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  • :''This article refers to "hide" in terms of removing items or buildings from view, for the article on creature skin, see [[cv:skin|Skin]].'' You can '''hide and unhide Items and Buildings''' using the designation menu or look mode.
    1 KB (264 words) - 03:33, 20 December 2022

Page text matches

  • insufficient justice buildings : Buildings
    795 KB (120,124 words) - 03:34, 25 February 2020
  • ...elf with the '''(View Unit - Preferences - Labor)''' submenu, the '''Query buildings''' menu, the '''Designate''' menu, and the '''Build''' menu. ...ng/resting upon them. The menu displays [[Creatures]], Objects, [[Building|Buildings]], [[Map tile]]s in that order. You can use the {{k|+}} {{k|-}} keys to bro
    13 KB (2,225 words) - 03:16, 20 December 2022
  • ...e constructed; its only effect is to influence the [[quality]] of designed buildings. Building designer skill influences the [[quality]] of "designed" buildings (those listed below). The total quality of the building is determined by t
    4 KB (550 words) - 03:11, 20 December 2022
  • ...n two varieties, the first being annoying, and the second dangerous. Most buildings will be "toppled" (deconstructed), leaving the building material or furnitu ...this tag are gifted with an incredible ability to sense exactly where your buildings are, and will generally charge a building from 10 tiles away, with the exce
    9 KB (1,378 words) - 03:11, 20 December 2022
  • ...etal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or v ...The important thing to keep in mind is that for humans, drafty, damp stone buildings are sometimes a functional necessity, not something they prefer.
    84 KB (13,988 words) - 03:49, 20 December 2022
  • | [[Reclaim|Reclaim items/buildings]] | [[Forbid|Forbid items/buildings]]
    16 KB (2,359 words) - 03:16, 20 December 2022
  • ...eds to be. As each migration wave comes you're going to need more and more buildings. Protip; you're going to need a caste of dedicated builders. ...of a series), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!
    63 KB (10,704 words) - 20:24, 15 January 2023
  • * Constructed buildings will have remained standing, including small buildings like [[cage]]s and [[bed]]s. [[Building]]s, like items, must be reclaimed b **Items in buildings preserve their integrity. Thread intentionally cluttered into looms to avoi
    12 KB (1,982 words) - 00:27, 21 December 2022
  • ...key while within the {{k|q}} menu. You can also use {{k|t}}:View Items in Buildings to look at the items currently stored within an individual building as well ...k|d}}:Designations-{{k|n}}:Remove Construction key. For more detail on how buildings and constructions interact, please see the [[Construction]] article.
    3 KB (475 words) - 03:11, 20 December 2022
  • ...arming|farm plot]] in the room you just created. Notice that some types of buildings (as well as most constructions) are not designated corner-to-corner like di ...ch, select the [[Controls_guide#View_items_in_buildings.2C_t|View Items in Buildings]] command {{K|t}} and move to the farm plot.
    94 KB (16,288 words) - 19:50, 3 January 2023
  • ...This allows limiting the choices offered to you by deliberately forbidding buildings you don't wish to link. ...s been linked to a lever by finding the building under {{k|R}} "View Rooms/Buildings" and then selecting {{k|t}} "Zoom to building items". A device that is act
    13 KB (2,216 words) - 03:38, 20 December 2022
  • **{{K|c}}: Reclaim Items/Buildings - Mark area of objects to be [[Reclaim|claimed]]. **{{K|f}}: Forbid Items/Buildings - Mark area of objects to be [[forbid]]den.
    8 KB (1,324 words) - 03:19, 20 December 2022
  • :''This article refers to "hide" in terms of removing items or buildings from view, for the article on creature skin, see [[cv:skin|Skin]].'' You can '''hide and unhide Items and Buildings''' using the designation menu or look mode.
