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  • ...orders can now specify start conditions, restart frequencies, and how many workshops can be used [[40d:Release information/Branch|''Branch'':]] 0.28.181.40d2 thru 0.28.181.40d19:
    25 KB (3,070 words) - 13:35, 17 April 2024
  • ...skill" of that dwarf (see "[[Strange mood#Skills and Workshops|Skills and Workshops]]", below). ...ropriate workshop does not exist. (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf wi
    51 KB (8,136 words) - 13:53, 17 April 2024
  • ...skill" of that dwarf (see "[[Strange mood#Skills and Workshops|Skills and Workshops]]", below). ...ropriate workshop does not exist. (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf wi
    49 KB (7,895 words) - 04:00, 20 December 2022
  • ...st year of gameplay. These tasks are ''selecting a dig site'', ''building workshops'' (and ''marking stockpiles''), ''building lodging'', ''starting farms'', a ===Building workshops===
    57 KB (10,148 words) - 21:12, 5 January 2023
  • ...unchanged from the old versions; until this is updated, please check the [[40d:Workshop design|previous version]] of this article. Laying out your workshops in the most efficient way possible is quite a science. There are several po
    4 KB (690 words) - 09:56, 31 July 2021
  • ...ropriate workshop does not exist. (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf wi ...is [[#Possessed|possessed]]). See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts create
    36 KB (5,674 words) - 02:42, 8 August 2017
  • ...ropriate workshop does not exist. (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf wi ...is [[#Possessed|possessed]]). See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts create
    27 KB (4,330 words) - 18:12, 21 February 2014
  • This guide is based on [[40d:Modding guide|Teldin's guide]], originally created for version 0.27.176.39c === Workshops ===
    71 KB (11,124 words) - 22:51, 28 April 2024
  • :[[40d:Laptop_keyboard|This]] page might help ...ng]] will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort m
    20 KB (3,202 words) - 01:13, 30 August 2018
  • ...(Figure it out yourself, or see the [[40d:DIY#Minimalist_challenge_build|40d Do it Yourself]] article for a step-by-step "how to".) * House your workshops according to profession, not convenience.
    63 KB (10,491 words) - 16:07, 26 July 2021
  • === Workshops === * Chasms as they were in 40d are gone for the time being, replaced by finite caverns.
    34 KB (5,534 words) - 19:32, 21 February 2023
  • This guide is based on [[40d:Modding guide|Teldin's guide]], originally created for version 0.27.176.39c === Workshops ===
    63 KB (9,874 words) - 03:43, 20 December 2022
  • ...ross-map walks to find something the metric says is a short distance away. Workshops automatically path to the nearest valid raw materials; building things allo *Keep small stockpiles immediately next to workshops. This means Urist McCrafter doesn't have to do very much pathing to find hi
    10 KB (1,608 words) - 03:47, 20 December 2022
  • ...r version 0.27.176.39c (originally put to type by one Teldin; page found [[40d:Modding guide|here]]) and has later been rewritten for 0.31.xx.xx by a few == Workshops ==
    34 KB (5,491 words) - 22:52, 1 March 2016
  • ...ross-map walks to find something the metric says is a short distance away. Workshops automatically path to the nearest valid raw materials; building things allo *Keep small stockpiles immediately next to workshops. This means Urist McCrafter doesn't have to do very much pathing to find hi
    12 KB (1,905 words) - 21:33, 29 March 2024
  • This guide is based on [[40d:Modding guide|Teldin's guide]], originally created for version 0.27.176.39c == Workshops ==
    51 KB (8,103 words) - 09:54, 13 June 2016
  • The function {{k|b}}uild is not only used for building workshops and the like, but also for ''placing'' items like beds, tables and chairs i These values came from the 40d page, by which point the weight system had been rewritten.
    7 KB (1,129 words) - 15:44, 8 December 2011
  • ...ion of or destroy them.{{Verify}} See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692# ...stockpile, allowing the use of stockpile links to distribute the items to workshops or other stockpiles.
