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  • The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world. It is very difficult ...ns if the terrain parameters don't allow enough suitable locations for the features to be placed.
    82 KB (13,016 words) - 08:47, 21 January 2023
  • ==== <REGION-QUALITY> <X/Y>-Variaton ==== ==== <REGION-QUALITY> Weighted Ranges ====
    14 KB (2,125 words) - 20:03, 23 June 2017
  • The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world. It is very difficult Some biomes/features that are impacted by elevation:
    63 KB (9,936 words) - 15:59, 13 July 2017
  • ...rall view of where, relative to the rest of the features of the world, the region map is focused on. Currently, an embark must be entirely within a tile on the "Region" view. This restriction will be removed in the future. [http://www.bay12f
    33 KB (5,542 words) - 03:21, 20 December 2022
  • ...rall view of where, relative to the rest of the features of the world, the region map is focused on. The arrow keys control the X cursor in the center "Region" view while {{k|u}}, {{k|m}}, {{k|k}}, and {{k|h}} move the embark location
    26 KB (4,466 words) - 14:33, 23 November 2016
  • ...rall view of where, relative to the rest of the features of the world, the region map is focused on. The arrow keys control the X cursor in the center "Region" view while {{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} move the embark location
    26 KB (4,447 words) - 19:39, 9 February 2022
  • Some items related to gameplay (graphics / tiles used, features enabled, population cap, etc) are not available from in-game options screen ...ow the '''Choose Fortress Location''' screen. There are three maps: Local, Region, and World.
    94 KB (16,288 words) - 20:22, 16 June 2024
  • * A [[region]]'s raw files are now stored in their respective save folder. ...to each other with different appearances, including hair [[color]], facial features, etc.
    34 KB (5,534 words) - 19:32, 21 February 2023
  • |caption=Region View screen (v50.09) ...r unretire a site]], and choose your origin civilization. Each tile on the region view encompasses a 16×16 grid of local view tiles. In the local view, you
    31 KB (5,144 words) - 04:58, 1 March 2024
  • ...uch CPU power. (You can also just select a 3x3 area and still have all the features.) ...e with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.
    20 KB (2,620 words) - 20:21, 23 June 2017
  • ...ve folder may become corrupted. Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. "regionXX") ''before saving'', sa ...is area during your game). Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move mo
    82 KB (14,401 words) - 20:24, 16 June 2024
  • <br>&emsp;[[File:Folder.svg|20px|link=]] region# <br>&emsp;[[File:Folder.svg|20px|link=]] region#-year-month-day
    9 KB (1,483 words) - 13:06, 4 January 2023
  • <br>&emsp;[[File:Folder.svg|20px|link=]] region# <br>&emsp;[[File:Folder.svg|20px|link=]] region#-year-month-day
    11 KB (1,830 words) - 22:17, 17 June 2024
  • The '''saved game folder''' is the location in where a certain region's information and necessary files are stored and accessed by ''Dwarf Fortre ...warf Fortress root directory. By default, they are saved in the format: ''region#'', where # is a number, starting with region1 and then incrementing; howev
    6 KB (1,078 words) - 13:07, 4 January 2023
  • ...e_collage.png|372px|right]]A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and ...and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment. Therefore, the more biomes you have, the
    8 KB (1,183 words) - 08:09, 21 January 2023
  • ...0_biome_collage.png|right]]A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and ...and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment. Therefore, the more biomes you have, the
    8 KB (1,170 words) - 07:01, 3 March 2024
  • Magma almost exclusively occurs in two different features; magma pools and magma pipes. ...er, it IS actually possible for a volcano that shows up on the "local" and region screen in the starting location chooser to be entirely underground - althou
    19 KB (3,344 words) - 17:29, 4 July 2020
  • ...oss an entire world map, a starting location is defined by the number of [[region|area blocks]] that they select when starting a game - they can never explor ...ws its location within the entire generated [[world]]; the middle pane ("[[Region]]") shows the general [[biome|terrain]] types and [[civilization]]s in the
    11 KB (1,876 words) - 21:35, 14 December 2011
  • ...cal map. The entire local map is represented by that yellow X. Most of the region is forest, with a mountain range in the bottom right. The two light blue li ...g out all the way. The yellow X represents the approximate position of the region.
    57 KB (10,148 words) - 21:12, 5 January 2023
  • ...lay area after you embark. Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move mo ...warf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to m
    54 KB (9,560 words) - 20:23, 16 June 2024

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