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  • | 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) - 03:49, 20 December 2022
  • ...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
  • ==Map data== | rowspan="2" | Size of the current map region in 16x16 blocks.
    4 KB (492 words) - 03:42, 20 December 2022
  • ...e enclosed by much larger biomes, which is to say that the pool itself and tiles adjacent to the pool are counted as a biome. All kinds of [[vermin]] popula ...y pool" fish (e.g. turtles) unless they were originally part of a specific map feature (e.g. a river, a lake/ocean biome, or an underground cavern) when y
    9 KB (1,171 words) - 03:44, 20 December 2022
  • ...mbers in brackets after each type of zone indicate how many selected floor tiles can be used for that type of zone. Flow and floor flow are placed similarly ...warf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want t
    15 KB (2,617 words) - 02:51, 20 December 2022
  • ...gnations menu''' can be accessed by {{K|d}} and provides the means to mark tiles with various designations including Mining, Wood Cutting, Plant Gathering, ...esignations, both normal (brown) and marked (blue).]]Mine ({{K|d}}) - Mark tiles to be [[Mining|mined]] out. Removing stone/soil walls and leaving stone/so
    8 KB (1,324 words) - 03:19, 20 December 2022
  • .... When used a yellow X-shaped cursor appears which you can move around the map using the numberpad to gain information. ...them. The menu displays [[Creatures]], Objects, [[Building|Buildings]], [[Map tile]]s in that order. You can use the {{k|+}} {{k|-}} keys to browse these
    13 KB (2,225 words) - 03:16, 20 December 2022
  • These attributes do ''not'' change what tiles look like. DFHack's Rendermax plugin implements a lighting system into the ...floors or buildings only (possibly walls also{{verify}}) above them. Also tiles beneath branches of some trees.
    4 KB (561 words) - 04:03, 20 December 2022
  • ...r scaffolding - anything with open space dwarves can reach (adjacent floor tiles) to pour water down into. Because of how underground Z-levels work (there's ...or farming when it has water sprites on it, though check and make sure the tiles say something regarding mud (using the look (k) function)
    11 KB (1,528 words) - 03:36, 20 December 2022
  • ...e to fine-tune your embark area to your favorite size. In this case, a 3x3 map could be centered on the bottom zero tile, and a fortress built around the ...e the bottom level of waterfalls by painting elevation of 101 all over the map.
    8 KB (1,268 words) - 04:06, 20 December 2022
  • ...ths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away. Workshops ...ths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away.
    10 KB (1,608 words) - 03:47, 20 December 2022
  • * [[Floodgate]]s leading into an [[ocean]] or [[lake]], if one is on the map; simply dig a channel through to one tile away from the body of water, put * If you have a [[river]] on the map, you can [[dam]] the river to redirect its flow into your chamber. The diff
    10 KB (1,848 words) - 03:20, 20 December 2022

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