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  • ...|worldgen]], but when they attack a player fortress, they will simply wipe the place out or die trying. ...[[dragonfire]], a much-hotter (theoretically {{ct|50000}}, over four times the heat of [[magma]]) version of fire, which can make quick work of any creatu
    10 KB (1,636 words) - 19:46, 10 June 2024
  • * Capture a live [[Vermin|land animal]] ...[[metalsmith's forge]] (in the Furniture menu) with 1 bar, by a dwarf with the [[trapping]] labor enabled. An animal trap can be made from [[wood]] or [[m
    6 KB (977 words) - 17:33, 26 April 2024
  • ...|worldgen]], but when they attack a player fortress, they will simply wipe the place out or die trying. ...[[dragonfire]], a much-hotter (theoretically {{ct|50000}}, over four times the heat of [[magma]]) version of fire, which can make quick work of any creatu
    10 KB (1,575 words) - 13:18, 21 December 2023
  • :''For information on other types of traps, or trapping non-vermin land animals see [[Trap]].'' ...l active, work will grind to a halt as your carpenters and smiths wait for the construct animal trap job to be finished before they can get to their tasks
    4 KB (750 words) - 01:44, 9 June 2024
  • ...a tile that replaces the region tile. In adventure mode, the site becomes the default arrival location for travel to that region tile. Sites acquire a hi This is how sites and landscapes appear on the map when they are out of range and/or undiscovered.
    13 KB (1,972 words) - 02:59, 14 May 2024
  • ...a tile that replaces the region tile. In adventure mode, the site becomes the default arrival location for travel to that region tile. Sites acquire a hi ...y [[civilization]]s, which are organized groups of creatures (generally of the same race) which build these sites.
    9 KB (1,242 words) - 03:57, 20 December 2022
  • ...ile]]s, and is so translated to item definitions as well. Size, along with the underlying [[material]]'s [[density]], is used to calculate an item's [[wei ...ng - witness the incredible compression of matter, space, and time that is the [[garbage dump]]. This is mostly because when even [[dragon]]s occupy a sin
    8 KB (1,134 words) - 00:49, 16 January 2014
  • :''For information on other types of traps, or trapping non-vermin land animals see [[Trap]].'' ...l active, work will grind to a halt as your carpenters and smiths wait for the construct animal trap job to be finished before they can get to their tasks
    4 KB (736 words) - 21:25, 26 July 2012
  • ...rvant, as they will occasionally blink into and out of view on the screen. The main distinctions between vermin and creatures are that vermin: ...[[trap]]s, save those specifically made to trap them, though some (such as the [[cave spider]]) can bite and inflict syndromes;
    23 KB (3,402 words) - 04:05, 20 December 2022
  • ...ding material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[ ...") is used solely at a [[butcher's shop]]. But that '''skill''' is one of the three that can build a kennel, and is listed as such. Just accept it.)''
    8 KB (1,223 words) - 19:44, 12 June 2014
  • * '''Normal''' is the standard ''Dwarf Fortress'' experience. ...invaders to show up earlier, more often, and with more bodies to throw at the gates.
    10 KB (1,376 words) - 11:17, 15 March 2024
  • ...r's shop]] (namely "Extract from a dead animal"), but that skill is one of the three that can build a kennel. ...so allow animal trainers to tame these small animals. In previous versions the taming and training of large animals such as [[dog]]s was also done at a ke
    3 KB (575 words) - 13:33, 16 June 2024
  • ...also tends to have a high water table, resulting in [[aquifer]]s close to the surface. It is not possible to found a fort solely in an oceanic biome; some land is needed.
    6 KB (826 words) - 13:00, 8 April 2014
  • ...also tends to have a high water table, resulting in [[aquifer]]s close to the surface. It is not possible to found a fort solely in an oceanic biome; some land is needed.
    5 KB (658 words) - 18:58, 31 July 2012
  • ...r [[trapping]] [[skill]]s enabled. Note that the [[labor]] associated with the [[skill]] "[[small animal dissection]]" is used solely at a [[butcher's sh ...small animals ([[vermin]]) with an animal trap, like a [[butcher's shop]]. The Vermin Catcher's Shop also allow animal trainers to tame these small animal
    3 KB (470 words) - 20:22, 16 June 2024
  • ...ding material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[ ...op]](namely "Extract from a dead animal"). But that '''skill''' is one of the three that can build a kennel, and is listed as such. Just accept it.)''
    2 KB (382 words) - 20:35, 7 August 2014
  • * Capture a live land animal ...'''trapping''' labor. Trappers are involved in trapping [[vermin]] through the use of [[animal trap|animal traps]].
    2 KB (340 words) - 04:04, 20 December 2022
  • * Capture a live land animal ...'''trapping''' labor. Trappers are involved in trapping [[vermin]] through the use of [[animal trap|animal traps]].
    2 KB (344 words) - 23:36, 2 August 2023
  • ...onger the beasts they were, there are currently quite a few contenders for the title. ...t your forge yet), but also tend to brutally murder any dwarf they meet in the dark corridors of your fort.
    2 KB (360 words) - 20:37, 6 January 2014
  • ...ding material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[ ...") is used solely at a [[butcher's shop]]. But that '''skill''' is one of the three that can build a kennel, and is listed as such. Just accept it.)''
    3 KB (405 words) - 14:54, 8 December 2011

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