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  • ...ent and food. Most starting builds involve removing some of these starting items to free up points for other things, the list below for example removes an a ...this isn't a typo) for some commonly selected items/equipment. Only those items that you can afford with your remaining points will appear.
    31 KB (5,230 words) - 15:54, 8 December 2011
  • ...hat, like [[bin]]s and [[bag]]s, conserve stockpile space by containing 10 items of the same type (for exceptions, see the ''Mix Food'' and ''Storage Quirk' *Metal barrels can be used to safely trade food items to the [[Elf|Elves]].
    4 KB (625 words) - 14:31, 11 July 2022
  • ...lass furnace]]. Finished goods (such as crafted goods) are also considered Items. ...-dwarf bodyparts to refuse [[stockpile]]s. They will also [[chasm]] marked items. Refuse hauling are subject to refuse orders (''{{k|o}}: Set Orders and Opt
    8 KB (1,366 words) - 15:45, 8 December 2011
  • ...ated with an item. Weight calculation is mostly straightforward - for most items it is constant, and for those that vary, the formula is fairly straightforw ...ell]], [[leather]], or plant fiber [[cloth]] divide their weight by 2, and items made of [[silk]] or [[adamantine]] divide their weight by 8.
    4 KB (462 words) - 19:57, 13 August 2020
  • ...n [[strange mood]]s will create '''legendary artifacts''', unique, "named" items which are of unsurpassable quality (and often [[value]] as well). An artifa Dwarves will normally use anywhere from one to ten items in their construction. If you view ({{k|q}}) the [[workshop]] a dwarf has s
    8 KB (1,330 words) - 14:01, 4 August 2020
  • * '''Easy''' (biscuit) requires two cookable items. * '''Fine''' (stew) requires three cookable items.
    6 KB (935 words) - 03:31, 21 February 2024
  • ...it then becomes an individual item, unconnected to any stack. Individual items cannot be stacked or re-stacked. ...hop]]s for determining [[clutter]] - this can occur very quickly with some items.
    2 KB (372 words) - 16:12, 11 August 2012
  • ...aterial multipliers|value multipliers]] which can make otherwise identical items worth considerably more or less. A [[gold]] [[throne]] is worth more than ...her [[quality]] items if they are working with that material, and perceive items (or rooms) made of that material as higher [[quality]], which can give them
    2 KB (377 words) - 12:22, 19 July 2012
  • [[Glass]] is a [[material]] that items can be made of, like [[stone]] or [[wood]]. But although a material, "glas All glass items are manufactured at a [[glass furnace]] or [[magma glass furnace]] by a [[g
    4 KB (687 words) - 10:50, 19 December 2018
  • ===Material-Specific Items=== * Other Items: Raw Glass, Cage, Animal Trap, Ballista Arrow Head, Sewn Image (into any it
    3 KB (368 words) - 19:54, 11 November 2023
  • ...r's shop]]. Cloth images cannot be sewn onto bags or quivers that contain items. Requires [[clothesmaking]]. : Leather images can be sewn onto clothing items in the same manner as cloth, with the same restrictions. Requires [[leathe
    4 KB (636 words) - 21:39, 15 June 2012
  • * made rain dampen creatures, items and vegetation * did temperature exchange between building items
    3 KB (461 words) - 15:01, 13 March 2014
  • ...A stockpile without a bin will likely fill up fast, leaving any remaining items where they are to get in the way. The number of items that fit in a bin varies on the item type, for example 10 bars/gems or 100
    2 KB (364 words) - 18:05, 30 July 2012
  • ...ll dwarves, regardless of [[labor]] settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been br ...ively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal.
    2 KB (290 words) - 22:26, 4 February 2014
  • ...n items by 3/16ths. Each additional level of skill decreases the weight of items by another 1/16th, up to a maximum of 16/16ths if a creature is a [[legenda
    9 KB (1,248 words) - 00:28, 19 March 2012
  • Many items are subject to '''wear/rotting/withering''' if not kept on a stockpile. ...ckpile]]s, notably prepared meals, [[Alcohol|drinks]] and [[plant]]s. Some items, in particular plants and cooked meals, will still rot when lying around in
    2 KB (359 words) - 22:06, 5 December 2012
  • ...Thought|unhappy]]. It only occurs underground, and it is caused by rotting items. It does not pass through closed [[door]]s. == Rotten items ==
    3 KB (552 words) - 18:10, 9 May 2020
  • '''Weapons''' are items that increase the [[damage]] dealt by [[creatures]] in combat. In fortress ...s good as a +fine iron+ one. (It is not known whether [[artifact]] quality items have ''additional'' modifiers above and beyond "masterpiece" level.)
    14 KB (1,953 words) - 18:03, 27 January 2014
  • Some nobles also issue mandates for production of different items (items they like personally) or prohibit their export. Nobles become upset if prod ...tion crimes, but no actual punishments will be given. Oddly, if the banned items were carried to the depot in [[bin]]s and the bins themselves were not sold
    19 KB (2,504 words) - 17:54, 20 April 2020
  • ...total fortress wealth. Their value is listed under '''Imported Wealth.''' Items made on-site, but later [[trading|traded]], are immediately subtracted from ...nd it's to a much lesser extent possible to amass wealth from booze, these items tend to get consumed by your gluttonous dwarves at an alarming rate, reduci
    3 KB (410 words) - 05:05, 9 April 2014

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