    1 KB (264 words) - 03:33, 20 December 2022
  • ...t have been [[Architect|designed]] using metal bars or metal blocks. These buildings can include [[trade depot]]s, [[bridge]]s, [[furnace]]s, and [[well]]s. ''( ...ing "metalsmith" skill (e.g. weaponsmithing). The [[quality]] of any such buildings is based off this skill alone. {{Bug|4899}}
    2 KB (352 words) - 03:42, 20 December 2022
  • Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at lea ...ere is an obstacle to their path, which may be a wall or even furniture or buildings like a door, they will not derail and respect the curve, anyway. Derailing
    93 KB (15,231 words) - 15:00, 15 December 2023
  • {{Buildings}} {{Category|Buildings}}
    8 KB (1,247 words) - 03:24, 20 December 2022
  • ...roblems, even if they are over open space. They will also support adjacent buildings. Channels cannot be designated on buildings (including stockpiles). However, if a ''ramp'' is dug below one, the floor
    8 KB (1,440 words) - 03:51, 20 December 2022
  • '''Building tokens''' control the functionality of custom buildings. All custom buildings are defined as objects of type BUILDING_WORKSHOP or BUILDING_FURNACE; works
    8 KB (1,202 words) - 03:11, 20 December 2022
  • == View Rooms/Buildings ==
    9 KB (1,543 words) - 03:54, 20 December 2022
  • ...on-dragonfire-safe doors immune as long as they remain closed. Objects and buildings (and creatures) made out of [[slade]] are also immune to dragonfire, since
    4 KB (496 words) - 03:19, 20 December 2022
  • ...e.g. "Workshop A"'s stone is in the way of "Wall B", and vice versa), both buildings will be suspended upon the arrival of a builder, since the other's stone ca
    3 KB (583 words) - 03:20, 20 December 2022
  • Items in the hive can be seen in the "view i{{k|t}}ems in buildings" menu. Each hive can store a colony, which is represented as a stack of liv {{Buildings}}
    7 KB (1,078 words) - 03:34, 20 December 2022
  • * {{K|R}}: View Rooms/Buildings - View [[Room]]s and [[Building list|Building List]] * {{K|t}}: View Items in Buildings
    25 KB (4,026 words) - 03:42, 20 December 2022
  • ...yways and pastures. Vast shopping districts are major trade centers. Other buildings include warehouses (which can be ransacked without repercussion) and wells. Dungeons reside below the keep, while catacombs reside below temples. Both buildings are almost always present - sewers, on the other hand, can only be found in
    10 KB (1,455 words) - 04:04, 20 December 2022
  • *Buildings are prioritized according to a LIFO (last in first out) queue, meaning your *If using a local stockpile, only order construction of as many buildings as can be supplied by your stockpile--any additional constructions will A)
    7 KB (1,126 words) - 03:42, 20 December 2022
  • * open or closed state of a [[door]] or similar buildings ...t power. If you need a signal as output, either to control signal-operated buildings like doors or bridges or to perform further logical operations, you will ne
    14 KB (2,273 words) - 03:16, 20 December 2022
  • ...other qualifying skill (e.g. weaponsmithing). The [[quality]] of any such buildings is based off this skill alone. {{Bug|4899}}
    2 KB (259 words) - 03:09, 20 December 2022
  • ...lder) is used instead, the game will describe the result as "rough", while buildings built from blocks are not given that adjective. Additionally, blocks are '' ...h a [[stone|boulder]] and a building built with a stone block is that more buildings can be built of blocks, as each stone produces 4 blocks. Note that this doe
    5 KB (764 words) - 03:10, 20 December 2022
  • {{Buildings}} {{Category|Buildings}}
    6 KB (1,008 words) - 03:23, 20 December 2022
  • * Made buildings with burrows require a connectivity check when searching for items * Stopped hidden/forbidden buildings from being listed in lever link menu
    3 KB (462 words) - 19:10, 28 October 2014
  • {{Buildings}} {{Category|Buildings}}
    6 KB (959 words) - 04:06, 20 December 2022
  • ...0; due to not existing in [[Fortress mode]], bogeymen never get to destroy buildings or interact with [[trap]]s, and they don't possess the necessary tokens to "Shelter" here refers to (non-ruined) buildings, (currently used) paved roads, (inhabited or uninhabited) lairs (including
    25 KB (3,597 words) - 03:10, 20 December 2022
  • In [[fortress mode]], reactions are linked to specific buildings, and must be added to a civilization's [[entity token|entity file]] to be u ...ING tokens will cause the reaction to be available at all of the specified buildings. Omitting the BUILDING token entirely will make the reaction unusable in F
    48 KB (7,387 words) - 03:52, 20 December 2022
  • {{buildings}} {{Category|Buildings}}
    20 KB (3,307 words) - 03:11, 20 December 2022
  • ...e safe structures. However, clouds' movement methods can be exploited, and buildings need not be limited to hermetically-sealed pillboxes if you're careful. ...not make windows that are one the same z-level as the rooftops of adjacent buildings or natural features. It is safe, for instance, to make a tall, isolated tow
    22 KB (3,360 words) - 08:00, 21 January 2023
  • == List of furniture, siege ammo, and other items used in buildings ==
    9 KB (1,479 words) - 03:25, 20 December 2022
  • ...traveling between sites, and in sites it cycles between a list of notable buildings where you're standing, the region map (your main map when not near a site), ...ead hall will be evidenced by a bright magenta name in the list of notable buildings). Drunks are a good source of early companions, as while they're not necess
    43 KB (7,414 words) - 02:51, 20 December 2022
  • ...enses for your fortress. First, you must protect the fortress itself - the buildings, the hallways, the dwarves within it. But second, protecting the dwarves ou ...until spotted) and extremely strong, and they avoid traps and can destroy buildings. If a dwarf is bitten by a werebeast in animal form, he may be infected.
