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  • ==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
  • ...agile]] to catch up with a running animal before it leaves the edge of the map, and attacking with melee always carries the risk of getting your soldiers To successfully trap large animals you need to build choke points into your map. The destruction of ramps to create sheer cliffs is the easiest way to forc
    37 KB (6,210 words) - 03:41, 20 December 2022
  • ...rial to be found beneath it. There is also a layer near the bottom of the map composed almost entirely of semi-molten rock even where magma does not over The floor of the stone layer above the SMR at the bottom of the map is ''not'' a magma flow when stone is dug into, but appears as the same typ
    11 KB (1,964 words) - 03:56, 20 December 2022
  • 1) Find out which way is upstream: loo(k) at the edge tiles, the downstream edge will sometimes be 5/7 or 6/7 when the water "falls off ...squares between edge and floor). If the river isn't straight, channel some tiles to create a straight edge.
    5 KB (828 words) - 22:56, 26 March 2019
  • Change this to YES to output the reasons for world map rejection into a file. ...s (EMBARK_RECTANGLE:<width>:<height>). Numbers may run from 2 to 16. The map size warning message will go by these numbers.
    13 KB (2,206 words) - 09:25, 2 October 2020
  • ...move over all natural tiles, and seem to move independently of constructed tiles like walls and floors. Be mindful not to carve away natural walls and allow Since ocean waves do not actually move the water in the tiles below them, they do not create [[flow]]. Thus, waves ''cannot'' power a [[w
    18 KB (2,532 words) - 20:05, 3 May 2023
  • ...ubterranean]] tiles must be revealed by [[mining|digging]] into them. All tiles adjacent to a revealed tile will also be revealed: you can see what the roc {{Category|Map tiles}}
    1 KB (224 words) - 03:53, 20 December 2022
  • ..., dishonorable [[Invader|invading]] [[creature]] that can skulk around the map [[Ambusher|unseen]] until detected. When a thief is detected, the game paus ...mplicated, as by default, their [[cave]]s do not show up in the [[embark]] map.
    7 KB (1,156 words) - 04:02, 20 December 2022
  • ...n. Proximity is required (within a day's travel--about 6 or less world map tiles). Economically-linked sites are not required to belong to your civilization ...nt applies: it must be within a day's travel, or about 6 or less world map tiles. You may request workers from the site at any time (see [[Holding#Managing_
    5 KB (723 words) - 03:34, 20 December 2022
  • ...e tile) is classified as [[outside]] (as opposed to [[inside]]). "Outside" tiles can cause sickness and [[vomit]]ing in [[cave adaptation|cave-adapted]] [[d {{Category|map tiles}}
    1 KB (180 words) - 03:57, 20 December 2022
  • ...subregion''' is a named world area, a continuous set of tiles on the world map with the same or similar [[biome]]s, and the same [[Surroundings|alignment] In [[advanced world generation]], regions are classified by size: 24 or fewer tiles is a small subregion, one with 25 to 99 is a medium subregion, and one with
    2 KB (318 words) - 03:53, 20 December 2022

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