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  • ...but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. As the tileset is limited to only 256 tiles, some objects share the same tile. Some of those can be changed in the raws
    69 KB (9,003 words) - 22:23, 10 March 2024
  • |map feature stone ([[raw adamantine]] or [[slade]]) | title="smooth map feature floor" |{{tile|+|5:0:1}}
    32 KB (3,546 words) - 04:03, 20 December 2022
  • The size of the map to be generated can be selected with {{K|u}} {{K|i}} {{K|o}} {{K|p}}. Large The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world. It is very difficult to use pro
    82 KB (13,016 words) - 08:47, 21 January 2023
  • ...ileset]], is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes ...de the new version of Monoscii which has every tile be 1 pixel, the entire map nearly fits into the screen just fine. Monoscii Lite is superior in every w
    91 KB (13,800 words) - 19:13, 20 December 2022
  • Some items related to gameplay (graphics / tiles used, features enabled, population cap, etc) are not available from in-game ...region tiles in the part of the world indicated by the cursor on the world map.
    94 KB (16,288 words) - 19:50, 3 January 2023
  • ...ikely encounter, but you can't see these on the world map, or on the local map, for that matter, until you dig into them. There may also be other [[Fun]] | Toggle mini-map and command menu.
    26 KB (4,340 words) - 03:20, 20 December 2022
  • ...ver, [[smoothing|smoothed]], mined, carved staircase, or channeled aquifer tiles no longer produce water. Aquifers located in [[ocean]] [[biome]]s will prod ...sent within the embark rectangle (also note that the biomes of neighboring tiles can "spill over" into a tile, resulting in different, unannounced aquifers
    29 KB (4,862 words) - 03:06, 20 December 2022
  • ...tiguous track, tracked ramp, or bridge tiles. Track tiles and tracked ramp tiles have a direction or series of directions associated with them. These direct ...ction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be desig
    93 KB (15,231 words) - 15:00, 15 December 2023
  • Building Level Map Overflow : Map
    795 KB (120,124 words) - 03:34, 25 February 2020
  • ...a bug which occasionally causes creatures to spawn in the interior of the map). ...s (even if it was triggered by a wild [[groundhog]] on the far edge of the map), the game will pause with the appropriate [[announcement]], forcing your a
    31 KB (4,730 words) - 03:55, 20 December 2022
  • A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals). It is the [[Wood#Types|color]] of the <u> ...o be powered by water in the tiles one [[Z-axis|z-level]] below. Floorless tiles are typically made by [[channel|channel]]ling away the floor. To support t
    24 KB (3,435 words) - 06:51, 27 February 2024
  • ...uld be uploaded to the [[Utility:Dwarf Fortress Map Archive|Dwarf Fortress Map Archive]] and posted on the [http://www.bay12forums.com/smf/index.php?board Variation: On a map containing a river, completely enclose it with glass walls, and floors. Us
    63 KB (10,704 words) - 20:24, 15 January 2023
  • ...al for exploratory mining is to increase the count of visible subterranean tiles, which is one cap on the eligibility for [[strange mood]]s. All tiles are excavated.
    19 KB (2,313 words) - 22:30, 30 March 2024
  • ...differences between the first four types are their appearance on the world map, their width, and possibly their rate of flow. ...[flow]]. Rivers are an effectively unlimited source of water, entering the map at the upstream end and leaving at the downstream end.
    12 KB (1,615 words) - 03:53, 20 December 2022
  • ...the game and wait for your miner to dig out one of the designated aquifer tiles. You're looking for a damp stone cancellation. If you get one right as th ...water will splash out a bit when it starts, but it only leaves only a few tiles of 1/7 water that will evaporate.]]
    29 KB (5,024 words) - 03:51, 20 December 2022
  • ...t or 1873 meters across). As worlds can have between 17 and 257 region map tiles, a world in ''Dwarf Fortress'' is between 20 and 300 miles (32 and 481 kilo ...ions will only be done in wall tiles and others will only be done in floor tiles.
    14 KB (955 words) - 04:03, 20 December 2022
  • ...a way up, at which point the whole process repeats, so having fewer cavern tiles is better and open areas are to be avoided.{{cite forum|104643/3096896}} ...the map's connections can cause brief lag spikes as the game's connections map needs updating.