    20 KB (3,391 words) - 15:50, 6 August 2021
  • {{Main page progress bar|40d|width=48em}} <div>{{news/40d}}</div>
    5 KB (623 words) - 19:47, 10 March 2014
  • ...y, you can use this [[User:LockeslyLCrit/DiagonalMining.ahk|script]] for [[40d:Utilities##AutoHotKey|AHK]] to mine four diagonal shafts of 140 squares lon * ''Reusability'': Workshops can be easily fitted into the unmined 3x3 areas.
    29 KB (4,118 words) - 22:32, 30 March 2024
  • ...les of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in current release ...[[Cave dragon]]s that can [[Building destroyer|break buildings]] and smash workshops. Unlike the squads, however, these 'groups' usually enter the map in a sin
    10 KB (1,636 words) - 14:39, 22 July 2014
  • ...from 2009 and earlier contained ''four'' numbers and a letter - see the [[40d:Version number|older versions of this page]] for more information. ...the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns related to professions, trade and resources.
    37 KB (5,912 words) - 20:46, 7 February 2023
  • ...les of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in current release ...asy" creatures), that can [[Building destroyer|break buildings]] and smash workshops. Unlike the squads, however, these "groups" usually enter the map in a sing
    15 KB (2,568 words) - 14:36, 30 April 2024
  • ...the average number of barrels/bins you need has roughly halved compared to 40d. This means that you can put more of that precious wood towards beds in the ...eye on them just in case they try something crazy). Also keep in mind that workshops block certain squares, so if you ever notice that your jeweler dies after c
    10 KB (1,759 words) - 22:23, 26 July 2021
  • ...les of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in current release ...[cave dragon]]s, that can [[Building destroyer|break buildings]] and smash workshops. Unlike the squads, however, these 'groups' usually enter the map in a sing
    15 KB (2,541 words) - 03:56, 20 December 2022
  • ...}} , and the View Items in Buildings command {{k|t}}. Included in this are workshops, doors, trade depots, furniture, bridges, traps -- most of the interesting Most buildings are made from raw materials or blocks, although some workshops require some additional finished items as well.
    3 KB (409 words) - 22:23, 10 November 2010
  • ...from 2009 and earlier contained ''four'' numbers and a letter - see the [[40d:Version number|older versions of this page]] for more information. ...the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns related to professions, trade and resources.
    37 KB (5,912 words) - 04:05, 20 December 2022
  • {{40d creaturelookup/0|item=[[Ash]] [[bar]]|wiki=no}} ...m out. If you only have one tile dug down for the magma below each of your workshops and ensure that said tile is beneath one of the inaccessible tiles of the m
    3 KB (503 words) - 13:16, 27 July 2012
  • ...rge [[Farming|farm plot]]s and don't go overboard with multiple [[Workshop|workshops]] constantly queued or set on perpetual repeat. * Consider running an older version of DF. While lacking features, 40d or a [[version]] of v0.31 ''may'' run faster than 2012. *Disputed* (See [ht
    15 KB (2,380 words) - 18:50, 28 July 2021
  • {{40d creaturelookup/0|butcher=no}} ...are useless as defense. Even their breath is able to destroy (deconstruct) workshops and turn paved stone roads into dirt.
    5 KB (886 words) - 17:54, 9 August 2012
  • {{40d stonelookup/0}}{{av}}{{quality|Exceptional|15:43, 29 April 2011 (UTC)}} ...ile with only bauxite designated for storage. Below it are three slots for workshops (only two are used in the picture). Draft a mason/mechanic into a one-man s
    4 KB (665 words) - 16:10, 25 December 2023
  • ...ome small military squads to guard the camp. Designate the lower levels as workshops, and when migrants arrive, assign them to the mines. Give the workers minim '''Usefulness:''' Medium-High. Tested in version .40d with 50 recruits standing in front of it when the floodgates opened, killed
    41 KB (6,700 words) - 12:31, 21 March 2022
  • ...anced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus s Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?
    21 KB (3,304 words) - 10:58, 22 July 2013
  • ...produce [[soap]]. In previous versions this function was handled at the [[40d:alchemist's laboratory|alchemist's laboratory]]. {{Workshops}}
    540 bytes (67 words) - 17:26, 8 December 2011
  • {{Main|40d:Stone management}}
    11 KB (1,872 words) - 03:23, 11 December 2011
  • {{40d creaturelookup/0}}
    3 KB (592 words) - 15:32, 5 March 2012