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  • [[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]] '''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[pape
    29 KB (4,691 words) - 11:13, 3 March 2024
  • [[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]] '''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[pape
    29 KB (4,713 words) - 01:43, 16 October 2023
  • [[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]] '''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production and [[cloth]] manufacturing. While s
    19 KB (3,145 words) - 01:42, 16 October 2023
  • ...en or, with some small luck, purchased from dwarven caravans. Above ground crops and seeds may be purchased from human or elven caravans or gathered by dwar A few of the plants listed below are not strictly crops, as they have no seeds and can't be planted (see note "4", below). "Wet" an
    48 KB (7,136 words) - 06:24, 27 April 2024
  • ...en or, with some small luck, purchased from dwarven caravans. Above ground crops and seeds may be purchased from human or elven caravans or gathered by dwar A few of the plants listed below are not strictly crops, as they have no seeds and can't be planted (see note "4", below). "Wet" an
    38 KB (5,607 words) - 18:40, 8 January 2023
  • ...e surface ({{K|>}} to go down a level), since we'll be growing underground crops (when the plot is viewed via {{K|k}}, it needs to be {{DFtext|Inside|DarkGo == Setting up your plots and selecting crops ==
    11 KB (1,975 words) - 18:46, 28 July 2021
  • You need to select the crops to be grown each season. ...0] comes with some [C:6:0:1]Seeds[C:7:0:0], but as you might expect, these crops must be grown underground!
    931 KB (148,541 words) - 18:41, 1 December 2023
  • [[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]] '''Farming''' is the action of growing [[crops]] for [[food]], [[alcohol]] production and [[cloth]] manufacturing. While s
    12 KB (2,023 words) - 01:41, 16 October 2023
  • [[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]] ...ter for the preferences of your dwarves, you will likely grow all types of crops sooner or later.
    14 KB (2,387 words) - 01:39, 16 October 2023
  • I was knocked out by a cave-in. I slept on a rough cave floor.
    795 KB (120,124 words) - 03:34, 25 February 2020
  • ...– it needs to be muddy. You can get mud from the seasonal floodings of the cave river. An artificial flood by means of an irrigation system will have the s ...owever, these shrubs and trees will primarily grow only to the west of the cave river, and will not grow for very far at all to the right.
    14 KB (2,526 words) - 17:12, 13 December 2023
  • ===Crops=== {{Main|Crops}}
    21 KB (3,313 words) - 14:46, 29 April 2023
  • ===Crops=== {{Main|Crops}}
    21 KB (3,357 words) - 07:55, 16 November 2023
  • ...ypass the embark restrictions (you can uninstall it afterwards) and have [[cave-in]]s disabled in [[d_init.txt]] all the time, to prevent the ice sheet fro Note that you ''can'' play on an arctic ocean biome with cave-ins enabled, but that will just turn the site into something close to a sta
    84 KB (13,990 words) - 15:59, 3 October 2023
  • ...ypass the embark restrictions (you can uninstall it afterwards) and have [[cave-in]]s disabled in [[d_init.txt]] all the time, to prevent the ice sheet fro Note that you ''can'' play on an arctic ocean biome with cave-ins enabled, but that will just turn the site into something close to a sta
    84 KB (13,988 words) - 03:49, 20 December 2022
  • ...smelter]], filled [[nest box]] building, [[river]] sources on world map, [[cave]]s on world map, [[lair]]s on world map, moon on travel map, flower buds* | [[Cave lobster]]*
    69 KB (9,003 words) - 22:23, 10 March 2024
  • ...smelter]], filled [[nest box]] building, [[river]] sources on world map, [[cave]]s on world map, [[lair]]s on world map, moon on travel map, flower buds* | [[Cave lobster]]*
    67 KB (8,685 words) - 04:48, 3 March 2024
  • ...000 (just short of 2 years), though there is no way to tell if a dwarf has cave adaptation simply by looking at their various stats. ...of pain and fatigue and become stunned for a moment. A dwarf with serious cave adaptation (at least 1.5 years) will gain the thought 'nauseated by the sun
    7 KB (1,227 words) - 17:34, 25 April 2024
  • ...ucky enough to have spiders on your map, or unlucky enough to have [[giant cave spider]]s on your map, you can produce silk cloth in addition to plant fibe =====Under ground crops=====
    7 KB (1,064 words) - 15:19, 8 December 2011
  • ...ucky enough to have spiders on your map, or unlucky enough to have [[giant cave spider]]s on your map, you can produce silk cloth in addition to plant fibe =====Underground crops=====
    8 KB (1,314 words) - 10:47, 29 January 2012

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