    25 KB (4,057 words) - 03:41, 20 December 2022
  • ...ring dwarves or caravans entering or leaving. They will often flee off the map if challenged. ...ncement: "A vile force of darkness has arrived!". While siegers are on the map, the word "SIEGE" appears in the top corners of the screen. Siegers are org
    50 KB (8,538 words) - 03:18, 20 December 2022
  • ...tively, it is possible to use the mouse at this stage to select individual tiles) This will create a stockpile of the chosen type that occupies the area bet ...[[stone]], unbuilt [[furniture]], etc.) currently occupying the designated tiles will automatically be considered part of the stockpile, even if the stockpi
    35 KB (5,825 words) - 19:58, 21 October 2023
  • ...lor]]s represent in the pre-start embark (or [[adventure mode|adventure]]) map. ...etation. Green tiles have vegetation and are usually moist. White and cyan tiles indicate snow or ice. The color of trees that change season to season can t
    10 KB (1,046 words) - 03:41, 20 December 2022
  • ...a second bridge on the ''other'' side of a wide gap to span as much as 20 tiles. Any more requires some solid anchor to provide another 10 tile maximum (in ...nt tile is required. Placement of the bridge also requires that all of the tiles it occupies not have more than 1/7 water on them at the time of constructio
    20 KB (3,307 words) - 03:11, 20 December 2022
  • ...on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typ ...only exceptions are trees with white roots). Some trees can have multiple tiles of roots, others just the one{{verify}}.
    36 KB (5,304 words) - 01:32, 20 October 2023
  • ...wagon-accessible paths must be three tiles wide, extend from natural-land tiles at the screen border to your [[trade depot]], and cannot contain [[trap]]s ...to appear alongside caravans, wagons must have an appropriate place on the map edge to spawn and an unobstructed path to a [[trade depot]].
    8 KB (1,249 words) - 04:06, 20 December 2022
  • ...e earth (but not so deep that it cannot be found by dwarves), entering the map either by the edges or by the area beneath a [[magma pool]]. Magma that eme ...e [[semi-molten rock]] will be listed as a Magma Flow; magma in magma flow tiles will disappear when mixed with water (instead of cooling into obsidian).
    25 KB (4,141 words) - 03:40, 20 December 2022
  • ...ure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. ...e. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages d
    102 KB (15,512 words) - 00:24, 25 January 2024
  • ...0:1}} and {{Tile|~|1:0:1}} tiles. If you have turned on [[Technical_tricks#Tiles|SHOW_FLOW_AMOUNTS]] you will see the fluid '''depth''' indicator of {{Tile| ...'not'' generate flow, so only the 3rd example will result in flow (in both tiles).
    12 KB (1,569 words) - 03:24, 20 December 2022
  • "This controls the size of the world map" as it says at the bottom of the screen when this option is highlighted, in * Pocket (17×17 region tiles)
    17 KB (2,636 words) - 04:08, 20 December 2022
  • ...iver falls off the map, and so is of a low water height. Check the outmost tiles of both ends of the river. The easiest and quickest method of dam manufacture is only possible if your map freezes during winter. Simply dig out a thin section of [[channel]]s across
    7 KB (1,317 words) - 03:18, 20 December 2022
  • ...:1}} tiles may show plants as "available" when only a tiny fraction of the tiles in the farm are valid for planting them. ...the farm will function.{{version|0.34.11}} This warning may be ignored. Tiles that actually lack mud or soil are excluded from the construction entirely
    29 KB (4,713 words) - 01:43, 16 October 2023
  • ...Sites''': various sites around the world. Only sites that are shown on the map are listed. ...mation of the highlighted name. The {{k|m}} key will alternate between the map and info.
    21 KB (3,336 words) - 03:51, 20 December 2022
  • ...k|Enter}}. On the next page, highlight a civilization that shows up on the map as mostly blue omegas {{DFtext|Ω|1:7:1}}, and {{k|Enter}}.'''}} ...be determined by most of the [[Site#Site_Types|site symbols]] shown on the map; dwarven are mostly {{DFtext|Ω|1:7:1}}, human are mostly {{DFtext|#|1:7:1}
    43 KB (7,414 words) - 02:51, 20 December 2022
  • # (Optional) Set the priority with {{K|-}} and {{K|+}}. Tiles with first/lowest numbered priority value will be mined first. ...-level with {{k|&lt;|&gt;}}, designating areas across z-levels for mining. Tiles can also be designated by using the mouse and left-clicking.