    50 KB (8,538 words) - 03:18, 20 December 2022
  • ...s can interfere with regular operation of your fortress, particularly with buildings and stockpiles. When placing a building, any loose stones will normally be Note that hidden items still interfere with buildings and stockpiles. Worse, buildings may be suspended for no apparent reason and stockpiles will appear to have
    12 KB (1,914 words) - 04:00, 20 December 2022
  • ...tockpile, then {{K|d}}-{{K|b}}-{{K|h}} to hide everything including cages, buildings and prisoner equipment. Go in to your standard (non-dfhack) stock screen an {{buildings}}
    19 KB (3,335 words) - 03:12, 20 December 2022
  • ...re man|dangerous]] [[magma crab|creatures]] [[magma man|that]] can destroy buildings, kill even the most skilled soldiers, and spread [[fire|!!destruction!!]] t
    22 KB (3,725 words) - 03:39, 20 December 2022
  • ...al]] buildings designed with wood, wood blocks, or bars of [[soap]]. These buildings include [[trade depot]]s, [[bridge]]s, and [[well]]s, and their building q
    1 KB (209 words) - 03:13, 20 December 2022
  • ...and millstones: '''[[windmill]]s''' and '''[[water wheel]]s'''. Both are buildings - you build them just like a workshop. There are some limits and considera {{Category|Buildings}}
    19 KB (3,224 words) - 03:40, 20 December 2022
  • As [[building destroyer]]s can only destroy buildings on other z-levels under [[Building destroyer#Destroying from underneath|cer {{buildings}}
    3 KB (594 words) - 03:33, 20 December 2022
  • * Buildings above the cave-in will deconstruct if they are no longer supported.
    11 KB (1,762 words) - 03:13, 20 December 2022
  • ...tone blocks, [[glass]] blocks, [[pottery|bricks]], or [[soap]] bars. These buildings include [[trade depot]]s, [[bridge]]s, [[furnace]]s, and [[well]]s, and the
    2 KB (284 words) - 03:41, 20 December 2022
  • ...er built in a city. The buildings pass on to family members currently, and buildings that don't pass to anybody can be obtained by somebody (instead of having t
    2 KB (260 words) - 03:34, 20 December 2022
  • ...ngs on the surface, below-ground-level chambers with constructed floors or buildings only (possibly walls also{{verify}}) above them. Also tiles beneath branche
    4 KB (561 words) - 04:03, 20 December 2022
  • ...kshop_name]", and the workshop construction being canceled completely. Ice buildings can be constructed aboveground during freezing weather, though they will me
    8 KB (1,303 words) - 03:35, 20 December 2022
  • ...e wall. You can build floors off of them and they can be used to close in buildings that are built outside, or even can be used to wall in your fortress from t ...and {{k|x}} keys in that order. Up/Down stairs are most useful inside of buildings/fortresses that span multiple Z levels. They are useful for replacing ramp
    16 KB (2,762 words) - 03:42, 20 December 2022
  • ...]], have what is in effect a three square wall down one side. Non-workshop buildings (such as [[furnace]]s and [[screw pump]]s) may also include impassable tile ...ling out. It is worth noting that [[building destroyer]]s can only destroy buildings that they can [[Building_destroyer#Destroying_from_underneath|path to the z
    1 KB (222 words) - 03:35, 20 December 2022
  • }}'''Memorials''' are buildings which can be built from the {{k|b}}uild menu under {{k|Alt}}+{{k|s}}. To cr {{Buildings}}
    2 KB (320 words) - 03:42, 20 December 2022
  • {{buildings}} {{Category|Buildings}}
    21 KB (3,334 words) - 03:56, 20 December 2022
  • ...f tree branches, be held from beneath. Trees and 1 z-level tall cliffs and buildings are always safe to climb. Unskilled climbers will often lose hold when atte ...ptions to this rule are climbing block walls, e.g. most walls of generated buildings, and attempting to stop your flight by grabbing on to any wall or tree. Acc
    7 KB (1,064 words) - 03:15, 20 December 2022
  • ...Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols, which are small collections of buildings. When you are near a human site, large yellow blocks indicate where various
    9 KB (1,242 words) - 03:57, 20 December 2022
  • Making mechanisms, setting up traps, and constructing a variety of other buildings all require the mechanics skill. Only mechanisms have a quality level so it {{buildings}}
    18 KB (3,151 words) - 04:04, 20 December 2022
  • ...hiding items and buildings, see [[cv:Hide_Items_or_Buildings|Hide Items or Buildings]].''
