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  • ...but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. As the tileset is limited to only 256 tiles, some objects share the same tile. Some of those can be changed in the raws
    69 KB (9,003 words) - 22:23, 10 March 2024
  • |map feature stone ([[raw adamantine]] or [[slade]]) | title="smooth map feature floor" |{{tile|+|5:0:1}}
    32 KB (3,546 words) - 04:03, 20 December 2022
  • The size of the map to be generated can be selected with {{K|u}} {{K|i}} {{K|o}} {{K|p}}. Large The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world. It is very difficult to use pro
    82 KB (13,016 words) - 08:47, 21 January 2023
  • ...ileset]], is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes ...de the new version of Monoscii which has every tile be 1 pixel, the entire map nearly fits into the screen just fine. Monoscii Lite is superior in every w
    91 KB (13,800 words) - 19:13, 20 December 2022
  • Some items related to gameplay (graphics / tiles used, features enabled, population cap, etc) are not available from in-game ...region tiles in the part of the world indicated by the cursor on the world map.
    94 KB (16,288 words) - 19:50, 3 January 2023
  • ...ikely encounter, but you can't see these on the world map, or on the local map, for that matter, until you dig into them. There may also be other [[Fun]] | Toggle mini-map and command menu.
    26 KB (4,340 words) - 03:20, 20 December 2022
  • ...ver, [[smoothing|smoothed]], mined, carved staircase, or channeled aquifer tiles no longer produce water. Aquifers located in [[ocean]] [[biome]]s will prod ...sent within the embark rectangle (also note that the biomes of neighboring tiles can "spill over" into a tile, resulting in different, unannounced aquifers
    29 KB (4,862 words) - 03:06, 20 December 2022
  • ...tiguous track, tracked ramp, or bridge tiles. Track tiles and tracked ramp tiles have a direction or series of directions associated with them. These direct ...ction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be desig
    93 KB (15,231 words) - 15:00, 15 December 2023
  • Building Level Map Overflow : Map
    795 KB (120,124 words) - 03:34, 25 February 2020
  • ...a bug which occasionally causes creatures to spawn in the interior of the map). ...s (even if it was triggered by a wild [[groundhog]] on the far edge of the map), the game will pause with the appropriate [[announcement]], forcing your a
    31 KB (4,730 words) - 03:55, 20 December 2022
  • A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals). It is the [[Wood#Types|color]] of the <u> ...o be powered by water in the tiles one [[Z-axis|z-level]] below. Floorless tiles are typically made by [[channel|channel]]ling away the floor. To support t
    24 KB (3,435 words) - 06:51, 27 February 2024
  • ...uld be uploaded to the [[Utility:Dwarf Fortress Map Archive|Dwarf Fortress Map Archive]] and posted on the [http://www.bay12forums.com/smf/index.php?board Variation: On a map containing a river, completely enclose it with glass walls, and floors. Us
    63 KB (10,704 words) - 20:24, 15 January 2023
  • ...al for exploratory mining is to increase the count of visible subterranean tiles, which is one cap on the eligibility for [[strange mood]]s. All tiles are excavated.
    19 KB (2,313 words) - 22:30, 30 March 2024
  • ...differences between the first four types are their appearance on the world map, their width, and possibly their rate of flow. ...[flow]]. Rivers are an effectively unlimited source of water, entering the map at the upstream end and leaving at the downstream end.
    12 KB (1,615 words) - 03:53, 20 December 2022
  • ...the game and wait for your miner to dig out one of the designated aquifer tiles. You're looking for a damp stone cancellation. If you get one right as th ...water will splash out a bit when it starts, but it only leaves only a few tiles of 1/7 water that will evaporate.]]
    29 KB (5,024 words) - 03:51, 20 December 2022
  • ...t or 1873 meters across). As worlds can have between 17 and 257 region map tiles, a world in ''Dwarf Fortress'' is between 20 and 300 miles (32 and 481 kilo ...ions will only be done in wall tiles and others will only be done in floor tiles.
    14 KB (955 words) - 04:03, 20 December 2022
  • ...a way up, at which point the whole process repeats, so having fewer cavern tiles is better and open areas are to be avoided.{{cite forum|104643/3096896}} ...the map's connections can cause brief lag spikes as the game's connections map needs updating.
