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- 13:13, 15 November 2020 diff hist +337 DF2014 Talk:Material definition token →MOLAR_MASS: new section current
- 10:35, 11 November 2020 diff hist +93 Creature token →Attack Tokens: added small but very important bit to specialattack_interaction
- 16:57, 10 November 2020 diff hist +1,036 Necromancer small changes, updated a few out of date things, etc
- 16:34, 10 November 2020 diff hist +895 Necromancer →Adventurer Mode: added another, easier, suggestion for getting into a tower
- 16:23, 10 November 2020 diff hist +17 Item token →Standard Item Tokens: minor change, specified what the "dominant material" returned by corpses normally was
- 16:19, 10 November 2020 diff hist +338 Item token →Limited/Special Use Item Tokens: Added more info about the CRAFTS token based on personal experiments. I can't confirm that all material types produce something since I didn't test literally everything, but even stuff like nerves made large gems
- 16:06, 10 November 2020 diff hist +4,153 Adventure mode quick start MANY changes. updated some things for current version like parties, added info on how to strangle, and a lot of little things
- 15:10, 10 November 2020 diff hist +792 Adventurer mode Many small changes. holding multiple weapons using r, retiring to save your life, how long building takes, etc
- 14:50, 10 November 2020 diff hist +223 Adventurer mode →Eat and drink: added a few other ways to get liquid.
- 14:47, 10 November 2020 diff hist +1,158 Adventurer mode →Combat: Added info about opportunity attacks and a bit more basic info on how wounds affect combat
- 14:35, 10 November 2020 diff hist +1,145 Adventurer mode →Companions: added a few things about loyalty (including one I'm fairly sure about but could use additional verification), as well as a rough guide on how to actually go about recruiting performers (which needs expansion)
- 14:19, 10 November 2020 diff hist +2,624 Adventurer mode →Personal finance: Added a few sources of ""alternative"" personal finance, AKA how to rob people blind. Also expanded advice on carrying money around so people don't go carrying hundreds of kilos of basically worthless rocks.
- 15:09, 8 November 2020 diff hist +465 Corpse →Negative effects: added bonded animal bad thoughts and general "remember to have a plan if the dead stuff suddenly stops being dead" reminder.
- 14:58, 8 November 2020 diff hist +9 Corpse →Reanimation: minor edit. mummies can sometimes be encountered in towers, though it's incredibly rare.
- 14:56, 8 November 2020 diff hist +305 Ethic →Ethic types: added mention of the "no butchering sentients in fort mode" bug since I realized it wasn't listed. Don't actually know the bug number tho so someone should probably add that.
- 14:51, 8 November 2020 diff hist +142 Ethic →Ethic types: added extra info on effects (or lack thereof) of slavery tag. put verify tag to be safe but after multiple [slavery:required] civs with 10000/1 free/slave ratios I'm fairly sure it's accurate.
- 14:39, 8 November 2020 diff hist +284 Need clarified "family" need since it lacked information relevant to modders. also added tidbit to gregariousness that might be useful to necromancers.
- 14:18, 8 November 2020 diff hist +4 Experiment Changed the section that said all types of experiments are building destroyers and trapavoid. This isn't true and is pretty easy to prove with gui/gm-editor. I sort of doubt the rest of the "univsersal features" but haven't tested those yet.