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User:Jan/sandbox

From Dwarf Fortress Wiki
< User:Jan
Revision as of 09:29, 21 December 2022 by Jan (talk | contribs)
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== Gamefolder --

If you installed Dwarf Fortress on Arch Linux using pacman, then running dwarffortress will dump the configuration files you should edit into your home directory under .dwarffortress - editing the files under /opt/dwarffortress/data/init will not change how the game behaves.

SU by default we believe the itch.io app stores game files in `%APPDATA%/itch/apps`, at least on windows.

Misc

Category:Message_box_templates

I can just imagine a wagon throwing a tantrum and tossing all its contents at people.

I can just imagine a wagon throwing a tantrum and tossing all its contents at people.

I can just imagine a wagon throwing a tantrum and tossing all its contents at people.

I can just imagine a wagon throwing a tantrum and tossing all its contents at people.

How does a dwarven light bulb looks like?

BulbIcon.svg I can just imagine a wagon throwing a tantrum and tossing all its contents at people.
BulbIcon.svg

I can just imagine a wagon throwing a tantrum and tossing all its contents at people.

I can just imagine a wagon throwing a tantrum and tossing all its contents at people.

I can just imagine a wagon throwing a tantrum and tossing all its contents at people.

I can just imagine a wagon throwing a tantrum and tossing all its contents at people.


Bulbgraph.png Note: I can just imagine a wagon throwing a tantrum and tossing all its contents at people.



Conserving Resources

Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.


Conserving Resources

Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.

Conserving Resources

Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.

Conserving Resources

Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.

Dwarf Fortress Icon.svg
Conserving Resources

Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.




Token Arguments Description
 NAME
  • name
The singular form of the plant's name as seen in-game.
 NAME_PLURAL
  • name
The plural form of the plant's name as seen in-game.
 ADJ
  • adjective
The word or phrase used to describe items made from this plant.
 ALL_NAMES
  • name
Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
 PREFSTRING
  • reason
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
 MATERIAL
  • material_name
Starts defining a new local plant material with the given name and no properties.
 USE_MATERIAL
  • material_name
  • old_material
Starts defining a new local plant material with the given name and using the properties of another local plant material.
 USE_MATERIAL_TEMPLATE
  • material_name
  • template_name
Starts defining a new local plant material with the given name and using the properties of the specified material template.
 BASIC_MAT Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.
Token Arguments Description
 NAME
  • name
The singular form of the plant's name as seen in-game.

border-top:1px solid #dddddd;

 NAME_PLURAL
  • name
The plural form of the plant's name as seen in-game.
 ADJ
  • adjective
The word or phrase used to describe items made from this plant.
 ALL_NAMES
  • name
Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
 PREFSTRING
  • reason
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
 MATERIAL
  • material_name
Starts defining a new local plant material with the given name and no properties.
 USE_MATERIAL
  • material_name
  • old_material
Starts defining a new local plant material with the given name and using the properties of another local plant material.
 USE_MATERIAL_TEMPLATE
  • material_name
  • template_name
Starts defining a new local plant material with the given name and using the properties of the specified material template.
 BASIC_MAT Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.
Token Arguments Description
 NAME
  • name
The singular form of the plant's name as seen in-game.
 NAME_PLURAL
  • name
The plural form of the plant's name as seen in-game.
 ADJ
  • adjective
The word or phrase used to describe items made from this plant.
 ALL_NAMES
  • name
Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
 PREFSTRING
  • reason
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
 MATERIAL
  • material_name
Starts defining a new local plant material with the given name and no properties.
 USE_MATERIAL
  • material_name
  • old_material
Starts defining a new local plant material with the given name and using the properties of another local plant material.
 USE_MATERIAL_TEMPLATE
  • material_name
  • template_name
Starts defining a new local plant material with the given name and using the properties of the specified material template.
 BASIC_MAT Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.
.wikitable,
.prettytable{
    border: none !important;
    width:auto;
    max-width:100%;
    margin-bottom:20px;
    background-color:transparent;
    border-spacing:0px;
}
.wikitable tr,
.prettytable tr{
    border-top:1px solid #dddddd;
}
.wikitable th,.prettytable th{
    border: none !important;
    text-align:left;
}
.wikitable td,.wikitable th,
.prettytable td,.prettytable th{
    border: none !important;
    padding:0;
}
.wikitable tr > th,
.prettytable tr > th{
    padding:8px !important;
    line-height:1.42857143;
    vertical-align:top;
    border-top:1px solid #dddddd;
    border-collapse:collapse;
    border-spacing:0;
    text-align:center;
    vertical-align:middle;
}
.wikitable tr > td,
.prettytable tr > td{
    padding:8px !important;
    line-height:1.42857143;
    vertical-align:top;
    border-top:1px solid #dddddd;
    border-collapse:collapse;
    border-spacing:0
}
.wikitable tbody > tr:nth-child(even),
.prettytable tbody > tr:nth-child(even){
    background-color:#f5f5f5
}
.wikitable tr > th.headerSort,
.prettytable  tr > th.headerSort{
    padding-right:21px !important
}
/*
.wikitable tr:hover{  
    background: #f1f1f1;
*/
}

