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  • {{cv|v0.31|Rooms}}{{vercat|v0.31|Rooms|Buildings}}
    2 members (0 subcategories, 0 files) - 17:06, 9 March 2012

Page text matches

  • ...e, [[rose gold]] is [[Color schemes|magenta]]) for furniture, color-coding rooms or levers, or artistic constructions (including [[floor]] mosaics). In some ...ion on maximizing value not copied over, as it doesn't seem so relevant in v0.31 with increased utility for some alloys and general increases in metal abund
    22 KB (2,762 words) - 05:07, 17 February 2012
  • {{v0.31:Item quality/Table}} {{v0.31 material metal table head}}
    34 KB (4,681 words) - 21:56, 30 March 2015
  • ...pedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[v0.31:Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructi ...make any of these rooms too big or your miner will take forever to dig the rooms out, especially if he is digging in stone instead of soil. (Digging through
    54 KB (9,560 words) - 12:51, 18 May 2013
  • ...ce, [[rose gold]] is [[Color scheme|magenta]]) for furniture, color-coding rooms or levers, or artistic constructions (including [[floor]] mosaics). {{v0.31 material metal table head}}
    24 KB (3,054 words) - 22:11, 22 December 2022
  • ...the best page within that versioned namespace (e.g. [[DF2012:Dodging]], [[v0.31:Drink]]). ...edirects, or will your extension be able to automatically redirect them to v0.31/40d/23a? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 01:29,
    127 KB (20,227 words) - 21:06, 24 April 2024
  • ...ce, [[rose gold]] is [[Color scheme|magenta]]) for furniture, color-coding rooms or levers, or artistic constructions (including [[floor]] mosaics). {{v0.31 material metal table head}}
    25 KB (3,229 words) - 09:21, 31 October 2023
  • ...ce, [[rose gold]] is [[Color scheme|magenta]]) for furniture, color-coding rooms or levers, or artistic constructions (including [[floor]] mosaics). {{v0.31 material metal table head}}
    22 KB (2,743 words) - 11:37, 30 June 2014
  • ...r animal) to ground. For [[v0.31:Fortress_mode|Fortress Mode]], this is [[v0.31:Technical_tricks#More_Game_Options|WALKING_SPREADS_SPATTER_DWF]] and is alr ...can be kept out with a [[Activity_zone#Pen.2FPasture|pen/pasture]] or a [[v0.31:Activity_zone#Pit.2FPond|pit]]. Similarly, setting the [[traffic]] designat
    7 KB (1,199 words) - 20:20, 31 July 2012
  • ...ting from the surface. Each dungeon floor must be filled with rectangular rooms connected by twisting one-tile passages, with an occasional wider hallway, *Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that
    41 KB (7,106 words) - 22:48, 22 February 2016
  • Sadly, the wooden axes of v0.31 make this challenge remarkably easy. All you end up with is a fort that dec ** Hobbit-holes are all on one level - store-rooms, wine-cellars, bedrooms and all.
    63 KB (10,491 words) - 16:07, 26 July 2021
  • ...ar a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only ...s demand (and rightfully belong in) [[tomb]]s, which are coffins made into rooms and assigned to them specifically.
    44 KB (7,730 words) - 22:36, 15 September 2019
  • ...warven economy. This has no effect, since the economy does not function in v0.31. ...fit for a king. This has no effect, since the economy does not function in v0.31.
    15 KB (2,490 words) - 05:16, 25 March 2012
  • ...issue (version 31.04) but in a slightly different context. I dug out four rooms underground in sand, did *not* dig out the tiles underneath, built 4 farms :::v0.31 requires farms to have mud whether on rock or soil layers. Cheers--[[Specia
    18 KB (3,012 words) - 16:16, 17 February 2012
  • ...PAGENAME}}|v0.47]]<br>[[v0.34:{{PAGENAME}}|v0.34]]<br>[[v0.31:{{PAGENAME}}|v0.31]]<br>[[40d:{{PAGENAME}}|v0.28]]<br>[[23a:{{PAGENAME}}|v0.23]]</div></div> ...AGENAME}}|v0.47.05]] | [[v0.34:{{PAGENAME}}|v0.34]] | [[v0.31:{{PAGENAME}}|v0.31]] | [[40d:{{PAGENAME}}|v0.28]] | [[23a:{{PAGENAME}}|v0.23]] )
    58 KB (7,234 words) - 10:56, 6 January 2023
  • ...I was, thanks! We now have a '''[[v0.31:Squads|squads]]''' page and a '''[[v0.31:Scheduling|scheduling]]''' page (still working on redirecting the latter). ...obably it applies to 'ranged attacking' in general. Question noted/added [[v0.31:Military_F.A.Q.#My_hunter.2Fmarksdwarf_ran_out_of_bolts_and_won.27t_pick_up
    41 KB (7,043 words) - 16:17, 17 February 2012
  • ...f the land above is variable. There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses. It's obvious the computer ...man temples. Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends. Like
    68 KB (11,828 words) - 13:20, 3 December 2023
  • ...arch more quickly along the corridor, and waste less time searching in the rooms. .../smf/index.php?topic=122441.0 this topic] for a debate over FPS on 2012 vs v0.31, game settings, and other FPS issues.)
    15 KB (2,380 words) - 18:50, 28 July 2021
  • Gave '''[[v0.31:Equipment|Equipment]]''' its own page, to be used for info on equipping sol On a side note, I'm working on a Category thing for Military v0.31 that we can apply instead of this See Also nonsense every time. I'll go add
    21 KB (3,539 words) - 16:18, 17 February 2012
  • {{cv|v0.31|Rooms}}{{vercat|v0.31|Rooms|Buildings}}
    2 members (0 subcategories, 0 files) - 17:06, 9 March 2012
  • Do we have a need to originate an article on rooms for v0.31? It seems that, at most, we might need to modify the information regarding ...st also be built inside the room. Building the Grate in a Wall between two rooms does not seem to work. Testet it today with a 120k steel wall grate. [[User
    2 KB (340 words) - 16:18, 17 February 2012

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