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  • ...However, some issues can be prevented by good [[Design strategies|fortress design]]. For example, you might make hallways that are likely to be busy two or m
    5 KB (802 words) - 19:59, 16 April 2015
  • You can create [[trap design|even more elaborate traps]] with imaginative use of pits, [[pressure plate] *[[Trap design]]
    14 KB (2,497 words) - 20:15, 12 January 2015
  • ...te may be a better choice. There is more information on trap design [[trap design|here]].
    12 KB (2,044 words) - 18:30, 24 June 2014
  • ...happy [[thought]] to its designer and/or builder (depending on whether the design or construction are masterful), though dismantling it will not. ...any Masons from entering the room - the architect will pick up each stone, design the building, and then move on to the next one. Since the buildings never a
    4 KB (532 words) - 21:14, 5 December 2012
  • ...e plate]]s to objects such as [[bridge]]s, [[floodgate]]s and other [[trap design|contraptions]]. *[[Trap design]]
    1 KB (201 words) - 03:36, 3 June 2012
  • ...r destruction. During sieges, they act as battering rams, so [[trap design|design your defenses accordingly]].
    2 KB (242 words) - 20:38, 7 January 2014
  • ...nstantly to on/off signals, and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, ...n the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry.
    47 KB (7,730 words) - 19:15, 16 November 2014
  • ...ums.com/smf/index.php?topic=128095.msg4449221#msg4449221 A well-calibrated design] should be able to provide a ''close'' signal in five ticks or less.
    17 KB (2,727 words) - 07:13, 26 May 2014
  • ...in menu, you can choose to either {{DFtext|Create New World!}} or {{DFtext|Design New World With Advanced Parameters}}.
    7 KB (1,143 words) - 00:22, 22 March 2014
  • ...dwarf with the [[Architect]] labor must haul any materials to the site and design the structure before it can be finished by any available dwarf.
    3 KB (434 words) - 17:44, 6 July 2013
  • #REDIRECT [[DF2012:Design strategies]]
    38 bytes (4 words) - 09:23, 15 July 2013
  • ...s very useful to prevent [[cave adaptation]] and can double as a [[defense design|early warning system]] against [[thief|thieves and snatchers]].
    3 KB (372 words) - 02:16, 30 March 2014
  • ...chidna men relatively useful for [[live training]], or as bait in a [[trap design|devious trap]].
    455 bytes (62 words) - 20:58, 18 February 2014
  • ...urnace]]s, [[pump]]s, [[road]]s, etc.), the [[quality]] levels of both the design and the construction (as well as the names of the dwarves involved) can be
    1 KB (163 words) - 02:43, 31 May 2014
  • {{Category|Design}}
    16 KB (2,802 words) - 20:25, 28 July 2021
  • ...re being consumed. This quality has applications in some fire-based [[trap design|traps]].
    520 bytes (73 words) - 15:54, 3 May 2024
  • ...from scratch, but inspired in part by PTTG's graphics set for .40d. Goblin design taken from Dwarf Fortress Forum game-image.
    10 KB (1,311 words) - 20:19, 17 June 2019
  • ...rtresses, especially ones in [[evil]] biomes, include a bathhouse in their design. This is important, because a non-military dwarf caught in a rain of repuls
    1 KB (236 words) - 17:39, 4 May 2014
  • ...<WORLD_NAME/> any dwarf would want to do this, see [[irrigation]], [[trap design]], and [[unfortunate accident]].
    5 KB (678 words) - 18:42, 11 October 2013
  • *[[Defense design]]
    673 bytes (76 words) - 22:57, 18 February 2012

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