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  • ...t also allows for more freedom in selecting starting gear, because certain items can always be obtained through trade later. New players can [[Your first f * the items of non-fortress members (only if they are alive, when they are dead they be
    13 KB (2,117 words) - 00:14, 6 September 2021
  • ...ully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in [[bag]]s, [[barrel]]s, or [[bin]]s (see [[U Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has
    18 KB (2,989 words) - 14:21, 24 June 2022
  • You can '''melt''' items at a [[smelter]], using the [[furnace operator]] labor, to recover some of :''Example:'' If two items of the same metal worth 0.4 bars each are melted at the same smelter, that
    6 KB (1,027 words) - 14:32, 30 June 2021
  • ==Base values of items== ===Items with no quality, made of special materials===
    13 KB (1,650 words) - 21:41, 11 May 2022
  • ...ocks]] - The Stocks Status screen allows you examine the number of various items that your fortress and its residents possess. Only appears once the [[Bookk ...), potentially edible items ([[fat]], [[tallow]], [[flour]]), and inedible items ([[dye]]), and is therefore an unreliable indicator of a fortress' food sto
    10 KB (1,563 words) - 15:24, 26 April 2024
  • ...ss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is ==Buying skills and items==
    41 KB (7,264 words) - 22:15, 28 July 2021
  • ...may not be crafted in fortresses of a given [[civilization]] - only those items marked as 'common' for that civilization may be crafted. ...metal - see the [[weight]] article for more information. Note that certain items (such as Leather Armor) cannot be made of metal, so their weights will alwa
    18 KB (2,742 words) - 13:58, 2 November 2021
  • ...he construction when he can't find a proper neighboring square to move the items to. This is usually caused by active construction sites on neighboring tile ...ul things away from workshops once they've been completed. These completed items will pile up in the workshop where they were finished, and if no haulers or
    7 KB (1,225 words) - 21:57, 6 January 2014
  • ...d and cloth are examples of flammable items, stone and gems are not. Some items are especially flammable, such as [[coal]]. ...on fire also release [[smoke]] and can ignite adjacent items. Most burning items will eventually vanish, being completely consumed by the fire, but some tak
    8 KB (1,419 words) - 21:54, 9 July 2012
  • General Items Items:
    123 KB (19,038 words) - 13:55, 10 November 2022
  • All items in the game have a [[item value|base value]], which is multiplied by what [ All crafted items ([[furniture]], [[armor]], [[bolts]], etc.) – but not intermediate ma
    18 KB (2,023 words) - 17:12, 13 December 2023
  • !# items !! # squares !! area (loss) !! material ratio/(mat-ratio for 3x?) |2 items || 7 squares || 3x2 (1) || .29/.33
    9 KB (1,589 words) - 15:41, 17 December 2014
  • ...[[bronze]], [[brass]], [[steel]], and [[electrum]]), these will count as 2 items. ...like [[armor|chain mail]], or goods of a certain material, like [[copper]] items.
    6 KB (996 words) - 13:38, 26 June 2016
  • ...ched ''in order'', so if at least one item has already been retrieved (the items will show up with "TSK" ("task") next to them when the workshop is viewed w ...r cloth can be for either [[plant fiber]] or [[silk]] cloth, and all other items (wood, cut gems, bone, shell, and leather) will accept any type of item. It
    33 KB (5,122 words) - 15:05, 11 March 2024
  • ...em in this version. You'll also notice right/left gloves. Creatures lose items now with severs, so you'll lose your left gauntlet if your left arm is remo ...this, and that's what is meant by these generic terms. You can remove the items from the entity raw before you play if it makes you feel uncomfortable.</bl
    4 KB (645 words) - 14:23, 13 March 2014
  • Allows dwarves to purchase items ...althy enough. A new shop's starting price is ☼200, and can stock up to 10 items to sell at a time.
    2 KB (344 words) - 15:53, 8 December 2011
  • * Various types of items: ...ant gathering, or trading. Additionally, most preferences will only be for items which are available to the unit's civilization; if an "exotic" item is sele
    9 KB (1,365 words) - 23:37, 27 July 2020
  • The most common use of editing raw files is to get free items. ...ure raw files does NOT require you to create a new world. If you want free items in your game without the hassle of planning your cheats when you create the
    7 KB (1,169 words) - 16:43, 9 May 2022
  • ..., however, the severity of kobold attacks is based solely on the number of items they have stolen. ...lways send 1-3 thieves to your fortress, adding more depending on how many items their last raid managed to steal:
    13 KB (2,225 words) - 02:54, 21 April 2024
  • For completeness, and to further complicate matters, there are also a few items that are made from the furniture submenu of the [[metalsmith's forge]], but Several furniture items have additional functions, like buckets (transporting water) and barrels (c
    7 KB (1,129 words) - 15:44, 8 December 2011
  • ...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
  • ...ual object* in your fort. This display is useful for selecting individual items to [[melt]] or [[chasm]]. To toggle between either of the two modes, press ...'''produced by the fortress''' (or obtained and then [[decorate]]d there). Items previously worn by historical figures also appear like this, despite not ha
    2 KB (292 words) - 15:23, 26 April 2024
  • * Violation of Production Order - failing to produce items [[mandate]]d by a [[noble]]. Punishment is variable, applied to appropriate ...exporting. Punishment is variable, applied to the dwarves who brought the items to the depot.
    4 KB (691 words) - 14:17, 8 March 2024
  • ...hides and any rotten items. This helps in avoiding [[miasma]] from rotting items in your fortress, if the stockpile is placed right. ...cluttered very quickly, as a single [[animal]] already "bursts" into many items.
    2 KB (338 words) - 04:50, 9 April 2014
  • ...used to heat materials, and that often produce only intermediary products, items that are then used to create something else for the final product. :*''Items made:'' [[ash]], [[charcoal]]
    2 KB (299 words) - 15:44, 8 December 2011
  • ...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 (making the armor weightless
    3 KB (356 words) - 00:56, 7 April 2016
  • ...ers will not bring picks: you will need to either bring them as additional items, forge new ones, or pick up any that might remain from your dead miners. Changing menus ({{K|tab}}) allows you to select food and items to bring with your party, in the same way you can prepare when you original
    4 KB (627 words) - 22:59, 17 June 2017
  • ...ate]] the region for reclaiming - it is not possible to reclaim individual items in this version of Dwarf Fortress.
    658 bytes (107 words) - 15:52, 8 December 2011
  • ...[[food]] and [[Alcohol|drink]], while bins can store many types of smaller items, such as finished goods, [[metal]] [[bar]]s, [[ammo]], or [[gem]]s. Buildin ...s. Also by default, the stockpiles that use barrels or bins to store other items will permit a barrel or bin on each of their spaces; such a stockpile will
    3 KB (461 words) - 03:44, 11 July 2017
  • ...eing worn), and foreign weapons and ammo. If there are at least 10 ownable items in your fortress and more than 50% of them are currently owned by a member ...an unhappy [[thought]] about "being taxed". The guards may also take some items (based on their own [[preference]]s) for themselves, giving the owner an ad
    2 KB (340 words) - 15:07, 6 July 2020
  • * stopped ITEMCORPSE items from being placed in traps * stopped clothing stores from stocking unwearable items
    3 KB (443 words) - 14:56, 13 March 2014

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