Navigation

User Interface:



Quickstart_guide#Pre-EmbarkQuickstart guide/Starting siteSite finderStarting build










Modding:



Development:

Tools & Utilities


Game Files:


Template:Cv modding

--

Misc Mechanics:





token nonsense testing style options

Documentation
Graphics
Modding#GuideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Tokens 1B
General
Color
Creature
Entity
Item definition
Reactions
ItemLaborSkill


Documentation
Graphics
Tokens
Modding#GuideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Documentation
Graphics
Tokens
Modding guideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Modding 3B large list double space
Documentation
Graphics
Tokens
Modding guideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Modding 5 large list grouping instead of sub groups - automatic with hlist
Documentation
Graphics
Tokens
Modding guideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Modding 5A - grouping, double space
Documentation
Graphics
Tokens
Modding guideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Modding 5B grouping bold, double space
Documentation
Graphics
Tokens
Modding guideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Modding 5c grouping highilghted otherwise, double space
Documentation
Graphics
Tokens
Modding guideUtilities#Modding toolsList of modsGraphics set repositoryGame Files

Reference


Furniture
AltarAnimal trapArmor standBedBoxBucketCabinetCageCoffinDisplay casePedestalRestraintSeatSlabStatueTableWeapon rack
Tools

Access
BarsBridgeDoorFloodgateGrateHatchRoadWindow
Constructions
Machine and trap parts
Other buildings

Related articles

Template:DF2014 diamonds

Settings
Gameplay settings
Log files
Other
Ornamental (2☼-15☼)
Agates
Feldspars
Jades
Jaspers
Opals
Quartzes
Tourmalines
Semi-Precious (20☼-30☼)
Beryls
Chrysoberyls
Garnets
Grossulars
Opals
Zircons
Tourmalines
Spinels
Precious (40☼)
Rare (60☼)
See also: DiamondGlassStone
Mining
Woodworking
Stoneworking
Hunting/Related
Healthcare
Farming/Related
Fishing/Related
Metalsmithing
Jewelry
Crafts
Engineering
Hauling
Other Jobs
More: GemsMetalsStones
Creature
BloodBoneBrainCartilageCheeseChitinEggFatFeatherHair (WoolYarn) • HoofHornIchorLeatherMilkNailNervous tissueParchmentPearlScaleShellSilkSkinSpitSweatTallowTearsToothWax
Plant
Fiber (PaperSlurry) • FlowerFruitLeafOil • Plant powders (DyeFlour) • Seed (Press cake) • Wood
Creature/Plant
Inorganic
Hardcoded
AmberAshCoralFilthFuelGlassGrimeIceLyeMagmaMudPearlashPotashSaltUnknown substanceVomitWater
See also: Material science
Base
AluminumBismuthCopperGoldIronLeadNickelPlatinumSilverTinZinc
Alloys
Special
Military and defense
F.A.Q.
Guides
Managing soldiers
Design tips
Invaders
Appointed Nobles
Military Ranks
Elected Nobles
Aristocrats
BaronCountDukeMonarch
Other
Unused
Elven
Surface
Crops
Garden
Other
Subterranean
Surface
AbacaAcaciaAlderAlmondAppleApricotAshAvocadoBananaBayberryBirchBitter orangeCacao treeCandlenutCarambolaCashewCedarCherryChestnutCitronCoconut palmCoffeeCustard-appleDate palmDesert limeDurianFeather treeFinger limeGinkgoGlumprongGuavaHazelHighwoodKapokKumquatLarchLimeLycheeMacadamiaMahoganyMango treeMangroveMapleOakOliveOrangePapayaParadise nutPeachPearPecanPersimmonPinePlumPomegranatePomeloRambutanRound limeRubber treeSaguaroSand pearTeaWalnutWillow
Subterranean
Surface
Subterranean
Miner
Woodworker
Stoneworker
Ranger
Doctor
Farmer
Fishery worker
Metalsmith
Jeweler
Craftsdwarf
Engineer

Administrator
Military
General
Weapon
Other
Social
Broker
Other
Performance
Music
Poetry
Dance
Storytelling
Scholar

Other/Peasant
Unused
Topsoil
Ocean floor
Sand
Clay
Sedimentary
Igneous
Intrusive
Extrusive
Metamorphic
Ore
Economic
Other
Insects & bugs
Subterranean
Birds