    11 KB (1,815 words) - 03:43, 20 December 2022
  • ...d has been mined out while the brook is in ice form, preventing the island tiles from collapsing despite the fact they are supported by nothing but water). ...labelled as a brook when viewed with {{k|k}}. Like rivers, unfrozen brook tiles will be constantly blinking to indicate that they have [[flow]].
    3 KB (519 words) - 03:11, 20 December 2022
  • ...is a [[contaminant]], which is created any time water covers an area. Any tiles that contain mud may be used for [[farming]]. ...d turning yellow. Such evaporation can be prevented by flooring over water tiles to make them Inside.
    17 KB (2,946 words) - 04:06, 20 December 2022
  • ...influence of [[gravity]]. A cave-in will occur if constructions or ground tiles are detached from all support ([[bridge]]s and [[hatch]]es do not provide s ...port to the tile above them, but will act as a connection for the adjacent tiles on the same level.
    11 KB (1,762 words) - 03:13, 20 December 2022
  • ...creen-width, around 80 to 100 tiles for a catapult and between 130 and 200 tiles for a ballista). A [[ballista arrow]] can kill or injure each creature in * Catapults have a minimum range – at least 30 tiles.
    21 KB (3,334 words) - 03:56, 20 December 2022
  • ...the fog will obscure that fog. When in the midst of fog on the fast travel map, a small circle around your adventurer will blink to show the surrounding a ...able gives the base East-West Wind value for a given latitude, by counting tiles from the pole-most tile.[http://www.bay12forums.com/smf/index.php?topic=131
    22 KB (3,360 words) - 08:00, 21 January 2023
  • |Allow the adventurer and companions to travel between sites on the world map. ...to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let yo
    37 KB (5,912 words) - 04:05, 20 December 2022
  • ...presents a group of creatures (in this case unfriendly goblins). The world map (in sepia) is on the far right.]] | Toggle display of clouds on region map
    50 KB (8,737 words) - 02:51, 20 December 2022
  • ...ion, select a home civilization with ''at least'' two dwarven sites on the map. ...ew of where, relative to the rest of the features of the world, the region map is focused on.
    33 KB (5,542 words) - 03:21, 20 December 2022
  • | Upper limit of trunk thickness, in tiles. Counted separately for all branching trunks. Has a geometric effect on log ...us to which branches can reach. Appears to never reach further than seven tiles from the centre. Does not depend on the trunk branching amount or where tr
    19 KB (2,994 words) - 22:17, 16 January 2023
  • ...ble [[fortifications]], or else dig another z-level down, and then dig two tiles under the rim of your platform to create an overhang that is impossible to ...on to stop in its tracks, reverse course, and march all the way around the map to get access to your fort. Repeatedly yanking the drawbridge up, forcing
    21 KB (3,516 words) - 02:21, 13 January 2023
  • If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven ...[[door]] in between to control its vision. Your 1x1 pit should still be 5 tiles deep at least though, to prevent dwarves being spooked by the revived corps
    96 KB (15,752 words) - 04:01, 20 December 2022
  • A challenge for the ultimate survivalist. The map contains only a thick layer of [[ice]] and a deep body of salty oceanic wat ** If you create a side hill mine, only carve large (at least 2 tiles) tunnels, and create shaft to the surface to allow air circulation.
    84 KB (13,988 words) - 03:49, 20 December 2022
  • ...vested. See [[Main:Character table|character table]] for a table of usable tiles. [PICKED_COLOR:6:13:0] is the color used for the crop's tile when harvested ...ll give no logs. [TREE_TILE] is the tile the tree shows up as on the world map.