    25 KB (4,057 words) - 03:41, 20 December 2022
  • ...ring dwarves or caravans entering or leaving. They will often flee off the map if challenged. ...ncement: "A vile force of darkness has arrived!". While siegers are on the map, the word "SIEGE" appears in the top corners of the screen. Siegers are org
    50 KB (8,538 words) - 03:18, 20 December 2022
  • ...tively, it is possible to use the mouse at this stage to select individual tiles) This will create a stockpile of the chosen type that occupies the area bet ...[[stone]], unbuilt [[furniture]], etc.) currently occupying the designated tiles will automatically be considered part of the stockpile, even if the stockpi
    35 KB (5,825 words) - 19:58, 21 October 2023
  • ...lor]]s represent in the pre-start embark (or [[adventure mode|adventure]]) map. ...etation. Green tiles have vegetation and are usually moist. White and cyan tiles indicate snow or ice. The color of trees that change season to season can t
    10 KB (1,046 words) - 03:41, 20 December 2022
  • ...a second bridge on the ''other'' side of a wide gap to span as much as 20 tiles. Any more requires some solid anchor to provide another 10 tile maximum (in ...nt tile is required. Placement of the bridge also requires that all of the tiles it occupies not have more than 1/7 water on them at the time of constructio
    20 KB (3,307 words) - 03:11, 20 December 2022
  • ...on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typ ...only exceptions are trees with white roots). Some trees can have multiple tiles of roots, others just the one{{verify}}.
    36 KB (5,304 words) - 01:32, 20 October 2023
  • ...wagon-accessible paths must be three tiles wide, extend from natural-land tiles at the screen border to your [[trade depot]], and cannot contain [[trap]]s ...to appear alongside caravans, wagons must have an appropriate place on the map edge to spawn and an unobstructed path to a [[trade depot]].
    8 KB (1,249 words) - 04:06, 20 December 2022
  • ...e earth (but not so deep that it cannot be found by dwarves), entering the map either by the edges or by the area beneath a [[magma pool]]. Magma that eme ...e [[semi-molten rock]] will be listed as a Magma Flow; magma in magma flow tiles will disappear when mixed with water (instead of cooling into obsidian).
    25 KB (4,141 words) - 03:40, 20 December 2022
  • ...ure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. ...e. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages d
    102 KB (15,512 words) - 00:24, 25 January 2024
  • ...0:1}} and {{Tile|~|1:0:1}} tiles. If you have turned on [[Technical_tricks#Tiles|SHOW_FLOW_AMOUNTS]] you will see the fluid '''depth''' indicator of {{Tile| ...'not'' generate flow, so only the 3rd example will result in flow (in both tiles).
    12 KB (1,569 words) - 03:24, 20 December 2022
  • "This controls the size of the world map" as it says at the bottom of the screen when this option is highlighted, in * Pocket (17×17 region tiles)
    17 KB (2,636 words) - 04:08, 20 December 2022
  • ...iver falls off the map, and so is of a low water height. Check the outmost tiles of both ends of the river. The easiest and quickest method of dam manufacture is only possible if your map freezes during winter. Simply dig out a thin section of [[channel]]s across
    7 KB (1,317 words) - 03:18, 20 December 2022
  • ...:1}} tiles may show plants as "available" when only a tiny fraction of the tiles in the farm are valid for planting them. ...the farm will function.{{version|0.34.11}} This warning may be ignored. Tiles that actually lack mud or soil are excluded from the construction entirely
    29 KB (4,713 words) - 01:43, 16 October 2023
  • ...Sites''': various sites around the world. Only sites that are shown on the map are listed. ...mation of the highlighted name. The {{k|m}} key will alternate between the map and info.
    21 KB (3,336 words) - 03:51, 20 December 2022
  • ...k|Enter}}. On the next page, highlight a civilization that shows up on the map as mostly blue omegas {{DFtext|Ω|1:7:1}}, and {{k|Enter}}.'''}} ...be determined by most of the [[Site#Site_Types|site symbols]] shown on the map; dwarven are mostly {{DFtext|Ω|1:7:1}}, human are mostly {{DFtext|#|1:7:1}
    43 KB (7,414 words) - 02:51, 20 December 2022
  • # (Optional) Set the priority with {{K|-}} and {{K|+}}. Tiles with first/lowest numbered priority value will be mined first. ...-level with {{k|&lt;|&gt;}}, designating areas across z-levels for mining. Tiles can also be designated by using the mouse and left-clicking.
    11 KB (1,815 words) - 03:43, 20 December 2022
  • ...d has been mined out while the brook is in ice form, preventing the island tiles from collapsing despite the fact they are supported by nothing but water). ...labelled as a brook when viewed with {{k|k}}. Like rivers, unfrozen brook tiles will be constantly blinking to indicate that they have [[flow]].