    3 KB (460 words) - 03:57, 20 December 2022
  • '''Slabs''' are buildings which serve primarily to commemorate the dead. Unlike [[coffin]]s, slabs do {{Buildings}}
    3 KB (454 words) - 03:57, 20 December 2022
  • ...architecture is exactly the same, but not really.]]'''Constructions''' are buildings such as [[floor]]s, [[wall]]s, and [[stairs]]. They can be made of [[boulde Constructions which have not yet been completed are technically Buildings, which permits them to be toppled by building destroyers. Once they are com
    5 KB (745 words) - 03:16, 20 December 2022
  • Like other buildings, pressure plates built on top of a constructed wall remain even after that Keep also in mind that quickly switching buildings will dramatically reduce the performance of your game due to map connectivi
    20 KB (3,194 words) - 03:50, 20 December 2022
  • {{buildings}} {{Category|Buildings}}
    5 KB (843 words) - 03:23, 20 December 2022
  • ...ter consumption and remove the need of a drain. The use of (typically) two buildings for every input, one of which is always open while the other is closed, ens ...These cannot be eliminated, although designs that seek to replace as many buildings as possible with doors and hatches may minimize delays.
    20 KB (3,035 words) - 03:24, 20 December 2022
  • ...ively simple to capture cave crawlers: restrict access to your underground buildings, but allow a way through that has [[Trap#Cage_Trap|cage traps]] built in th
    2 KB (299 words) - 04:06, 20 December 2022
  • * Passable tiles of [[workshop]]s and other buildings (e.g. [[restraint]]s) * [[Impassable tile]]s of [[workshop]]s and other buildings (e.g. [[statue]]s)
    8 KB (1,249 words) - 04:06, 20 December 2022
  • {{Buildings}} {{Category|Buildings}}
    5 KB (780 words) - 04:06, 20 December 2022
  • | Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] ...he vanilla game. "They go on little missions to mess with various fortress buildings, not just levers."
    102 KB (15,512 words) - 00:24, 25 January 2024
  • 7 KB (1,162 words) - 04:06, 20 December 2022
  • {{Buildings}} {{Category|Buildings}}
    4 KB (629 words) - 03:59, 20 December 2022
  • *[[Architecture|Building Designer]] - Mandatory for some buildings and constructions, but skill only improves speed a tad and increases struct
    49 KB (8,344 words) - 03:59, 20 December 2022
  • |E| |T|#fff|E| | build rooms and buildings {{buildings}}
    17 KB (2,483 words) - 03:25, 20 December 2022
  • '''Statues''' are decorative buildings which can be built from the {{k|b}}uild menu under {{k|s}}tatue. They can b {{Buildings}}
    4 KB (628 words) - 03:59, 20 December 2022
  • {{buildings}}
    9 KB (1,559 words) - 04:07, 20 December 2022
  • ..., livestock, and the dwarves of your fortress, prioritizing creatures over buildings in their efforts to spread the affliction. ...g they regard as an enemy, such as their fellow dwarves or any destroyable buildings. They must therefore be kept away from the rest of the fortress with walls
    38 KB (5,678 words) - 22:47, 12 January 2024
  • {{buildings}} {{Category|Buildings}}
    7 KB (1,171 words) - 03:45, 20 December 2022
  • A floor grate does NOT count as solid construction. It will not support any buildings or constructions. However, you can designate a construction to be built ort {{buildings}}
    6 KB (1,002 words) - 03:31, 20 December 2022
  • ...rain collapses to the lowest point instantly, however items, creatures and buildings fall more slowly (over multiple ticks) * Buildings in a cave-in will instantly deconstruct before they fall, and the resulting
    4 KB (630 words) - 03:31, 20 December 2022
  • ...the player embarks on their lair, night trolls almost never get to destroy buildings or interact with [[trap]]s, and they don't possess the necessary tokens to
    15 KB (2,106 words) - 03:45, 20 December 2022
  • On some buildings, specifically those that need the [[architecture]] [[skill]] to be built ([
    1 KB (167 words) - 03:11, 20 December 2022
  • ...of the same type. When using the group commands, items currently built in buildings/constructions are not marked.