    63 KB (9,874 words) - 03:43, 20 December 2022
  • ...to the list, press {{k|a}}. The new burrow created this way starts with no tiles and a default name. ...rectangles or drawing with the mouse much like [[designation|designating]] tiles. A burrow does not need to be contigious and can extend into unrevealed spa
    11 KB (1,803 words) - 03:12, 20 December 2022
  • ...falls downward) and ''diffusion'' (when the liquid levels of two adjacent tiles are averaged, possibly pushing items around). * [[River]]/brook source tiles (whether the map edge or the "delta" where the river itself begins) generating water
    21 KB (2,643 words) - 03:50, 20 December 2022
  • ...but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. Creatures are displayed as [ ...arge rivers on the world map, minecart tracks and walls all share the same tiles as well.
    6 KB (944 words) - 03:31, 20 December 2022
  • ...traffic|traffic designations]] to help somewhat. Designate the spike trap tiles as ''restricted'' then make a longer path going around the spikes that's de ...y walk over the top of a brook. It also won't work as well in winter on a map that freezes.
    44 KB (6,774 words) - 09:55, 21 December 2022
  • The caverns will usually have open map edges, allowing all sorts of [[creatures]] to migrate into and from them. B If your map has an unseen [[cave-in]] at the beginning of embark, the caverns may have
    26 KB (3,975 words) - 09:57, 10 January 2023
  • ==Map data== | rowspan="2" | Size of the current map region in 16x16 blocks.
    4 KB (492 words) - 03:42, 20 December 2022
  • ...e enclosed by much larger biomes, which is to say that the pool itself and tiles adjacent to the pool are counted as a biome. All kinds of [[vermin]] popula ...y pool" fish (e.g. turtles) unless they were originally part of a specific map feature (e.g. a river, a lake/ocean biome, or an underground cavern) when y
    9 KB (1,171 words) - 03:44, 20 December 2022
  • ...mbers in brackets after each type of zone indicate how many selected floor tiles can be used for that type of zone. Flow and floor flow are placed similarly ...warf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want t
    15 KB (2,617 words) - 02:51, 20 December 2022
  • ...gnations menu''' can be accessed by {{K|d}} and provides the means to mark tiles with various designations including Mining, Wood Cutting, Plant Gathering, ...esignations, both normal (brown) and marked (blue).]]Mine ({{K|d}}) - Mark tiles to be [[Mining|mined]] out. Removing stone/soil walls and leaving stone/so
    8 KB (1,324 words) - 03:19, 20 December 2022
  • .... When used a yellow X-shaped cursor appears which you can move around the map using the numberpad to gain information. ...them. The menu displays [[Creatures]], Objects, [[Building|Buildings]], [[Map tile]]s in that order. You can use the {{k|+}} {{k|-}} keys to browse these
    13 KB (2,225 words) - 03:16, 20 December 2022
  • These attributes do ''not'' change what tiles look like. DFHack's Rendermax plugin implements a lighting system into the ...floors or buildings only (possibly walls also{{verify}}) above them. Also tiles beneath branches of some trees.
    4 KB (561 words) - 04:03, 20 December 2022
  • ...r scaffolding - anything with open space dwarves can reach (adjacent floor tiles) to pour water down into. Because of how underground Z-levels work (there's ...or farming when it has water sprites on it, though check and make sure the tiles say something regarding mud (using the look (k) function)
    11 KB (1,528 words) - 03:36, 20 December 2022
  • ...e to fine-tune your embark area to your favorite size. In this case, a 3x3 map could be centered on the bottom zero tile, and a fortress built around the ...e the bottom level of waterfalls by painting elevation of 101 all over the map.
    8 KB (1,268 words) - 04:06, 20 December 2022
  • ...ths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away. Workshops ...ths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away.
    10 KB (1,608 words) - 03:47, 20 December 2022
  • * [[Floodgate]]s leading into an [[ocean]] or [[lake]], if one is on the map; simply dig a channel through to one tile away from the body of water, put * If you have a [[river]] on the map, you can [[dam]] the river to redirect its flow into your chamber. The diff
    10 KB (1,848 words) - 03:20, 20 December 2022
  • ...agile]] to catch up with a running animal before it leaves the edge of the map, and attacking with melee always carries the risk of getting your soldiers To successfully trap large animals you need to build choke points into your map. The destruction of ramps to create sheer cliffs is the easiest way to forc
    37 KB (6,210 words) - 03:41, 20 December 2022
  • ...rial to be found beneath it. There is also a layer near the bottom of the map composed almost entirely of semi-molten rock even where magma does not over The floor of the stone layer above the SMR at the bottom of the map is ''not'' a magma flow when stone is dug into, but appears as the same typ
    11 KB (1,964 words) - 03:56, 20 December 2022
  • 1) Find out which way is upstream: loo(k) at the edge tiles, the downstream edge will sometimes be 5/7 or 6/7 when the water "falls off ...squares between edge and floor). If the river isn't straight, channel some tiles to create a straight edge.
