v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing Where in my area should I build my fort

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 44: Line 44:
 
==Annoying Obstacles==
 
==Annoying Obstacles==
  
Be on the lookout for these features in your area - probably the most annoying features to deal with when making your fortress, and can be avoided just by paying attention to your [[biome]], usually.
+
Be on the lookout for these features in your area. They are probably the most annoying features to deal with when making your fortress. They can be avoided just by paying attention to your [[biome]], usually.
  
 
===Pools===
 
===Pools===
  
These things are just about everywhere, except in scorching or freezing climates. They are not a threat really, just annoying. A [[murky pool]] may hinder your designs if you build too close to them. As far as mining is concerned, they only go down one level, so it's fairly easy to dig underneath them (though any digging designations directly beneath the pool will be cancelled the first few times you place them). Same goes for rivers and brooks and the like.
+
These things are just about everywhere, except in scorching or freezing climates. They are not a threat really, just annoying. A murky pool may hinder your design if you build too close to them. As far as mining is concerned, they only go down one level, so it's fairly easy to dig underneath them (though any digging designations directly beneath the pool will be cancelled the first few times you place them). Same goes for rivers and brooks and the like.
  
 
===Aquifers===
 
===Aquifers===
Line 56: Line 56:
 
===Creatures===
 
===Creatures===
  
Don't build on an area that might have dangerous [[creatures]] - the worst kinds are [[elephants]] and [[giant eagle]]s. Don't even think about building in [[haunted]] or [[sinister]] areas and the like, unless you think you're up for the challenge. Look up your biome, then compare them against the creatures list to see what you might be up against.
+
Don't build on an area that might have dangerous [[creatures]]. The worst kinds are [[elephants]], [[carp]], and [[Giant eagle]]s. Don't even think about building in [[haunted]] or [[sinister]] areas and the like, unless you think you're up for the challenge. Look up your biome, then compare them against the creatures list to see what you might be up against.
  
 
{{Starting FAQ}}
 
{{Starting FAQ}}

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)