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  • ...this mod will give you three new dye colours, three new alcohols, and one new cloth. Some of these plants are restricted to certain biomes, so don't be surprised if you can't find a
    4 KB (720 words) - 11:54, 16 January 2022
  • #REDIRECT [[Modification:New plants]]
    37 bytes (4 words) - 11:00, 16 January 2022
  • #REDIRECT [[40d:New Plants]]
    28 bytes (4 words) - 01:10, 9 April 2014

Page text matches

  • This is a table of the real-life growths and growth seasons of plants found in ''Dwarf Fortress''. It is a work in progress. The values in this table will be incorporated into the Expanded Plants mod. Please feel free to help with the research!
    127 KB (17,652 words) - 20:30, 11 January 2023
  • bad array new length The dance enters a new section with
    931 KB (148,541 words) - 18:41, 1 December 2023
  • <type>hf new pet</type> <type>new site leader</type>
    795 KB (120,124 words) - 03:34, 25 February 2020
  • ...ith mixed {{DFtext|Light|6:0:1}} and {{DFtext|Dark|0:0:1}} tiles may show plants as "available" when only a tiny fraction of the tiles in the farm are valid ...le on [[crop]]s for details on the conditions needed to grow the available plants.
    29 KB (4,691 words) - 11:13, 3 March 2024
  • ...ith mixed {{DFtext|Light|6:0:1}} and {{DFtext|Dark|0:0:1}} tiles may show plants as "available" when only a tiny fraction of the tiles in the farm are valid ...le on [[crop]]s for details on the conditions needed to grow the available plants.
    29 KB (4,713 words) - 01:43, 16 October 2023
  • |name = Expanded Plants ...dest Module-style mod which seeks to provide more true-to-life versions of plants present in the vanilla game.
    7 KB (1,157 words) - 22:32, 6 February 2019
  • PLANTS Plants
    311 KB (47,240 words) - 11:27, 4 October 2011
  • ...:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channelling out the roof above the desired plot and then constru ...le on [[crop]]s for details on the conditions needed to grow the available plants.
    19 KB (3,145 words) - 01:42, 16 October 2023
  • PLANTS Plants
    237 KB (33,753 words) - 21:06, 23 June 2017
  • PLANTS Plants
    248 KB (37,728 words) - 00:28, 8 August 2013
  • Creating New Region Create New World
    123 KB (19,038 words) - 13:55, 10 November 2022
  • Deserts and glaciers are excessively dwarfy - with no plants and no water, there's no way to survive until caravans arrive (none of the * Don't gather plants except those you plant yourself.
    84 KB (13,990 words) - 15:59, 3 October 2023
  • Deserts and glaciers are excessively dwarfy - with no plants and no water, there's no way to survive until caravans arrive (none of the * Don't gather plants except those you plant yourself.
    84 KB (13,988 words) - 03:49, 20 December 2022
  • adds 35 new fish Adds 73 new plants, some indoor and lots outdoor
    10 KB (1,611 words) - 11:06, 16 January 2022
  • ...//www.bay12forums.com/smf/index.php?topic=28829.0 game mods] which can add new creatures/crops/items/etc, or increase the difficulty of the game. .../nowiki>''' token to other entity definitions. This is not recommended for new players. See the [[modding guide]] for information on how to do this.
    64 KB (10,735 words) - 21:26, 12 August 2014
  • ...oximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to th First, [[World generation|create a new world]]. ''Dwarf Fortress'' worlds are always procedurally randomly generat
    86 KB (14,760 words) - 04:47, 17 March 2024
  • ...ments that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this i ===New Races===
    21 KB (3,661 words) - 20:14, 17 June 2019
  • ...oximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to th First, [[World generation|generate a new world]]. ''Dwarf Fortress'' worlds are always procedurally randomly generat
    94 KB (16,288 words) - 19:50, 3 January 2023
  • ...round trees. Deserts and glaciers are excessively dwarfy, though - with no plants and no water, there's no way to survive till caravans arrive (none of the s * Don't gather plants except those you plant yourself.
    71 KB (11,875 words) - 16:34, 26 July 2021
  • * Don't gather plants except those you plant yourself. * Trade for plants and wood only with the elves; they understand your environmental code.
    63 KB (10,491 words) - 16:07, 26 July 2021

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