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  • ...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

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