    5 KB (828 words) - 22:56, 26 March 2019
  • Change this to YES to output the reasons for world map rejection into a file. ...s (EMBARK_RECTANGLE:<width>:<height>). Numbers may run from 2 to 16. The map size warning message will go by these numbers.
    13 KB (2,206 words) - 09:25, 2 October 2020
  • ...move over all natural tiles, and seem to move independently of constructed tiles like walls and floors. Be mindful not to carve away natural walls and allow Since ocean waves do not actually move the water in the tiles below them, they do not create [[flow]]. Thus, waves ''cannot'' power a [[w
    18 KB (2,532 words) - 20:05, 3 May 2023
  • ...ubterranean]] tiles must be revealed by [[mining|digging]] into them. All tiles adjacent to a revealed tile will also be revealed: you can see what the roc {{Category|Map tiles}}
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  • ..., dishonorable [[Invader|invading]] [[creature]] that can skulk around the map [[Ambusher|unseen]] until detected. When a thief is detected, the game paus ...mplicated, as by default, their [[cave]]s do not show up in the [[embark]] map.
    7 KB (1,156 words) - 04:02, 20 December 2022
  • ...n. Proximity is required (within a day's travel--about 6 or less world map tiles). Economically-linked sites are not required to belong to your civilization ...nt applies: it must be within a day's travel, or about 6 or less world map tiles. You may request workers from the site at any time (see [[Holding#Managing_
    5 KB (723 words) - 03:34, 20 December 2022
  • ...e tile) is classified as [[outside]] (as opposed to [[inside]]). "Outside" tiles can cause sickness and [[vomit]]ing in [[cave adaptation|cave-adapted]] [[d {{Category|map tiles}}
    1 KB (180 words) - 03:57, 20 December 2022
  • ...subregion''' is a named world area, a continuous set of tiles on the world map with the same or similar [[biome]]s, and the same [[Surroundings|alignment] In [[advanced world generation]], regions are classified by size: 24 or fewer tiles is a small subregion, one with 25 to 99 is a medium subregion, and one with
    2 KB (318 words) - 03:53, 20 December 2022
  • ...the seasons, which actually does all kinds of things with the weather and map (both locally and in the world), and it also does a check for certain plot ...has happened.) Vermin running around are updated. Other 'events' on the map, like active fires, are handled.
    11 KB (1,778 words) - 14:40, 21 February 2023
  • ...sed to give [[caravan|caravans]] a reliable path to your fortress from the map's edge. They are not strictly necessary, as a wagon is entirely capable of ...given by the number of tiles the road will cover plus one divided by four (Tiles + 1) / 4. The material of the road is the material of the oldest item used
    3 KB (579 words) - 03:53, 20 December 2022
  • ...gma pools and volcanoes refill by spawning magma directly above magma flow tiles, however, so they tend not to remain safely walkable for long. ...s excavated beneath stone directly above semi-molten rock), the magma flow tiles will animate and sparkle just like the original [[23a:magma flow|magma flow
    786 bytes (133 words) - 02:01, 9 February 2024
  • ...t until your dwarf is through the door, then lock it and designate all the tiles to be mined. Don't forget to free your miner after the work is complete. ...ficient designation. Use diagonal corners to avoid exposing two designated tiles (which will result in another free miner taking one of the two and potenti
    7 KB (1,126 words) - 03:42, 20 December 2022
  • ...t of power of a dwarven civilization's leaders. They occupy only 3×3 local tiles, while [[hillock]]s and [[mountain halls|halls]] claim much more territory. [[File:Fortress_map_43.png|thumb|300px|A map of a typical procedurally generated fortress, exported from legends mode. T
    8 KB (1,122 words) - 03:24, 20 December 2022
  • * Technically, tiles adjacent to a trench full of water can be designated as a water source just ...ou have available. Do you really need a 20x20x20 reservoir, holding 56,000 tiles of water, requiring 560,000 uses of the well to fully dry up? Frequently, i
    24 KB (4,371 words) - 04:07, 20 December 2022
  • ...embark tile, or 48×48 tiles. The mound can be located in any of the embark tiles, so it is not always found at the center of the site. On the world map, caves are displayed as {{Raw Tile|•|0:0:1}}. By default, however, they a
    7 KB (1,273 words) - 03:13, 20 December 2022
  • * '''LOCATION''' - The target is a [[tile|local map tile]]. If used with [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_C ...TION''' - Used with LOCATION to allow for targetting of both creatures and tiles.
