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  • ...s. For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki. ====Raw materials====
    41 KB (7,264 words) - 22:15, 28 July 2021
  • One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This w [[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will
    35 KB (5,825 words) - 19:58, 21 October 2023
  • One method to ensure a workshop has raw material on hand is to place a small stockpile of its input materials next [[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will
    34 KB (5,560 words) - 18:23, 16 March 2024
  • ...'reaction identifier'' may be anything, so long as it is unique within the raw data files. A good habit to get into is to append a short prefix or suffix * Any custom (raw-defined) building, such as:
    48 KB (7,387 words) - 03:52, 20 December 2022
  • One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This w [[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will
    30 KB (4,990 words) - 14:26, 24 June 2022
  • One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This w [[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will
    22 KB (3,621 words) - 14:25, 24 June 2022
  • One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This w [[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will
    21 KB (3,445 words) - 14:21, 24 June 2022
  • The reaction identifier may be anything, so long as it is unique within the raw data files. A good habit to get into is to append a short prefix or suffix ...you should set the subtype to NONE. Subtypes are defined within the local raw data files and their exact names can be referenced by looking at the corres
    27 KB (4,390 words) - 23:00, 8 April 2014
  • ...review.png|right]]'''Demons''' {{Tile|&|7:0}} are procedurally-generated [[creature]]s who inhabit the [[Underworld]]. These immense, malicious and formidably ...ss intelligence ([[Creature token#CAN_LEARN|<code>[CAN_LEARN]</code>]] + [[Creature token#CAN_SPEAK|<code>[CAN_SPEAK]</code>]]), so demons you face may well ha
    30 KB (4,434 words) - 18:15, 21 April 2024
  • '''Demons''' {{Tile|&|7:0}} are procedurally-generated [[creature]]s who inhabit the [[Underworld]]. These immense, malicious and formidably ...ss intelligence ([[Creature token#CAN_LEARN|<code>[CAN_LEARN]</code>]] + [[Creature token#CAN_SPEAK|<code>[CAN_SPEAK]</code>]]), so demons you face may well ha
    30 KB (4,327 words) - 09:56, 2 January 2023
  • ...th some extra help - a cage filled with every random potentially dangerous creature you don't need pastured can, when released, provide a massive (and potentia ...productivity comes from dwarves having to march great distances to reach a raw material for their crafting needs. Even worse, if they get thirsty while h
    21 KB (3,495 words) - 02:43, 18 January 2023
  • ...th some extra help - a cage filled with every random potentially dangerous creature you don't need pastured can, when released, provide a massive (and potentia ...productivity comes from dwarves having to march great distances to reach a raw material for their crafting needs. Even worse, if they get thirsty while h
    21 KB (3,516 words) - 02:21, 13 January 2023
  • ! Creature Name ...|grass]] from the tiles they pass over. The frequency is determined by the creature's size and, as many of the worms are very large, they require large amounts
    34 KB (3,946 words) - 11:55, 5 December 2023
  • ...area with homogeneous features, characterized by distinctive [[plant]]s, [[creature|animal species]] and [[climate]]. ...ne layers are also reported if present; you can now guarantee yourself the raw materials for a [[steel]] industry if you embark on an area with both flux
    31 KB (5,144 words) - 04:58, 1 March 2024
  • ...d [[fortress]]es and find whatever riches were left to be guarded by the [[creature]]s that sealed the fate of your [[fortress]]. ...good place for new people to start out. You may wish to look at the races' pages for the finer details.
    74 KB (13,058 words) - 16:34, 13 October 2021
  • ...on the [[metal]]s and [[ore]]s themselves are covered on their respective pages, and will not be included on this page. Ores cannot be made into metal objects raw; first they must be processed into metal [[bar]]s by a [[furnace operator]]
    18 KB (2,964 words) - 03:42, 20 December 2022
  • ...on the [[metal]]s and [[ore]]s themselves are covered on their respective pages, and will not be included on this page. Ores cannot be made into metal objects raw; first they must be processed into metal [[bar]]s by a [[furnace operator]]
    17 KB (2,916 words) - 08:49, 27 June 2014
  • ...on the [[metal]]s and [[ore]]s themselves are covered on their respective pages, and will not be included on this page. Ores cannot be made into metal objects raw; first they must be processed into metal [[bar]]s by a [[furnace operator]]
    18 KB (2,962 words) - 21:04, 29 April 2023
  • ...area with homogeneous features, characterized by distinctive [[plant]]s, [[creature|animal species]] and [[climate]]. ...t be told which kinds of metals are present. Your best bet for finding the raw materials for making [[steel]] is to look for a site with ''Shallow metals'
    33 KB (5,542 words) - 03:21, 20 December 2022
  • ...t be told which kinds of metals are present. Your best bet for finding the raw materials for making [[steel]] is to look for a site with ''Shallow metals' ...eep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans (unless you have turned erosion off).
    26 KB (4,466 words) - 14:33, 23 November 2016

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