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  • #REDIRECT [[DF2012:Design strategies]]
    38 bytes (4 words) - 09:23, 15 July 2013
  • ...ice on how to get your soldiers prepared for any threat, see '''[[military design]]'''. ==== Design considerations ====
    31 KB (4,628 words) - 23:17, 19 March 2019
  • ...o the considerations above, it's also important to remember that long-term design strategies can easily be disrupted by the discovery of underground terrain Also, there are several [[Main:Blueprint Library|design idioms]] of common usage like [[pump stack]]s.
    8 KB (1,373 words) - 22:41, 8 April 2014
  • As such, it's a good idea to design all these workshops and their [[stockpile]]s around each other. Farms can It's often efficient to design your stockpiles around workshops to ensure they have the materials they nee
    4 KB (634 words) - 01:34, 31 July 2014
  • ...r defensive plan (but might be adapted or plugged into one), see '''[[trap design]]'''. ...time on the player's part to set up and get working. An efficient military design can offset some of these major issues.
    12 KB (1,819 words) - 15:04, 7 July 2014
  • #REDIRECT [[DF2012:Design strategies]]
    38 bytes (4 words) - 06:03, 3 July 2012
  • #REDIRECT [[v0.34:Stockpile design]]
    36 bytes (4 words) - 01:34, 31 July 2014
  • #REDIRECT [[DF2012:Security design]]
    36 bytes (4 words) - 20:20, 3 April 2012
  • ...n laying out your architecture to protect your military, see '''[[security design]]'''. For specific advice on how to get your soldiers prepared for any thre These are some basic tricks that can be used with most any trap design, basic or complex.
    43 KB (6,759 words) - 05:58, 13 July 2014
  • This design gives workshops easy access to input and output stockpiles. This design makes it easier to contain berserk dwarves.
    15 KB (2,151 words) - 01:40, 26 June 2014
  • ...important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of th ...ur dwarves sleep in a large communal [[dormitory]]. The smallest ''bedroom design'' possible is a corridor with notched spaces for beds.
    31 KB (4,417 words) - 20:54, 15 November 2021

Page text matches

  • ...important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of th ...ur dwarves sleep in a large communal [[dormitory]]. The smallest ''bedroom design'' possible is a corridor with notched spaces for beds.
    31 KB (4,417 words) - 20:54, 15 November 2021
  • There are two incompatible design philosophies associated with creature logic-- mostly, the creatures you use ...and otherwise, lets them wander (in a constrained space). This simplifies design and permits constant evaluation of criteria, but any creature that paces in
    19 KB (3,049 words) - 22:40, 8 April 2014
  • ==== Design 1 ==== ...//www.bay12forums.com/smf/index.php?topic=125679.msg4217863#msg4217863 one design] posted to the forums by gchristopher, a pump can provide power to the roll
    19 KB (3,079 words) - 14:48, 26 May 2017
  • In this design, water flows from an infinite source {{Raw Tile|~|#0F0|#000}} over an outpu ...still limited by the reset period of pressure plates. Given careful enough design and sufficient water pressure, the latency of a write to true can approach
    10 KB (1,527 words) - 11:16, 20 May 2014
  • ...ice on how to get your soldiers prepared for any threat, see '''[[military design]]'''. ==== Design considerations ====
    31 KB (4,628 words) - 23:17, 19 March 2019
  • ...ice on how to get your soldiers prepared for any threat, see '''[[military design]]'''. ...warves as well, so a retractable- or drawbridge is usually included in the design. But a moat with a non-retractable bridge is still potentially useful: It k
    47 KB (7,991 words) - 16:28, 26 July 2021
  • ...o the considerations above, it's also important to remember that long-term design strategies can easily be disrupted by the discovery of underground terrain Also, there are several [[Main:Blueprint Library|design idioms]] of common usage like [[pump stack]]s.
    8 KB (1,373 words) - 22:41, 8 April 2014
  • ...n laying out your architecture to protect your military, see '''[[security design]]'''. For specific advice on how to get your soldiers prepared for any thre These are some basic tricks that can be used with most any trap design, basic or complex.
    43 KB (6,759 words) - 05:58, 13 July 2014
  • ...hich creates a cyclic pattern of on and off signals. The simplest repeater design is a [[dwarf]] pulling a [[lever]] on [[repeat]]. However, numerous fully-a ...hat conserves water, but such systems are complex, when the beauty of this design is its simplicity. If it needs to be stopped for maintenance, one is proba
    12 KB (1,742 words) - 14:29, 5 April 2020
  • This design gives workshops easy access to input and output stockpiles. This design makes it easier to contain berserk dwarves.