    14 KB (2,188 words) - 04:00, 20 December 2022
  • * Burrows are not considered buildings, and as such have greater freedom of placement; allowing one to limit their Keep in mind that this affects only workshops and furnaces, and not any other buildings that accept items for their jobs such as traps, stockpiles, farms, etc...
    11 KB (1,803 words) - 03:12, 20 December 2022
  • # [[Architecture]] - to make certain buildings such as [[road]]s or [[support]]s using stone or stone blocks.
    13 KB (2,102 words) - 04:00, 20 December 2022
  • ...ght to the building. When looking at the window with {{k|t}}:View Items in Buildings the gems will be listed from newest (most recently cut) to oldest and this {{Buildings}}
    3 KB (582 words) - 04:08, 20 December 2022
  • ...ritize destroying wooden [[door]]s and [[floor hatch]]es.{{verify}} Wooden buildings can be used in [[trap design]]s as cheap, affordable bait to lure them towa
    20 KB (2,724 words) - 14:32, 3 February 2023
  • ...n be harmful to dwarves. Restrained building destroyers may destroy nearby buildings, so they should be located a safe distance from anything destructible (incl {{buildings}}
    4 KB (642 words) - 03:53, 20 December 2022
  • 18 KB (2,665 words) - 04:08, 20 December 2022
  • {{Buildings}}
    4 KB (614 words) - 03:19, 20 December 2022
  • ...he guildhalls of guilds in [[adventurer mode]]. E.g: In human towns, these buildings consist of three levels: The lowest, a storage level filled with bins, the
    4 KB (678 words) - 03:32, 20 December 2022
  • {{buildings}}
    2 KB (351 words) - 04:01, 20 December 2022
  • {{buildings}}
    3 KB (579 words) - 03:53, 20 December 2022
  • Creatures that can [[Building destroyer|destroy buildings]], [[Trapavoid|avoid traps]] or [[Steals items|steal items]] will retain th
    11 KB (1,758 words) - 04:01, 20 December 2022
  • ...swim in and [[Amphibious|breathe]] water and [[Building destroyer|destroy buildings]]. Furthermore, they are immune to [[Trapavoid|traps]], [[No Pain|pain]], f
    22 KB (2,972 words) - 02:52, 20 December 2022
  • Adventurers may ask the inhabitants of buildings for permission to stay the night, and can lower and raise the bucket at a w
    2 KB (397 words) - 03:32, 20 December 2022
  • {{buildings}}
    4 KB (715 words) - 03:54, 20 December 2022
  • {{buildings}}
    9 KB (1,464 words) - 03:19, 20 December 2022
  • ...utility of the copper bar to get purple-coloured furniture and crafts (for buildings and constructions, [[bismuth]] will produce the same color). If you have no
    2 KB (239 words) - 14:18, 3 May 2024
  • # Optionally, add [[statue]]s or other buildings along the tracks for your dwarves to [[thought|admire]] (make sure to leave
    5 KB (730 words) - 04:01, 20 December 2022
  • ...moving animals and dwarves from the trapped area. While they won't fire on buildings normally, a stray blast (at your outdoor livestock or bait animals, say) th
    10 KB (1,575 words) - 13:18, 21 December 2023
  • {{buildings}}
    5 KB (847 words) - 14:31, 8 March 2024
  • ...ve in combat and slower at work like mining. Although they can not destroy buildings, they are able to open [[door]]s.
    2 KB (352 words) - 03:06, 20 December 2022
  • 25 KB (4,141 words) - 03:40, 20 December 2022

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