    3 KB (519 words) - 03:11, 20 December 2022
  • ...is a [[contaminant]], which is created any time water covers an area. Any tiles that contain mud may be used for [[farming]]. ...d turning yellow. Such evaporation can be prevented by flooring over water tiles to make them Inside.
    17 KB (2,946 words) - 04:06, 20 December 2022
  • ...influence of [[gravity]]. A cave-in will occur if constructions or ground tiles are detached from all support ([[bridge]]s and [[hatch]]es do not provide s ...port to the tile above them, but will act as a connection for the adjacent tiles on the same level.
    11 KB (1,762 words) - 03:13, 20 December 2022
  • ...creen-width, around 80 to 100 tiles for a catapult and between 130 and 200 tiles for a ballista). A [[ballista arrow]] can kill or injure each creature in * Catapults have a minimum range – at least 30 tiles.
    21 KB (3,334 words) - 03:56, 20 December 2022
  • ...the fog will obscure that fog. When in the midst of fog on the fast travel map, a small circle around your adventurer will blink to show the surrounding a ...able gives the base East-West Wind value for a given latitude, by counting tiles from the pole-most tile.[http://www.bay12forums.com/smf/index.php?topic=131
    22 KB (3,360 words) - 08:00, 21 January 2023
  • |Allow the adventurer and companions to travel between sites on the world map. ...to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let yo
    37 KB (5,912 words) - 04:05, 20 December 2022
  • ...presents a group of creatures (in this case unfriendly goblins). The world map (in sepia) is on the far right.]] | Toggle display of clouds on region map
    50 KB (8,737 words) - 02:51, 20 December 2022
  • ...ion, select a home civilization with ''at least'' two dwarven sites on the map. ...ew of where, relative to the rest of the features of the world, the region map is focused on.
    33 KB (5,542 words) - 03:21, 20 December 2022
  • | Upper limit of trunk thickness, in tiles. Counted separately for all branching trunks. Has a geometric effect on log ...us to which branches can reach. Appears to never reach further than seven tiles from the centre. Does not depend on the trunk branching amount or where tr
    19 KB (2,994 words) - 22:17, 16 January 2023
  • ...ble [[fortifications]], or else dig another z-level down, and then dig two tiles under the rim of your platform to create an overhang that is impossible to ...on to stop in its tracks, reverse course, and march all the way around the map to get access to your fort. Repeatedly yanking the drawbridge up, forcing
    21 KB (3,516 words) - 02:21, 13 January 2023
  • If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven ...[[door]] in between to control its vision. Your 1x1 pit should still be 5 tiles deep at least though, to prevent dwarves being spooked by the revived corps
    96 KB (15,752 words) - 04:01, 20 December 2022
  • A challenge for the ultimate survivalist. The map contains only a thick layer of [[ice]] and a deep body of salty oceanic wat ** If you create a side hill mine, only carve large (at least 2 tiles) tunnels, and create shaft to the surface to allow air circulation.
    84 KB (13,988 words) - 03:49, 20 December 2022
  • ...vested. See [[Main:Character table|character table]] for a table of usable tiles. [PICKED_COLOR:6:13:0] is the color used for the crop's tile when harvested ...ll give no logs. [TREE_TILE] is the tile the tree shows up as on the world map.
    63 KB (9,874 words) - 03:43, 20 December 2022
  • ...to the list, press {{k|a}}. The new burrow created this way starts with no tiles and a default name. ...rectangles or drawing with the mouse much like [[designation|designating]] tiles. A burrow does not need to be contigious and can extend into unrevealed spa
    11 KB (1,803 words) - 03:12, 20 December 2022
  • ...falls downward) and ''diffusion'' (when the liquid levels of two adjacent tiles are averaged, possibly pushing items around). * [[River]]/brook source tiles (whether the map edge or the "delta" where the river itself begins) generating water
    21 KB (2,643 words) - 03:50, 20 December 2022
  • ...but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. Creatures are displayed as [ ...arge rivers on the world map, minecart tracks and walls all share the same tiles as well.
    6 KB (944 words) - 03:31, 20 December 2022
  • ...traffic|traffic designations]] to help somewhat. Designate the spike trap tiles as ''restricted'' then make a longer path going around the spikes that's de ...y walk over the top of a brook. It also won't work as well in winter on a map that freezes.
    44 KB (6,774 words) - 09:55, 21 December 2022
  • The caverns will usually have open map edges, allowing all sorts of [[creatures]] to migrate into and from them. B If your map has an unseen [[cave-in]] at the beginning of embark, the caverns may have
    26 KB (3,975 words) - 09:57, 10 January 2023

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