    15 KB (2,151 words) - 01:40, 26 June 2014
  • ...ortant implications for [[workshop design|fortress design]] and [[security design]]. ..., ignores any walls or obstacles in the way. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths
    6 KB (1,099 words) - 13:52, 6 September 2017
  • ...s completed in two stages. First a dwarf with the [[architect]] labor must design it. Then a dwarf (the same or a different one) with the appropriate labor m ...t]] generation, to maximize fluid throughput, or for advanced [[repeater]] design.
    19 KB (3,237 words) - 17:46, 20 August 2014
  • |+'''Basic watermill design''' |+'''Dual watermill design'''
    21 KB (3,054 words) - 23:10, 8 April 2014
  • Here's a simple design that keeps you from having to build cages before releasing hostile creature Variations of this design exist, but they all use the same basic principle, that is, all hostiles mus
    11 KB (1,642 words) - 15:40, 28 July 2021
  • ** [[military design|Military Design]] provides specific advice on how to get your soldiers prepared for any thr ** [[Security design|Security Design]] will give you specific suggestions on the physical defenses that will def
    14 KB (2,246 words) - 22:54, 8 April 2014
  • * ''Reusability'': Approaches zero, except for mass storage. Any design other than a large hall requires reconstruction. ...nting single-tile gems. As an added bonus, it is more efficient than a 3×3 design.
    18 KB (2,246 words) - 22:31, 30 March 2024
  • ...doesn't exist a full concept of a fluid-preserving fluid logic gate. Each design working with floodgates or equivalent components in the gates will have to ===Basic Design===
    13 KB (1,972 words) - 22:44, 8 April 2014
  • Fortress design is specific ways of building and planning, game setting changes are changes ====Fortress Design====
    15 KB (2,380 words) - 18:50, 28 July 2021
  • ...r defensive plan (but might be adapted or plugged into one), see '''[[trap design]]'''. ...time on the player's part to set up and get working. An efficient military design can offset some of these major issues.
    12 KB (1,819 words) - 15:04, 7 July 2014
  • ..., alternate construction can result in edge detection or in a [[repeater]] design. ...cally, one solution is to moderate your inputs via an extra AND gate; this design shows how that can be done. When a large number of circuits such as that s
    13 KB (2,012 words) - 22:55, 8 April 2014
  • ...[[flood|effects]] on [[water pressure]]. Depending on what you are [[trap design|trying to do]], this may actually count as a benefit. ...[[bridge]] or [[floodgate]]s operated by a [[lever]]. An oversight in your design that is flooding your fortress is all but impossible for your dwarves to fi
    7 KB (1,110 words) - 19:38, 10 August 2013
  • ...used for a particular purpose, it is not really that important to use this design for your first fortress. Therefore, feel free to put any of the areas descr [[Bedroom design|Designing living quarters]] is largely a matter of personal preference and
    82 KB (14,401 words) - 12:46, 20 June 2018
  • The first design challenge is to provide the proper level of lethality. Do '''not''' use ac The second design challenge is access control. If you want your entire fortress to <strike>s
    13 KB (2,134 words) - 12:33, 6 October 2015
  • The '''archery tower''' is a common and useful piece of [[defense design]]. It is basically a pillbox in the form of a [[tower]], useful for spottin ...ssed step-by-step in the article on [[mega construction]], this particular design is about as basic as it gets. As shown, it assumes entry from an undergrou
    4 KB (551 words) - 18:53, 23 November 2013
  • ==== Design Constraints: Which skills do I need, really? ==== There is no universal design constraint on which skills to start with. Ultimately the answer to "What sk
    48 KB (8,169 words) - 21:16, 5 August 2014
  • ==Design tips== {{main|Bedroom design}}
    4 KB (718 words) - 13:58, 8 March 2012
  • == Style and Design == {{Category|Design}}
    24 KB (4,334 words) - 01:36, 23 December 2017
  • ...'' of more or less complexity, depending on the situation and the player's design. ...]] or [[magma]], or running [[minecart|rail systems]]. Some complex [[trap design]]s incorporate machine components. You do ''not'' need machinery of this c
    20 KB (3,249 words) - 22:52, 8 April 2014
  • ...n-understandable logic system requires NOT, AND and OR gates, but having a design for either a NAND or a NOR gate is enough to build any of the other gates. ...There is, however, a fully functional fluid preserving "rotation sensor" design. With the advent of [[Minecart]]s, compact fluid-less power->signal convert
    13 KB (2,225 words) - 21:34, 23 June 2017
  • '''Difficulty:''' Easy to Moderate, depending on design. More info at [[trap design]]
    70 KB (11,448 words) - 14:39, 15 December 2020
  • ...gement of living conditions ([[bedroom design]]) is a big part of fortress design; some players lavish their dwarves' rooms and see it as an easy way to incr See [[Bedroom design]] and [[noise]] for information on planning for your dwarves sleep, and [[A
    4 KB (642 words) - 20:35, 19 May 2014
  • As such, it's a good idea to design all these workshops and their [[stockpile]]s around each other. Farms can It's often efficient to design your stockpiles around workshops to ensure they have the materials they nee
    4 KB (634 words) - 01:34, 31 July 2014
  • == Custom tileset design ==
    34 KB (4,670 words) - 21:10, 13 February 2015
  • :* [[Defense design]] :* [[Trap design]]
    18 KB (3,101 words) - 16:15, 6 December 2023
  • ...rossing empty space and dangerous terrain, serve a vital role in [[Defense design|fortress defense]], and have a host of ancillary uses. For example, using b Bridges benefit from two [[quality]] modifiers--one for the [[architect]]'s design, and one for the builder's creation. High-quality bridges can inspire happy
    14 KB (2,333 words) - 12:57, 30 June 2018
  • A '''sally port''' is a type of large and extremely effective [[trap design|trap]]. In essence, a sally port is a long corridor leading into your fortr All of these design ideas can be combined to build one truly all-purpose trap!
