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  • ...y named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, | Dizziness<br>Drowsiness<br>Strong pain<br>Fever<br>Unconsciousness<br>Complete paralysis<sup>1</sup
    72 KB (11,256 words) - 17:55, 4 May 2024
  • ...y named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, | Dizziness<br>Drowsiness<br>Strong pain<br>Fever<br>Unconsciousness<br>Complete paralysis<sup>1</sup
    69 KB (10,637 words) - 04:01, 20 December 2022
  • ...res, extracts, supernatural weather, or vindictive modders. They generally cause unpleasant and frequently fatal [[symptoms]] over a short to long period of | Dizziness<br>Drowsiness<br>Strong pain<br>Fever<br>Unconsciousness<br>Complete paralysis<sup>1</sup
    30 KB (4,766 words) - 17:29, 1 October 2018
  • ...While usually harmless in itself<sup>*</sup>, a resulting infection might cause a loss of life or limb if not properly dealt with. : (* unless in the lungs, in which case the unlucky dwarf may be unable to breathe if the effect or a subsequent infection is severe.)
    5 KB (759 words) - 04:01, 20 December 2022
  • ...While usually harmless in itself<sup>*</sup>, a resulting infection might cause a loss of life or limb if not properly dealt with. : (* unless in the lungs, in which case the unlucky dwarf may be unable to breathe if the effect or a subsequent infection is severe.)
    5 KB (765 words) - 18:39, 26 September 2023
  • ...h the unlucky dwarf will be unable to breathe, a resulting infection might cause a loss of life or limb if not properly dealt with. ...ver caused the wound had an anti-coagulant in the venom. This will quickly cause an affected creature to bleed out if the syndrome is not immediately treate
    5 KB (713 words) - 21:46, 26 July 2021
  • ...h the unlucky dwarf will be unable to breathe, a resulting infection might cause a loss of life or limb if not properly dealt with. ...ver caused the wound had an anti-coagulant in the venom. This will quickly cause an affected creature to bleed out if the syndrome is not immediately treate
    4 KB (706 words) - 21:53, 26 July 2021
  • ...short-term arcs, core-items, Reqs, Bloats and Powergoals. The page itself may be found [http://www.bay12games.com/dwarves/dev_single.html here]. Note that, due to the page's age, many of the specific goals here may no longer be directly applicable; however, they provide a general overview
    286 KB (44,767 words) - 10:59, 17 January 2022
  • ...ted by a blinking gray arrow. Dwarves who are unable to sleep for 6 months may go [[insane]]. ...into their own cycles. After some time, at most a quarter of the fortress may be asleep at a time.
    5 KB (862 words) - 21:09, 5 December 2023
  • Dwarves may be [[alcohol]]ics, but they cannot live on drink alone; they also need '''f Thirst, Hunger, and Drowsiness each increment by 1 during each game tick (e.g. 1200 per day, 33600 per mon
    7 KB (1,185 words) - 20:38, 28 June 2014
  • ...untering certain creatures, extracts or vindictive modders. They generally cause unpleasant and frequently fatal [[symptoms]] over a short to long period of | Fever<br/>Strong drowsiness (delayed)<br/>Strong dizziness (delayed)
    18 KB (2,922 words) - 10:56, 3 March 2012
  • ...ted by a blinking gray arrow. Dwarves who are unable to sleep for 6 months may go [[insane]]. ...into their own cycles. After some time, at most a quarter of the fortress may be asleep at a time.
    5 KB (841 words) - 03:57, 20 December 2022
  • ...ght material. Reference the [[#Demands|demands]] section to determine what may be required. Important Note: They will only collect these materials in the ...perties and quality as any artifact your fortress could have produced, and may be stolen or pillaged just like any other non-player artifact.
    51 KB (8,136 words) - 13:53, 17 April 2024
  • {{Quality|Exceptional|00:23, 18 May 2015 (UTC)}} ...ght material. Reference the [[#Demands|demands]] section to determine what may be required. Important Note: They will only collect these materials in the
    49 KB (7,895 words) - 04:00, 20 December 2022
  • ...ptivity can easily foul up your circuits-- for instance, a pacing creature may prevent a door from closing, causing an AND to evaluate as true even though The reader may have noticed the near symmetry of the preceding gates. However, the output
    19 KB (3,049 words) - 22:40, 8 April 2014
  • ...ptivity can easily foul up your circuits-- for instance, a pacing creature may prevent a door from closing, causing an AND to evaluate as true even though The reader may have noticed the near symmetry of the preceding gates. However, the output
    19 KB (3,053 words) - 00:25, 21 December 2022
  • ...ptivity can easily foul up your circuits-- for instance, a pacing creature may prevent a door from closing, causing an AND to evaluate as true even though The reader may have noticed the near symmetry of the preceding gates. However, the output
    19 KB (3,053 words) - 03:17, 20 December 2022
  • ...shield]], or make it unable to attack with that limb. Breaking a leg will cause a two-legged [[creature]] to fall, making his extinction much easier. (Oddl In addition to body part damage, weapons also cause bleeding and pain.
    17 KB (2,905 words) - 02:48, 2 July 2012
  • ...shield]], or make it unable to attack with that limb. Breaking a leg will cause a two-legged [[creature]] to fall, making his extinction much easier. (Oddl In addition to body part damage, weapons also cause bleeding and pain.
    17 KB (2,927 words) - 22:48, 19 April 2012
  • ...ouncements.txt) can be used to control which [[announcement]]s do or don't cause the game to recenter and/or pause. For example, you can make the game paus ...ocks people out due to some [[cave-in]] code. When I fix that, KOs may or may not be a parameter. Solid breath can also take the form of a solid [[glob]
    34 KB (5,534 words) - 19:32, 21 February 2023

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