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  • ...are eerie glowing pits, which go all the way to the lowest z-level in the map. Demons can be seen wandering through it.]] ...ridge and raise it, you can discover the location of all adamantine on the map with no negatives.
    10 KB (1,697 words) - 04:05, 20 December 2022
  • ...e, without worrying about bringing water or [[power]] from one end of your map to the other. ...ic circuits. Because creature logic circuits require a path either to the map edge or to the [[Activity_zone#Meeting_Area|meeting hall]] (in most cases),
    19 KB (3,053 words) - 03:17, 20 December 2022
  • {{FAQ2|Color Tiles|Where can I get color graphic tiles for this game?}} {{FAQ2|Dryland|What is the best way to proceed on a map with no rivers? Will my dwarves die of thirst?}}
    18 KB (2,876 words) - 13:34, 16 June 2024
  • Every map can contain adamantine, regardless of location. Very small maps can lack ad Hollow sections are always 2×2 tiles in size, encased by a 4×4 unbroken block of adamantine. A hollow section o
    7 KB (1,226 words) - 03:52, 20 December 2022
  • ...they are normally allowed a 30-tile radius of interaction (towers have 10 tiles), beyond which sieges are impossible. You will never get sieges if you emba ...ers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from. Once all of
    15 KB (2,541 words) - 03:56, 20 December 2022
  • ...x|right]]Wild colonies of honey bees {{Tile|·|6:1}} must be present on the map. Since live [[vermin]] cannot be bought during [[embark]], wild bees are ne ...d inside attributes. Hives can produce normally in both outside and inside tiles. So long as hives are placed above ground, they can be completely enclosed
    13 KB (2,169 words) - 03:09, 20 December 2022
  • '''Sites''' are inhabited locations found on region tiles adjacent to at least one non-mountain land [[biome]]. These include settlem ...You usually have to follow the roads in a yellow block on the fast travel map. Towns usually have lots of interesting structures which are described full
    9 KB (1,242 words) - 03:57, 20 December 2022
  • ...F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the scr ...matically increase framerate. One embark square translates to 48x48 ingame tiles''
    8 KB (1,183 words) - 08:09, 21 January 2023
  • | Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can b
    30 KB (4,452 words) - 03:41, 20 December 2022
  • A '''floor''' is a fixed [[map tile]] that [[creature]]s can walk upon (as opposed to ''movable'' features ...Though it is possible to create a floor with an empty tile below, all wall tiles will have an implied floor above them.
    6 KB (1,008 words) - 03:23, 20 December 2022
  • ...then are automatically filled by haulers whenever the items appear on the map. '''NOTE:''' Bulk dumping designates ''all'' items on the tiles for dumping, even built [[furniture]], the construction materials making up
    7 KB (1,233 words) - 03:25, 20 December 2022
  • ...her types of minable tiles include [[soil]], [[sand]], and [[clay]]; these tiles do not produce loose stones when mined. ...e primary indicator of what kind of [[ore]]s you are likely to find on the map, as well as a sign of [[volcano|volcanic]] activity.
    20 KB (2,860 words) - 04:00, 20 December 2022
  • As designed (5 tiles of non-triggering water, 1 tile of triggering water), this setup triggers r ...etween the two pressure plates drives this system in his attempts to reach map edge through paths {{Raw Tile|¢p|#F00|#000}}. {{Raw Tile|^|#FF0|#000}} is
    14 KB (2,068 words) - 03:53, 20 December 2022
  • ...ll [[tree]]s. It (''currently'') does not form the actual material of tree tiles, which are composed of generic [[plant]] material, but is instead dropped f Saplings will randomly appear in above-ground [[soil]], only if the tiles underneath them are unmined and have at least another z-level of open space
    20 KB (2,724 words) - 14:32, 3 February 2023
  • ...ross the body of water during the filling, they will be interrupted by any tiles of [4/7] water sloshing around. Magma, of course, can also flow across a dw ...can reduce the amount of water in motion and/or block frequently-inundated tiles with a [[statue]] or [[fortification]].
    2 KB (368 words) - 03:20, 20 December 2022
  • '''Pebbles''' are a naturally-occurring [[map tile]] found commonly across the surface of the world near [[river]]s and [ ...ebbles can be designated for [[smoothing]]. Smoothed-out pebbles turn into tiles of that rock type, and can then be [[Engraver|engraved]], which is useful e
    897 bytes (141 words) - 03:48, 20 December 2022
  • ...will be much closer when they're downstairs one floor, than if they're 20 tiles away down the hallway. Also note that, with the default [[tilesets|tileset] ...ignated drinking zones) or a [[fishing]] zone, remember that only walkable tiles are valid - you need only mark the shore.
    10 KB (1,793 words) - 03:35, 20 December 2022
  • ...ver's original tiles (or perform some [[DFHack]] trickery to mark your new tiles as being part of the river).{{cite forum|147408/5942325}} ...are fishing from is connected to a "water source" tile on the edge of the map.
    4 KB (617 words) - 23:15, 11 March 2024
  • ...quipment if it lands where your dwarves can't go. If it's within a couple tiles of such a location, it's recommended you wait until the wagon is 100% empty ...g area, your dwarves and animals will wander aimlessly across ''the entire map''. Depending on where you embarked, this will be either a nuisance or dange
    5 KB (780 words) - 04:06, 20 December 2022
  • A '''ramp''' is a map feature that allows dwarves, [[wagon]]s, and other [[creature]]s to move be More formally, a usable ramp requires four tiles:
    8 KB (1,440 words) - 03:51, 20 December 2022

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