    6 KB (703 words) - 20:09, 31 January 2014
  • ...ensive strategy]], acting like a [[stupid dwarf trick|megaproject]] [[trap design|trap]] that can dispose of almost anything that threatens you from the surf ...beast]]s are unable to destroy the walls created by erect bridges, so this design works against most everything, even otherwise unassailable megabeasts.
    10 KB (1,833 words) - 22:09, 20 July 2014
  • A pit trap is a type of large and extremely effective [[trap design|trap]]. In essence, a pit trap is a multiple z-level drop with optional nas All of these design ideas can be combined to build one truly all-purpose trap!
    6 KB (696 words) - 22:58, 8 April 2014
  • BONUS : Improve on this design by breeding wild non-[[grazer]]s in some room for your dwarves to slaughter ...different goblins for differently skilled military dwarves. Make an arena design with dropping bridges and cage traps to stop the fight if it is going badly
    12 KB (1,928 words) - 19:22, 24 July 2014
  • Building Design Design New World with Advanced Parameters
    248 KB (37,728 words) - 00:28, 8 August 2013
  • ▒≈≈≈≈≈≈≈≈RRR≈≈≈≈≈≈≈▒ RRR = Regulator design as seen in top view ...[[pressure plate]]s normally have a 99 tick refractory period, but clever design can reduce that significantly.
    16 KB (2,319 words) - 22:59, 8 April 2014
  • In this design, a drawbridge is built to come down on at least one tile of solid ground. T In this design, a very compact drawbridge (as little as one tile long) is used, and the ta
    2 KB (379 words) - 19:38, 13 December 2023
  • ...have its own power supply. Compact complex circuits are very difficult to design, because power and load need to be controlled for each circuit, and each ga ...example, a binary to decimal converter. The cost of this ease of use and design, however, is that toggle based circuits need to be converted not just for o
    18 KB (2,903 words) - 22:53, 8 April 2014
  • Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that look If you are experimenting with world design, one method would be to disable the rejection parameters and use the first
    71 KB (11,322 words) - 02:54, 7 March 2022
  • ** Bonus: Design traffic lights system, complete with carts stopping, waiting till green "li {{Category|Design}}
    51 KB (8,717 words) - 12:51, 19 August 2018
  • The design can be further improved by using a [[drawbridge]] rather than a wall, this :*[[Defense design]]
    18 KB (2,937 words) - 16:34, 26 July 2021
  • |+'''Basic magma piston design (side view)''' ...osed of two parts: a water inlet, and a retracting bridge. Here's a sample design:
    23 KB (2,830 words) - 18:46, 10 May 2016
  • ...ferent colored stone [[block]]s, dig out a huge room to put the mosaic in, design, and actually make the thing. And it has absolutely no effect in game--a pe {{Category|Design}}
    7 KB (1,152 words) - 02:35, 11 September 2013
  • ...g with the threat of a hidden ambush is an important element in [[military design]]. * [[Security design]]
    8 KB (1,303 words) - 20:44, 31 May 2014
  • Another, possibly simpler, design is 3 z-levels high: ...l probably end up with excess water on top of the obsidian. Make sure your design includes a way to easily dispose of this water.
    6 KB (1,005 words) - 16:26, 24 May 2019

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