words) - 02:51, 20 December 2022
  • # (Optional) Set the priority with {{K|-}} and {{K|+}}. Tiles with first/lowest numbered priority value will be mined first. ...-level with {{k|<|>}}, designating areas across z-levels for mining. Tiles can also be designated by using the mouse and left-clicking.
    11 KB (1,815 words) - 03:43, 20 December 2022
  • ...d has been mined out while the brook is in ice form, preventing the island tiles from collapsing despite the fact they are supported by nothing but water). ...labelled as a brook when viewed with {{k|k}}. Like rivers, unfrozen brook tiles will be constantly blinking to indicate that they have [[flow]].
    3 KB (519 words) - 03:11, 20 December 2022
  • ...is a [[contaminant]], which is created any time water covers an area. Any tiles that contain mud may be used for [[farming]]. ...d turning yellow. Such evaporation can be prevented by flooring over water tiles to make them Inside.
    17 KB (2,946 words) - 04:06, 20 December 2022
  • ...influence of [[gravity]]. A cave-in will occur if constructions or ground tiles are detached from all support ([[bridge]]s and [[hatch]]es do not provide s ...port to the tile above them, but will act as a connection for the adjacent tiles on the same level.
    11 KB (1,762 words) - 03:13, 20 December 2022
  • ...creen-width, around 80 to 100 tiles for a catapult and between 130 and 200 tiles for a ballista). A [[ballista arrow]] can kill or injure each creature in * Catapults have a minimum range – at least 30 tiles.
    21 KB (3,334 words) - 10:33, 25 May 2024
  • ...the fog will obscure that fog. When in the midst of fog on the fast travel map, a small circle around your adventurer will blink to show the surrounding a ...able gives the base East-West Wind value for a given latitude, by counting tiles from the pole-most tile.[http://www.bay12forums.com/smf/index.php?topic=131
    22 KB (3,360 words) - 08:00, 21 January 2023
  • |Allow the adventurer and companions to travel between sites on the world map. ...to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let yo
    37 KB (5,912 words) - 04:05, 20 December 2022
  • ...presents a group of creatures (in this case unfriendly goblins). The world map (in sepia) is on the far right.]] | Toggle display of clouds on region map
    50 KB (8,737 words) - 02:51, 20 December 2022
  • ...ion, select a home civilization with ''at least'' two dwarven sites on the map. ...ew of where, relative to the rest of the features of the world, the region map is focused on.
    33 KB (5,542 words) - 03:21, 20 December 2022
  • | Upper limit of trunk thickness, in tiles. Counted separately for all branching trunks. Has a geometric effect on log ...us to which branches can reach. Appears to never reach further than seven tiles from the centre. Does not depend on the trunk branching amount or where tr
    19 KB (2,994 words) - 22:17, 16 January 2023
  • ...ble [[fortifications]], or else dig another z-level down, and then dig two tiles under the rim of your platform to create an overhang that is impossible to ...on to stop in its tracks, reverse course, and march all the way around the map to get access to your fort. Repeatedly yanking the drawbridge up, forcing
    21 KB (3,516 words) - 02:21, 13 January 2023
  • If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven ...[[door]] in between to control its vision. Your 1x1 pit should still be 5 tiles deep at least though, to prevent dwarves being spooked by the revived corps
    96 KB (15,752 words) - 04:01, 20 December 2022
  • A challenge for the ultimate survivalist. The map contains only a thick layer of [[ice]] and a deep body of salty oceanic wat ** If you create a side hill mine, only carve large (at least 2 tiles) tunnels, and create shaft to the surface to allow air circulation.
    84 KB (13,988 words) - 23:29, 21 June 2024
  • ...vested. See [[Main:Character table|character table]] for a table of usable tiles. [PICKED_COLOR:6:13:0] is the color used for the crop's tile when harvested ...ll give no logs. [TREE_TILE] is the tile the tree shows up as on the world map.
    63 KB (9,874 words) - 03:43, 20 December 2022
  • ...to the list, press {{k|a}}. The new burrow created this way starts with no tiles and a default name. ...rectangles or drawing with the mouse much like [[designation|designating]] tiles. A burrow does not need to be contigious and can extend into unrevealed spa
    11 KB (1,803 words) - 03:12, 20 December 2022
  • ...falls downward) and ''diffusion'' (when the liquid levels of two adjacent tiles are averaged, possibly pushing items around). * [[River]]/brook source tiles (whether the map edge or the "delta" where the river itself begins) generating water
    21 KB (2,643 words) - 03:50, 20 December 2022
  • ...but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. Creatures are displayed as [ ...arge rivers on the world map, minecart tracks and walls all share the same tiles as well.
    6 KB (944 words) - 03:31, 20 December 2022
  • ...traffic|traffic designations]] to help somewhat. Designate the spike trap tiles as ''restricted'' then make a longer path going around the spikes that's de ...y walk over the top of a brook. It also won't work as well in winter on a map that freezes.
    44 KB (6,774 words) - 09:55, 21 December 2022
  • The caverns will usually have open map edges, allowing all sorts of [[creatures]] to migrate into and from them. B If your map has an unseen [[cave-in]] at the beginning of embark, the caverns may have
    26 KB (3,975 words) - 09:57, 10 January 2023

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