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  • :{{DFtext|unhurt|#fff}} :{{DFtext|lightly wounded|#c0c0c0}}
    16 KB (2,577 words) - 19:44, 17 June 2014
  • ...ated or nauseated by the sun will instantly cure them. Any tile with the {{DFtext|Outside|3:1}} trait will suffice (as long as it isn't raining). ...diers for surface threats and convert their training and living areas to {{DFtext|Light|6:1}} tiles, they should be safe from cave adaptation going forward,
    5 KB (861 words) - 19:09, 25 April 2024
  • ...glass]] for this 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 ...entirely with a red warning 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
    29 KB (4,702 words) - 04:22, 5 August 2024
  • :{{DFtext|unhurt|#fff}} :{{DFtext|lightly wounded|#c0c0c0}}
    17 KB (2,740 words) - 20:30, 23 June 2017
  • ...({{K|d}}-{{K|i}}). However, instead of using the arrow keys to move the {{DFtext|X|yellow}} cursor around, move the mouse pointer over the center stair, hol ...view will show some new scenery, and a message box will show the message {{DFtext|You have discovered an expansive cavern deep underground|white}}. Press {{
    12 KB (2,122 words) - 18:45, 8 December 2011
  • ...is determined by the parameters {{DFtext|Number of Mountain Caves}} and {{DFtext|Number of Non-Mountain Caves}}. Both parameters can be configured in [[adva ...advanced world gen, setting the option {{DFtext|Make Caves Visible}} to {{DFtext|Yes}} will make caves visible from the start.
    7 KB (1,273 words) - 03:13, 20 December 2022
  • ...r unpause the game without entering a menu use {{K|Space}}. You will see {{DFtext|*PAUSED*|3:3:1}} appear in the upper left corner of the window when the gam *{{DFtext|Return to Game}} – Exits the options menu. You can also just press {{
    26 KB (4,340 words) - 03:20, 20 December 2022
  • ...differs depending on the attacking race, and the main screen showing the {{DFtext|SIEGE|6:4:1}} tag at the top for the duration of the siege. In the premium ...d from. Once all of the remaining attackers have decided to retreat, the {{DFtext|SIEGE|6:4:1}} tag will go away.
    15 KB (2,568 words) - 14:36, 30 April 2024
  • ...is determined by the parameters {{DFtext|Number of Mountain Caves}} and {{DFtext|Number of Non-Mountain Caves}}. Both parameters can be configured in [[adva ...advanced world gen, setting the option {{DFtext|Make Caves Visible}} to {{DFtext|Yes}} will make caves visible from the start.
    7 KB (1,276 words) - 23:49, 29 February 2024
  • ...differs depending on the attacking race, and the main screen showing the {{DFtext|SIEGE|6:4:1}} tag at the top for the duration of the siege. A siege's objec ...d from. Once all of the remaining attackers have decided to retreat, the {{DFtext|SIEGE|6:4:1}} tag will go away.
    15 KB (2,541 words) - 03:56, 20 December 2022
  • * ({{k|p}}) {{DFtext|Process Plants|7:0:1}} - make [[thread]] from plants ([[pig tail]]s, [[rop * ({{k|l}}) {{DFtext|Process Plants (Barrel)|7:0:1}} - with an empty [[barrel]], turn [[sweet po
    3 KB (407 words) - 03:22, 20 December 2022
  • ...For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. One important thing to note is that as ...f0}} symbol by each of them. In the lower right corner, we see what the {{DFtext|!|#ff0}} means. Also, note that the second stop is labeled in white, while
    93 KB (15,231 words) - 15:00, 15 December 2023
  • ...rs|in the game]]‡ via {{K|v}}-{{K|p}}-{{K|l}} (architecture is under the {{DFtext|Stoneworking}} labor group). ...n architecture labor for some of the migrants (architecture is under the {{DFtext|Other Jobs}} labor group) and let them build.
    10 KB (1,855 words) - 18:45, 8 December 2011
  • :{{DFtext|NONE: No recorded active wounds on the part.|#fff}} :{{DFtext|MINOR: Any damage that doesn't have functional/structural consequences (mig
    18 KB (3,071 words) - 04:09, 20 December 2022
  • ...able items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma. If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will sp
    30 KB (4,990 words) - 14:26, 24 June 2022
  • ...able items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma. If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will sp
    22 KB (3,621 words) - 14:25, 24 June 2022
  • :{{DFtext|NONE: No recorded active wounds on the part.|#fff}} :{{DFtext|MINOR: Any damage that doesn't have functional/structural consequences (mig
    19 KB (3,127 words) - 11:07, 1 May 2024
  • ...able items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma. If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will sp
    35 KB (5,825 words) - 19:58, 21 October 2023
  • ...collapsed!|4:1}}<br>{{DFtext|The miner slams into an obstacle!|6:1}}<br>{{DFtext|The two-legged rhino lizard Remains strikes the miner in the neck and the i {{DFtext|Zasit Dastotamud, Diagnoser cancels Clean: Dangerous terrain|4:1}}
    61 KB (10,115 words) - 14:41, 5 July 2024
  • ...r unpause the game without entering a menu use {{K|Space}}. You will see {{DFtext|*PAUSED*|3:3:1}} appear in the upper left corner of the window when the gam *{{DFtext|Save and return to title menu}} &ndash; Saves the game, unloads the fortres
    24 KB (4,039 words) - 19:59, 19 February 2024

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