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.

Search results

Jump to navigation Jump to search
  • ...u give your custom civilization a reaction to produce "star metal" or some other custom material, only they will be able to use it. * ''[[#Products|...products...]]'': Zero or more products that are created from the reaction.
    48 KB (7,387 words) - 03:52, 20 December 2022
  • ...y bee colonies might be unable to spawn because the "space" is occupied by other vermin colonies. Building [[dirt road]]s over existing colonies frees up sp ...e completely enclosed with constructions from outside while still creating products, allowing beekeepers to work safely at all times.
    13 KB (2,169 words) - 03:09, 20 December 2022
  • formed a false friendship where each used the other for information Other Kill
    795 KB (120,124 words) - 03:34, 25 February 2020
  • ...re they are edible, and still others are inedible, producing only non-food products (their seeds may be edible, though). Drinks may be cooked as ingredients in ...ks require a spare [[barrel]] or [[large pot]] for storage, and some other products also require specific containers for storage. Plants can be stored in barre
    38 KB (5,607 words) - 18:40, 8 January 2023
  • ...ich can [[rot]], and therefore requires slightly more micromanagement than other [[industry|industries]]. ...oms, etc. Hunters are rather single-minded; when hunting, they will ignore other animals besides their chosen quarry, even if the others are more easily att
    37 KB (6,210 words) - 03:41, 20 December 2022
  • ...fe]], due to its fixed temperature. The harvesting and use of wood to make products is known as the [[wood industry]]. ...and underground trees respectively from their local environment for their products. Additionally, {{token|USE_GOOD_WOOD|e}} and {{token|USE_EVIL_WOOD|e}} allo
    20 KB (2,724 words) - 14:32, 3 February 2023
  • ...what the quality of various goods they produce will be, and possibly many other considerations. This page considers in detail how you might go about choosi Starting builds can and should vary based upon a number of other variables. [[embark#Choosing_a_Site|Where you choose to settle]] will dicta
    49 KB (8,344 words) - 03:59, 20 December 2022
  • ...be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. ...ion, and basic crafting, according to Toady) are weighed more heavily than other skills.<sup>[http://www.bay12games.com/media/df_talk_12_transcript.html Sou
    25 KB (4,133 words) - 04:19, 30 April 2023
  • ...and; there is no way to tell if your map will provide it until you embark (other than [[cheating]]). If you want to ensure the possibility of a flourishing ...[artifact]]s) can be made from raw glass purchased from [[caravan]]s. All other glass objects must be made from "sand bearing items", i.e. bags of sand.
    11 KB (1,743 words) - 03:30, 20 December 2022
  • ...ound]] tile. Subterranean hives can still store colonies but will not make products. ...xt|Do not gather products|7:1}} will prevent beekeepers from gathering the products inside the hive, leaving the colonies alive so they can be saved for splitt
    7 KB (1,078 words) - 03:34, 20 December 2022
  • ...and the other is 2, the spread will be the same as if one was 100 and the other was 200. Civs can spread out over biomes they cannot actually build in; fo ...lecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]]. CAVE_DETAILED civilizations will create fortresses in mounta
    38 KB (5,824 words) - 03:22, 20 December 2022
  • ...d in the entire fortress) is marked for hauling and is unavailable for any other purpose, including planting crops. The planter can't use any of those seeds ...e location (e.g. plants from [[farming|farm plots]]), and are used in many other locations. Rather than simply putting a plant stockpile by each workshop th
    15 KB (2,513 words) - 04:00, 20 December 2022
  • Seen in the above image as "Trees: Sparse" and "Other Vegetation: Moderate". ...so a source of [[fuel|charcoal]], one possible [[fuel]] used to make metal products in standard smelters and forges and required for making steel even when you
    33 KB (5,542 words) - 03:21, 20 December 2022
  • ...tween civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in an | The result of a tantrumming citizen attacking another in fortress mode. Other effects unknown.
    15 KB (1,920 words) - 03:22, 20 December 2022
  • ...y or may not stabilize (depending on your idea of [[fun]]), leaving you to other challenges. ...things worse for yourself by swapping the ore for a fire-safe block. Raze other civilizations, and hope that you get metals.
    84 KB (13,988 words) - 03:49, 20 December 2022
  • ...re the residual products of [[mining]], as the raw material for all of its products. The stone industry is essential for fortress [[Design strategies|developm [[Engraving]] and Stone [[smoothing]], while not actual products or constructions, add value to your fortress, and can also be considered pa
    13 KB (2,102 words) - 04:00, 20 December 2022
  • ...industry''' deals with the harvesting and use of [[wood]] and wood-derived products: [[ash]], [[potash]], [[pearlash]], and [[charcoal]]. Dwarves prefer to use ...ntact, creating an artificial plateau or hill only accessible through some other means (like a [[bridge|drawbridge]] or a locked [[hatch]]). Underground, yo
    8 KB (1,325 words) - 04:08, 20 December 2022
  • ...good idea to move it inside, or secure it with [[wall]]s, [[bridge]]s and other fortifications, to protect incoming caravans and your goods from [[steals d ...d cannot be traded as is; you will need to decorate them or turn them into other items for them to become "valid" trading items.
    28 KB (4,584 words) - 04:04, 20 December 2022
  • ...ere it flows through the long, long aqueduct and drives waterwheels on the other end. Getting the water pressure <em>just right</em> so it powers your wate *Bonus: Create a save with your First Tribe fort collapsed/flooded/etc, for other users to explore. Leave them some Fun what-does-this-lever-do problems to s
    96 KB (15,752 words) - 04:01, 20 December 2022
  • ...be used to jump start the process, but if your location is lacking in the other fuel sources, you will have to use charcoal exclusively (and whatever the c ...a fairly mature fortress. Once you hit magma, you will no longer need any other fuel source (except for [[Steel|steelmaking]]).
    18 KB (2,964 words) - 03:42, 20 December 2022

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)