    49 KB (7,523 words) - 03:35, 20 December 2022
  • ...generation|world-gen settings]], the caves themselves are hidden from the map. ...lization and World Info]] menu. Use the cursor keys to navigate around the map and view other lands.
    11 KB (1,773 words) - 00:20, 25 January 2023
  • ...lost fortress will be [[forbid|forbidden]] and randomly strewn across the map and all accessible levels ...present during the fall of the lost fortress will be scattered across the map, along with the rotten [[corpse|carcasses]] of whatever [[livestock]] was l
    12 KB (1,982 words) - 00:27, 21 December 2022
  • ...''. It measures "up and down" distances. A [[z-level]] is one layer of the map that can be viewed at a time. Changing z-levels is done with the {{k|<}} (u In the ''Dwarf Fortress'' map view, traveling east or west moves you along the x-axis, and traveling nort
    5 KB (885 words) - 04:09, 20 December 2022
  • ...compatible male and an uncaged female of the same species are on adjacent tiles, they'll breed when idle. ==Off-map breeding==
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  • ...oes not generate any power, then you simply don't have enough wind on your map and will never be able to use windmills. ...titude at which your fortress is located on the [[World generation|world]] map. See [[Weather#Wind|Wind]].)
    3 KB (516 words) - 04:08, 20 December 2022
  • Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build you ...when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.
    22 KB (2,895 words) - 03:21, 20 December 2022
  • You can cast ice walls on the edge of the map, however the edge tiles can only be cleared of ice by melting. The effects on creatures spawning th Removing an ice ramp can create "void" tiles.{{bug|1981}} Casting ice in the tile and then channeling the tile can remov
    8 KB (1,303 words) - 03:35, 20 December 2022
  • ...LIER creature tag) are capable of moving (and remaining) in [[open space]] tiles, either horizontally, vertically, or diagonally. Flying creatures can prove Flying creatures '''can''' spawn on air tiles at the edge of the map - unlike ground creatures, they do not need a floor to spawn on. This rende
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  • ...rf Therapist]] or [[DFHack]] can help with this.) Once they're all on your map (but before they make it to your meeting area), pause the game ( {{k|spaceb If your migrants all stay near the place on the map where they arrived, make sure they have access to your fortress (and that t
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  • ...n either ''carve'' them out of walls in the first place or build [[floor]] tiles on the Z-level above as a roof against fliers. This is generally sound advi ...reveal all [[ambush]]es and many a [[thief]]. Note that since this eats 2 tiles of 3 [[Observer|maximum detection range]], stealthy units can't avoid it al
    8 KB (1,247 words) - 03:24, 20 December 2022
  • ...our first windmill. {{k|q}} shows you the power for that windmill on your map. Power comes out the bottom, via a gear or axle. Or you can build it direc ...n get you up to 3 tiles in a straight line (though 3 logs can extend to 10 tiles) horizontally, or 1 single tile vertically, and can be connected directly t
    19 KB (3,224 words) - 03:40, 20 December 2022
  • ...l]] out openings into the lower room which are evenly spaced and exactly 2 tiles away from each other ''(see image below)''. ...and walls for the first layer of wall, then blocking the outer orthogonal tiles adjacent to the fortifications with walls; though you will still need to fo
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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) - 03:24, 20 December 2022
  • 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

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